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About JimmyBeans

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    "Warlord Queek"
  • Birthday 06/14/1997

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    Video Games, Writing, Reading, Music
  • Location
    Karak Eight Peaks

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  • Favorite Fire Emblem Game
    Shadow Dragon

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  1. Thoughts on FE12

    You're right, but mainly it's the fact that Minerva gave the kingdom away at the end that erks me a bit. I'm glad you thought so, and let me thank you for translating it, I come to the site often to remind myself of certain events within the game because I love Archanea so much.
  2. Some time ago I completed my first play through of this game and I sat on my overall thoughts for a while until now, in which I would like to share them. If you could, share your opinion on FE12 as well as I would like to hear what others feel about it. Since my favorite game is FE11, I was really excited to play this game and see where the story goes, and while I was spoiled mildly I went in mostly blind. Because of my ego and having played Shadow Dragon on H5 a lot I chose lunatic on this game for my first run which turned out to be a BIG MISTAKE because the game is absurdly hard, probably on par with conquest until I figured out how terrible the AI is and how easy they are to abuse, and even then it was still very painful. Gameplay Story I can't say I like this game better than Shadow Dragon, it probably would of been closer if Kris wasn't a thing but alas, here we are. Really solid game that I would say is in my top 5 for FE games. Please share your thoughts on FE12, I would love to hear them.
  3. FE11 H5 PMU

    Ya I'm having a great time using Dolph, I had no idea he was going to turn out the way he did. Sadly tiny Falchion has something like 7 MT, and since I would like Hardin and Marth to kill Medeus tag team style I am thinking that I should really get the real thing.
  4. FE11 H5 PMU

    Chapter 21: This chapter is actually kind of a pain, if you take it slow because you are in an open field/trees against a ton of palladins/draco reinforcements will join the ones already there. So we instantly baited as much enemies as we could and pushed forward. So in case anyone doesn't know, my Dolph is a legend, and saved the LP from annoyance and frustration with his absolute Girth, the only investment I gave him was one dracoshield, so his regular level ups and promo bonuses got him to this glorious defense stat. Let it be known that Dolph could care less about your physical weapons. He capped it at level 9 as well which is really nice. His other stats don't really hold a candle to that but he fulfills his purpose quite well. Does this make Dolph secretly a really good unit? absolutely not. But something I love about these games is the fact you can find a use for anyone, PMU's also give you a greater motivation to do it because I never put this much into Dolph in a casual play through. The only issue is while Dolph can bait enemies all day, he doesn't move that far, so our progression through the level was pretty slow at first meaning we didn't beat the first wave of reinforcements. Pretty much a lot of dudes show up and it starts to get difficult really fast unless your positioned far back, which I wasn't. In order for Dolph to survive we had to kill the mage and I had Xane turn into Minerva before hand because I was going to have him run to the secret shop soon. We one hit the mage with the Hautelclere and killed the the sniper with Xane and ran everyone else back, Minerva doesn't have the defense of Dolph but she is no slouch in that department either so the 3 of them survived the rest of the enemies and we cleaned up the remainders with the rest of the army. After that we quickly killed the boss because the reinforcements stop after you kill the boss, and I cleared out the secret shop and seized the throne. Chapter 21 was completed in 13 turns. The dilemma I face now is whether or not I want to kill Gharnef and get Falchion or let him be and get Nagi and the Gaiden. On one side keeping the star sphere is nice because I have no access to Hammerne in the play through, but it feels wrong to not get the real Falchion given that Marth is actually built, which is something I almost never let happen in H5, plus having Nagi slay Medeus wouldn't be a fitting ending for all the units I trained up. While I think I should get Marth his Falchion, having even more limited uses on these legendary weapons for the final chapter might end up gutting me, so it's something I'm going to have to think about.
  5. I definitely would recommend H1 or H2, and if it feels really easy try playing a bit faster. I don't mean warp skipping but seizing rather than waiting for every wave of reinforcements, it adds a new challenge and makes the late game less stompy because you didn't power level all your units keeping a decent challenge throughout the game. That's what I recommend man but you play however you want, seize is a pretty good objective for any play style. Best of luck to you.
  6. FE11 H5 PMU

    Yes man, I'm glad that stood out to you because with my roster, Marth was my best unit for the first 9 chapters of the game besides Jagen, and because of that it made every one of those chapters have a very complex and long solution until we got Minerva. Marth worked hard for those stats, way harder than anyone would have to work for those stats to be fair, but hard nonetheless.
  7. Using Jeigan/Oifey

    I love Jagens and find them amazing to use, Oifeys on the other hand I'm not much of a fan of but I'll still use them barring Seth. Jagens are always part of my core team through the bulk of the game, like I level them up and train them because some runs their stats can be pretty funny even though they get a lot weaker later. I don't feed them so many kills just because it's optimal, but because I really enjoy doing it, especailly the original Jagen himself. One time I got STR, SPD, and DEF on his first level up on Chapter 2 of fe11, and I since then I saw the potential of training Jagens, and grew to love it.
  8. FE11 H5 PMU

    Chapter 20: The Camus level. For preps we gave some stat boosters to some deserving members as well as finally promoted Roger with the master seal I got last chapter. We gave Draug the spirit dust to help his low magic, Minerva the seraph robe so she could tank points Dolph couldn't reach, and the speedwings to Jagen so he could double the generals with his forged armor slayer. We also spent a lot of money forging Becks thunderbolt so he could 1 shot the ballisticians on this level, which proved to be a good decision, I put the starsphere on him since he only has 3 uses left, and with that in mind im debating whether im going to get the real Falchion or not since I get the gaiden and get to keep the starsphere if I don't make starlight. It would be a shame not to get the better Falchion since Marth is actually trained unlike my other H5 runs, but the starsphere is really nice considering I don't get to use the Hammerne staff at all. We started and immediately I lowered the bridge with the key I bought a while back and baited the generals above me as well the palladins to the left, I had to play pretty careful because most enemies in this level have brave weapons. We also in the same turn killed the ballista with Beck, and I knew I had made a good choice in forging when I saw that. More Palladins from the north came running so I just choked the bridge with Dolph and called it a day, every enemy did 0x4 to him so the low might of the brave weapons definitely worked against them rather than for them. I ran everyone up across the bridge because there was no point in running to get hammerne since I don't get Lena, so I just sent Jagen and Gordin to kill the lone ballistician for safe keeping and than ran them back before the reinforcements showed up. Speaking of reinforcements I made the of not using Dolph to choke them out because while Minerva can do it there was a Horseman over there that I only saw after i placed her in that point, luckily the MT on the brave bow is so low that it doesn't do too much damage to her so she survived, I brought Dolph up to tank Camus and I baited him over with him after I killed the Pachyderm ballistician with Beck. Dolph gets 3 shot by Camus so he got very low, but his chip damage brought Camus low enough that Marth killed him with the forged rapier and we got the Gradivus. After we got the reinforcements taken care of I just ran Marth at the throne and sent Minerva to the arena while waiting to Marth to finish, and she did pretty dang good and got a nice level reward as well. After that I recruited Lorenz to get a free silver lance and ended the level, it took longer that I thought it would but it was still a smooth level. Chapter 20 was completed in 15 turns.
  9. FE11 H5 PMU

    Chapter 19: Easy chapter that should of been over really quick but got slowed down by Marth's treasure run. We promoted Linde and got going into the chapter. Dolph, Xane as Dolph, and Minerva just ran far up and baited all the heroes/mercs and we killed them pretty fast. I leveled up Roger some more as well. We got the starsphere and I believe I am going to forge Becks ammo and give it to him, I don't think I'm gonna get starlight since I don't get Hammerne, as much as I want to let Linde get her revenge. Anyways Marth went around and got treasure while we killed Tiki, and half the fan base probably hates me know. The rest chapter was pretty uneventful and easy, and we got the funds to prepare for the Camus level. Chapter 19 was completed in 14 turns.
  10. FE11 H5 PMU

    Chapter 18: The bridge with lots of horses. I promoted Draug and Hardin with the 2 master seals we got, letting Draug now heal with merric, which is nice as well as giving Hardin some fine stats, he can double everything on the entire map now, including the horseman. After that I gave Roger a secret book, to boost his hit rate just a little bit, and then gave the speedwing to Minerva, allowing her to double to paladins on the map where she couldn't before. I had Xane become Dolph and we just ran those two down the bridge as far as they could go, cleaning them up with riders banes immediately after the generals tanked them. Dolph somehow got speed which was amusing, we then just pushed our way south at a fast pace. I had bought poleaxes and ridersbanes before hand so this chapter wasn't very hard, especially with beefy units like Dolph and Minerva. I got Roger to finish off some people with the Poleaxe/Devil Axe as well and got him a few levels. I didn't really have any money so I just ignored the shops and hit the south zone on the other side of the bridge, it was fun watching horsemen do 0 damage to Dolph on both attacks. Meanwhile, Est showed up and gave us the Mercuirius and we gave that to Hardin and sent Est to timeout. Once we got off the bridge we ran to the right as far as we could because some dangerous reinforcements show up over to the left forts. We then put Dolph on the fort middle fort as the rest of the forces cleaned up the enemies as well as the boss, which then came the reinforcements immediately after. After everyone took their turn and killed who they could I had Marth seize before anymore showed up and we completed the level at a pretty quick pace. Chapter 18 was completed in 10 turns. As a side note I must say that the player phase music that starts on this map is my favorite in the series, It's so good man.
  11. FE11 H5 PMU

    Chapter 17: Altea Castle has a lot of mages, so the first thing I did was switch Gordin back to a paladin to get him up to 6 res. After that I noticed how much the mages weighed themselves down with their tomes, after the calculations the majority of the enemy mages had something like 6 effective speed which is pretty awful for this point in the game, so I saw that Jagen had just enough STR to one round them with a Javelin and of course he doubles them, so I gave him a pure water and used the talisman on him. The next issue was the Manaketes, these monsters had 24 effective speed, which is absurd for my team. It honestly makes me wish I promoted Hardin early or just leveled him up some more because not even he could escape the doubling range of those enemies. Everyone on my team would get bodied by the dragons and no one was able to not get doubled, so I did the unthinkable. Shadow Dragon has a lot of terrible units, but the game gives you the resources to make any unit steamroll in certain chapters/areas, and Dolph, who is considered to be generally awful, is no exception to this, his levels in HP and DEF as a knight were put to good use, and those two stats are high enough to survive being doubled by Firestone Manaketes, they did 17 damage a hit. If not for Dolph we would of had to player phase the Manaketes which is not fun if anyone misses as you can guess. We ran for the chests on the left as soon as we killed the first Manakete, we split up on the left killed the promoted hero as soon as we could, and had Dolph bait out the killer bow sniper as we got there, during that time I had Xane become Dolph and he baited the other Manakete. Marth than started slowly started opening chests (because I wanted to save my keys) while the rest of the army ran to the boss room to kill the sages and get the VIP card. The funny thing was Dolph actually doubled these mages, so I had him use a pure water and he baited the sage and the sniper This is such a fun alternative around having low speed. Once we broke in the reinforcements showed up, and boy I forgot how long they showed up because I was getting swamped while waiting for Marth to run all the way back to seize, in the mean time I had roger bait the knights to chuck javelins at the wall over at him, with him having a hand axe equipped, while the rest of my forces held off the cavs, this happened for some time. And Hardin finally capped his speed here, so there is really no point in waiting to promote him anymore if you ask me. Merric then became unable to keep up with all the healing that needed to happen so we killed the boss with Dolph and flew Minerva to the secret shop to get a couple poleaxes for her and Roger knowing that the next chapter has a ton of cavalry, and then Marth seized before the large number of enemies could overrun us. Minerva had to sell a bunch of bows so we could actually have enough money to buy the stuff which was pretty funny, not like I need bows anyways. Chapter 17 was completed in 22 turns.
  12. FE 11's Take on Storytelling/Less is More

    You're right, infact in SD Matthis only even talks about Michalis to Marth. I wonder if there are any hints towards that, or if fe11-fe12 just didn't support their history at all.
  13. Fire Emblem Pitfalls 10

    That's fair I guess. I honestly saw this video long before he posted it here, and I'm sure most who even would care had already seen it as well.
  14. Fire Emblem Pitfalls 10

    Well it shouldn't matter, I can agree to that. But in my experience the game is more fun with this knowledge, more free, and less constricted. You say that the series is unnecessary, and that's your call I can't disagree with that, but I'm sure that I'm not the only one who enjoys FE games more with the knowledge passed in this series, if anything they have been the reason I revisited a lot of FE games I hadn't played in a while.
  15. Fire Emblem Pitfalls 10

    Is it though? Making the game harder based on a misconception versus intentionally gutting yourself for more of a challenge/ training weaker units to gods are two very different things, and Mekkah explains that the pitfall is the former. So is it a misnomer? I don't think so... He's made it clear, at least to me, what the series is all about and I think the title fits.