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Found 23 results

  1. Hello everyone, it has been a long while I showed my face here. Today I brought to you a really nice yet somewhat obscure series called The Legend of Heroes 6. I'm planning tackle all the games while doing a LLG on the hardest difficulty while attaining 100% completion in the game Ruadath tried this challenge a long while ago and since he didn't brought it back, I decided to tackle these gems since I love this saga. Without more to talk about, here's the playlist: Only thing left it's the endgame, so bottle up guys: WE'RE GOING FAST
  2. Anyone played Yggdra Union?

    Was wondring if anybody else on Serenes has played/heard of Yggdra Union. It's a pretty awesome game and it's rather similar to fire Emblem in several ways. It even has the weapon triangle! I'm asking not only because I'm curious but also because I was probably going to do a playthrough on Twitch and was wondering if people here would be interested in that sort of thing.
  3. I was wondering what exactly are the reinforcements and the overall map at the "Creation" battle, It would be super helpful, I haven't seen the full map or reinforcements anywhere.
  4. Stupid Strategy

    And people still say the one RN system makes the game more difficult for the player...
  5. Hello, my friends and fellow video game enthusiasts, I beat Duma this morning, it was awesome and I am now well on my way to the Thabes Labyrinth (just reached Furia Port). Before I go in there, woefully unprepared, I would just like to know which units you used to clear it and maybe some general tips on what to do and what to avoid, i.e. is it better to have at least one person of every class or are some classes utterly worthless in there? Things like that. Before we start, let me give you a rundown on which classes my Villagers switched into: Gray - Dread Fighter, though he's weaker than Saber atm Tobin - Bow Knight Kliff - Sage Faye - Saint (Tankiest. Cleric. EVER.) Atlas - Dread Fighter, since I picked Sonya over Deen (again, Saber is stronger) I also consistently used everybody during my current run, so every character is free game. I'm looking forward to your tips and experiences and offer my thanks in advance! Oh, one more thing: I've heard that there's some secret boss at the end. Please don't spoil his / her / its identity for me while writing your posts. Thank you! Much love, ~ DragonFlames
  6. Grand Hero Battle: Xander

    After much trial and error (aka 1 stamina potion because I kept accidentally bringing in my arena team) I got the Xander battle down! I was surprised it went so smoothly this time in all honesty! Here's my strategy, if you have any other ones be sure to show me as well! I'm usually not that good with these kinds of battles unless someone dies first....
  7. Let's Play: Master of Magic Do majestic 1994-fireball-animation attract any attention? I sure hope so, because as a newcomer in this forum in general and the LP subsection in particular, LPing a 22 years old strategy game might not be a good marketing decision. Still - I'd like to enter the fray with this oldtimer, hoping that some of you will enjoy its phenomenal graphics and polished gameplay awkward animations and questionable game balance. So what is this game? In short, it's basically Civilization I, but MAGIC! Its mechanics for science, infrastructure and (especially) combat are different enough to make MoM a unique game, but an experienced Civ player should be able to get into this game rather quickly. Like probably every Civ spin-off in history, MoM is all about expanding and developing an empire before you eventually murder your opponents. Is it still any good? Well, yes - I wouldn't do this otherwise. The graphics haven't aged well and the first thing I did was muting the sound, but the gameplay itself is very enjoyable, even by today's standards. 4X games like this usually have a good replay value in general, and compared to (at least the first) civ games, Master of Magic has even more parameters to make every playthrough unique. Unfortunately, it shares another trait: the AI in this game is hilariously weak, so the higher difficulty setting put the player at an equally hilarious disadvantage to make up for it. Is there more of this awesome intro? Yeah, I only sewed together two small parts of it. Here's the whole thing (not my vid). Do you want to get started already? Yes. [spoiler=Getting Started] Just going over the settings real quick: Hard is only the second-highest difficultiy because 1) I am a filthy casual, 2) I haven't played this in a while and 3) I don't enjoy if my opponents summon the Armageddon on me while I teach my guys how to use a halberd. 'Powerful magic' means that the main sources of magic power yield more mana, but are also guarded by more powerful monsters. There are 14 prebuilt wizards to choose from (Here's a list)... ...but being a filthy casual, I prefer to go with a more optimized build. The game includes five magic realms (afaik directly ripped off Magic: The Gathering) and quite a few special abilities of varying power. I'd like to go though those as well: [spoiler=Magic Realms] Somewhat surprising, very few of the Life magic spells are healing spells. Instead, this realm focuses on supporting spells, making the common troops of a Life wizard quite terrifying. Other than that, it has a few spells to improve your empire's economy and some direct counterspells against the Death and Chaos realms. Death magic is the polar opposite and one wizard cannot learn spells out of both of these realms. Death spells do what you'd expect: Weakening the enemy, both in combat and on the world map. The more advanced spells can get really devestating, so a Death mage can be a really annoying opponent. Not by power, but by efficiency, Death also features the best summoning magic in the game. Chaos is the reason why I don't like to play this game on impossible. Most of its spells are combat related: Quite a few Summons (including the powerful but expensive Great Drake), a lot of directly damaging spells and very little else. At the very end of the spell list, however, you'll find a few global spells that can be summed up as 'fucks up the whole world, except the caster's cities'. On impossible, an enemy Chaos mage will grab one of these fast and that's just no fun. Nature is the Jack-of-all-trades of the realms, unfortunately including the Master-of-none part. It has spells of every kind (supporting and damaging, both for combat and for infrastructure), but they tend to be nice instead of powerful, making this (in my opinion) the weakest realm in the game. Sorcery has a few vaguely wind-related spells, but the strengths of this realm are illusion (like invisibility) and meta-magic (starting with powerful antimagic and ending with acutally stealing global enchantments). In my experience, Sorcery gives you a rather slow start, but later not only are some of the advanced spells really powerful, but the AI gets boned hard by invisible and/or flying units. Every realm includes 40 spells, divided into four tiers. The number of books picked determines how many of them you'll find (and be able to study) in your library: ten books give you every spell of the realm, fewer books randomly remove some, starting at the most powerful tier. Even though some of the special traits are really powerful, they're less impactful for the overall game. So I'll just link a short summary instead of going into detail here. I'll just explain my final build: With this combination, I'll get a lot of value out of my non-magical units, hopefully to the point where they're as strong as the most powerful summons (and way less pricey). Alchemy allows me to convert gold and mana without losses in either direction, giving me a lot of flexibility throughout the game. Warlord boosts the experience level of all non-magical units, even giving them an additional combat rank above the usual maximum. The downside of taking both these traits: I can only hope that I will have all of the more important spells in my library. Fortunately, the three spells I'm really looking forward to are only in the second-highest tier, of which I'll only be missing three... Picking 8 books of only one realm also gives me seven of the basic spells at the start of the game. I'll go over them when I actually start playing. And finally I get to choose which race populates my capital. This decision mostly affects the earlygame since you'll be able to capture neutral cities (although occupying a dwarven city as a elven ruler will result in angry dwarves), but the difference can be quite significant. I'm picking Halflings because they have the strongest combat units in the game while also being able to build up a decent infrastructure. I'm not kidding, by the way. Hobbit units are pretty insane. But again, I'll go into detail when I actually play this game - in the next update. This one's long enough, but I hope that I managed to keep a few readers going up to this point. As an addendum: This is only my second LP and the first one was in a smaller forum and in my native language. So I'd really appreciate feedback, especially if some passages are phrased weird or just plain wrong. As long as it's not "EVERYTHING SUCKS!", feel free to be critical. ;)
  8. Revelation hard mode run

    I'm replaying Revelation for the second time, but it's the first time on hard mode. Classic mode. I'm struggling more than I expected to. I've been put to tears. Please help me. I don't know if I'm going to need more help after this, but we'll start here: Chapter 12. My avatar (+spd/-str). Keeps dying. I gave her and almost every other unit deployed at least one of the following tonics (my avatar has all of them): HP, luck, defense, resistance. I believe some of them also had a meal that boosts speed. In the past, I've put other royals on the same boat as the avatar, because they've always had the best stats for me. But because I now know about the Dragon Veins and how tedious the map can be without putting one royal on each boat, she is the only royal on that boat. I've been putting Subaki (reclassed to Samurai) and Hayato alongside her. All of my units so far have survived except Kaze and Saizo. I also have two bond units, one a Samurai, another a Wyvern Rider. All three of those units on that boat get pretty banged up on, but my avatar gets it the most, especially from the Dark Mages. I feel like I've done all I can to prepare myself for this chapter, yet I can't stop letting myself down. Anyone, please give me tips. I need help.
  9. Multiplayer Counters

    So since I have yet to see this spelled out anywhere, Name a class, then name another class that can effectively dispatch the former- assuming both units have maxed stats and weapons. I've noticed a maxed out swordmaster with 150 avo, 69 spd (while paired) still ends up being outgunned by daggers/shuriken. While normal units would have 0% hit chance, master ninjas that dont even have maxed stats are somehow able to achieve around a 60% hit rate. This is WITH the swordmaster having shurikenbreaker and (I think) without the master nin having swordbreaker. Does the weapon triangle advantage really give THIS much of an advantage? Im not sure if i have the correct cause of this phenomena, and I may be exaggerating the hit rate a bit, but regardless I've seen some hit rates that dont really make sense based solely on stats. Thoughts? This was posted with 5 vs 5 multiplayer in mind. Not castle battles.
  10. Hello friends, I've finished Birthright and Conquest and during my playthroughs I noticed that Intelligent Systems changed a lot of things in this game from Awakening and even added new things as well. And one of the things they changed was the level up system, you can't reclass forever so you have to be careful of how to use your seals. I don't intend on making mistakes on my Revelations playthrough, so I ask when is a good time to promote a unit? I just got Takumi for example and I wanna master seal him to a sniper and then heart seal him to a Basara because of Rend Heaven, but the question is should I do that now with him at level 10 or level him up a little bit to improve his stats? Basically what's the optimal way of going about this? Eternal Seals are kind of expensive so I don't wanna buy too many of them if I can avoid it.
  11. XCOM

    How was there not already a thread for this? Surely I can't be the only one here who likes XCOM Enemy Unknown/Within... And of course XCOM2 is coming out soon. HYPE.
  12. Efficient Strategy?

    So ... we have some interesting things on our hands. a) Debuffs from weapons, which apparently stack [i heard that Silver debuffs add up over consecutive battles.] b) An inability to double with most 1-2 range weaponry, the exceptions being Tomes. c) Nosferatu nerf [can't double]. d) Nohrian terrain, map layout and varied objectives. e) A lot of Player Phase oriented skills, like Prescient Victory or Belka's Ambush skill, or things like Flamboyant and Line of Death which make it inadvisable for units to take on tanking roles. There's an obvious shift in emphasis from Enemy-Phase action to Player Phase actions. The weapons have also gone some interesting shifts: Bows are part of the triangle, have some interesting slayer options and Prescient Victory is a solid skill, especially when you factor in that bows can double at range. Myrmidons and Archers are no longer straight-forward the weakest, high-movement classes are not by default the best because while they can get places faster they can do less when they get there and a shift to a predominantly not-Seize or Bosskill playstyle is upon us, if Nohr is any indication. Our previous understanding of how to play Fire Emblems is being rewritten. Going forward, what will be the best way to play the game at a brisk place? Reliable player-phase offense seems to be very valuable since our tanks won't also be our routers. What does everyone think?
  13. Hello everyone! If you haven't gotten to Paralogue 18 this will have spoilers for that, just a heads up! I've played through Awakening twice now on Normal/Casual and very few recruitable characters ever give me trouble as much as Gangrel (not including Paralogue 17 good lord). So I've thought about it, and would like to know, what do you guys do for that chapter to recruit him? I'll share what I usually do, but I'm almost positive there is a better way to go about it. My strategy is to make sure that I at least have two flying units. Frederick is a Wyvern Lord with A support for Chrom who is a Great Lord. I pair those two together and put them in the mountains right until Gangrel comes close enough to them, which ends up happening at the bottleneck of the two mountainsides. I'll fly out and switch to a weaponless Chrom and talk to Gangrel. Meanwhile, my other flying unit (it doesn't really matter who it is, my first time playing through was Grand Master Female Avatar and Falcon Knight Cordelia) will pair up with the Avatar and make their way to the village. My other units, besides Lissa and Libra, would go and clean up the spawn area but avoid going near the bottleneck just in case they pull Gangrel to them. Lissa (Sage) and Libra (Sage) were on standby in case anyone needed healing. With the village taken care of and the spawn area clear, I just wait on Chrom to finish talking to Gangrel for two more turns, meaning Chrom is weaponless during that time. On Normal difficulty that isn't a problem, but I think this plan would fail on Hard and up. Needless to say, Chrom finally gets Gangrel to join. Since I'm Casual scum, I just send Gangrel off to fight everyone by himself, but when I play on Classic I planned on just having Lissa or Libra to rescue him so he doesn't get killed by his former comrades. After that, everyone charges in and cleans up the map. It doesn't seem too hard of a map, it's just Gangrel makes it difficult if you really want to recruit him. Like I've said, I know my strategy isn't that great, so I'm curious on what others on Serenes Forest have tried.
  14. Any personal experiences doing this? I tend to make lots of mistakes when playing by being reckless. I hate having to restart the chapter so I usually use save states, after I feel really guilty and call myself a fraud. But I do plan on making lets plays of each Fire Emblem so I like to think of this as practice. Any advice on enemy stats, positioning, or terrain would be appreciated.
  15. This game has the best MMO experience out of any game I've ever played before. The servers rarely ever lag and the combat system was really well put together. Skills are extraordinarily useful and items never cease to surprise me.
  16. Future Strategy Opinions

    Okay, so I just beat Apotheosis Normal Path with 6 units on a whim (No eugenics involved). Here are my units: Robin (Grandmaster, +Magic - Luck) Abilities: Armsthrift, Limit Breaker, Tomefare, Luna, Vantage Weapons Used: Forged Celica's Gale Lucina (Great Lord, Sumia) Abilities: Aether, Galeforce, Limit Breaker, Pavise, Dual Strike + Weapons Used: Forged Brave Lance, Forged Brave Sword Morgan (Grandmaster, Lucina) Abilities: Aether, Armsthrift, Limit Breaker, Ignis, Galeforce Weapons Used: Forged Celica's Gale Inigo (Hero, Henry) Abilities: Armsthrift, Vengeance, Limit Breaker, Vantage, Galeforce Weapons Used: Forged Brave Axe Chrom (Great Lord) Abilities: Limit Breaker, Aether, Rightful King, Luna, Dual Strike + Weapons Used: Brave Lance Sumia (Falcon Knight) Abilities: Luna, Iote's Shield, Galeforce, Limit Breaker, Lancefare Weapons Used: Brave Lance, Fortify, Rescue All units had Tiki's Tears used on them. They also had elixirs. Now, because I am a masochist, I am going to attempt to do the same with the secret path. (I know I can do the first part in two turns). I have most of the abilities available for each character. The question is, what should my strategy be for the secret path using these 6 units?
  17. 1st Gen Skillsets

    So I thought hey, let's make a guide for the best skill sets that the 1st Gen characters can have, because why not? Obviously the kids will always outclass their parents (with very few exceptions), so this is mainly a thing kindasorta for fun for people who feel like using the parent generation as a challenge or for whatever other reason. So basically, our mission is to come up with the best singular skill set and class (or multiple sets/classes if they exist) for every parent-generation character. To participate: Pick a Gen 1 character, propose the class, and propose a skillset for him/her, discuss. (If you like, rank the character relative to the other Gen 1 characters in terms of effectiveness; I may implement a tier/rating system into the guide as well at some point.) * About DLC: Skills like Limit Breaker, Aggressor, All Skills+2, Iote's Shield, etc. will be listed in parentheses. In most cases, DLC skills will be superior to the alternative. [spoiler=Gen 1 Men] [spoiler=Chrom] 1) Lead Chrom - Sniper / Paladin / Bow Knight Skills: Aether, Dual Strike+, Luna, Rightful King (Limit Breaker), Bowfaire/Dual Guard+ (Aggressor) 2) Support Chrom - Great Knight / Great Lord / Dreadfighter Skills: Dual Strike+, Hit+20, Charm (Limit Breaker), Dual Guard+ (Aggressor), Aether (All Stats+2) [spoiler=Frederick] 1) Lead - General / Wyvern Lord (Dreadfighter) Skills: Luna, Pavise, Aegis, Deliverer (Res+10), Dual Guard+ / Swordbreaker (Limit Breaker) 2) Support - Paladin / Wyvern Lord Skills: Str+2, Dual Guard+, Deliverer (All Stats+2), Luna (Limit Breaker), Pavise / Aegis (Aggressor) [spoiler=Virion] 1) Escort - Dark Knight Skills: Mag+2, Tomefaire, Deliverer (Aggressor), Lancebreaker (Limit Breaker), Lifetaker (All Stats+2) [spoiler=Stahl] 1) Sniper Skills: Luna, Bowfaire, Astra, Pass (Limit Breaker), Hit Rate +20/Lethality (Aggressor) [spoiler=Vaike] 1) Crittank - Berserker Skills: Axefaire, Sol (All Stats+2), Counter (Aggressor), Wrath (Limit Breaker), Lucky Sevens / Zeal [spoiler=Kellam] 1) Lead - Sage Skills: Tomefaire, Luna, Pavise (Aggressor), Dual Guard+ (All Stats +2), Acrobat (Limit Breaker) 2) Utility - Sage Skills: Healtouch / Tomefaire, Locktouch, Pass, Acrobat (Limit Breaker), Movement+1 / Pavise [spoiler=Donnel] 1) Useless (But Endearing) Country Bumpkin - Hero Skills: Armsthrift, Sol, Counter (Aggressor), Bowbreaker, Patience (Limit Breaker) [spoiler=Lon'qu] 1) Lead - Assassin Skills: Swordfaire, Astra / Lethality, Lancebreaker, Vantage / Lucky Sevens (Aggressor), Str+2 / Acrobat (Limit Breaker) 2) Escort Support - Wyvern Lord Skills: Move+1, Deliverer, Pass / All Stats+2, Lucky Sevens (Aggressor), Str+2 (Limit Breaker) [spoiler=Ricken] 1) Lead - Sage Skills: Tomefaire, Luna, Lifetaker (All Stats+2), Aegis (Aggressor), Mag+2 / Dual Guard+ (Limit Breaker) [spoiler=Gaius] 1) 'Tank' - Hero / Assassin Skills: Swordfaire, Vantage (All Stats+2), Sol / Avo+10, Lucky Sevens / Counter (Limit Breaker), Astra (Aggressor) [spoiler=Gregor]1) Tank - Berserker Skills: Axefaire, Sol, Counter (Aggressor), Wrath / Bowbreaker (Limit Breaker), Vantage 2) Support - Hero / Assassin / Berserker Skills: Axefaire/Swordfaire, Armsthrift, Gamble (Limit Breaker), Wrath (Aggressor), Patience (All Stats+2) [spoiler=Libra] 1) Lead - Sage Skills: Mag+2 (Limit Breaker), Tomefaire, Vengeance, Anathema (All Stats +2), Miracle (Aggressor) 2) Healtank / Miresniper - Sage / Sorcerer Skills: Mag +2 (Limit Breaker), Tomefaire, Tomebreaker (/ Aggressor), Lifetaker (/ Aggressor), Renewal (All Stats +2) 3) Magekiller - Dreadfighter / War Monk Skills: Tomebreaker, Vengeance / Lifetaker, Lifetaker / Renewal (Res+10), Anathema (Aggressor), Miracle (Limit Breaker) [spoiler=Henry / Gangrel] 1) Miresniper - Sorcerer Skills: Vengeance, Wrath, Anathema, Counter (Limit Breaker), Gamble (Aggressor) 2) Tank - Berserker Skills: Axefaire, Anathema, Vengeance / All Stats+2, Counter (Limit Breaker), Wrath (Aggressor) [spoiler=Basilio] 1) Lead - Berserker / Hero Skills: Axefaire, Luna, Sol (All Stats+2), Wrath (Aggressor), Counter (Limit Breaker) [spoiler=Walhart] 1) Conquer live and reloaded - Conqueror Skills: Luna, Pavise, Deliverer (Res+10), Str+2 (Aggressor), Conquest / Dual Guard+ (Limit Breaker) [spoiler=Yen'fay] 1) Lead - Assassin / Sniper Skills: Swordfaire / Bowfaire, Astra, Deliverer / All Stats+2, Lancebreaker / Prescience (Aggressor), Vantage / Str+2 (Limit Breaker) [spoiler=Priam] 1) Lead - Hero / Assassin Skills: Swordfaire, Sol, Luna (Astra), Vantage / Bowbreaker (Aggressor), Lancebreaker / Counter (Limit Breaker) [spoiler=Gen 1 Women] [spoiler=Lissa / Emmeryn] 1) Lead - Valkyrie / Sage Skills: Galeforce, Tomefaire, Dual Support+, Renewal (Limit Breaker), Healtouch (All Stats+2) 2) Rallybot - Falcoknight Skills: Rally Magic, Rally Speed, Rally Movement, Rally Resistance, Rally Luck (Rally Heart) [spoiler=Sully] 1) Lead - Paladin Skills: Swordfaire, Luna, Astra, Deliverer, Lancebreaker (Limit Breaker) [spoiler=Miriel] 1) Support - Valkyrie / Sage Skills: Tomefaire, Anathema, Dual Support+, Mag+2 (Limit Breaker), Demoiselle (Bond / All Stats+2) 2) Lead - Sage / Sorcerer Skills: Tomefaire, Anathema, Dual Support+, Vengeance, Tomebreaker / Lifetaker (Limit Breaker) [spoiler=Sumia] 1) Lead - Darkflier / Sage Skills: Galeforce, Tomefaire, Luna, Pavise/Dual Guard+ (All Stats+2/Iote's Shield), Renewal/Dual Guard+ (Limit Breaker) [spoiler=Maribelle] 1) Gale Support - Darkflier / Valkyrie / Sage Skills: Galeforce, Tomefaire, Dual Support+ (/ All Stats+2), Mag+2 (/ All Stats+2), Lifetaker (Limit Breaker) [spoiler=Panne] 1) Escort - Wyvern Lord Skills: Move+1, Deliverer, Pass, Lucky Seven / Str+2, Lancebreaker / Swordbreaker (Limit Breaker) Dedicated to mobility support, basically. IDK if Lucky Sevens works from the rear of a pair up, but if not, then Str+2 should always be used since Panne will probably never be at the front when attacking happens. [spoiler=Cordelia] 1) Falcoknight Skills: Galeforce, Vengeance / Sol, Lancefaire, Bowbreaker / Axebreaker (Iote's Shield/All Stats+2), Armsthrift / Anathema (Limit Breaker) 2) Non-Falco Lead - Sorcerer / Hero Skills: Skills: Galeforce, Vengeance, Anathema / Armsthrift, Tomebreaker / Patience (Limit Breaker), Armsthrift / Lifetaker (All+2) [spoiler=Nowi / Tiki] 1) Lead - Manakete Skills: Str+2 (All Stats+2), Swordbreaker, Deliverer, Lifetaker (Bond), Wyrmsbane (Limit Breaker) 2) Support - Dark Knight / Sage Skills: Mag+2 (All Stats+2), Tomefaire, Deliverer, Swordbreaker (Bond), Lifetaker / Lancebreaker (Limit Breaker) [spoiler=Tharja] 1) Sniper Skills: Bowfaire, Luna / Vengeance, Hit Rate+20 / Pavise, Pavise / Hit Rate+20 (All Stats+2), Lifetaker (Limit Breaker) 2) Tank - Sorcerer Skills: Vengeance / Luna, Pavise, Anathema, Tomebreaker / Bowbreaker (All Stats+2), Lifetaker (Limit Breaker) 3) Miresniper - Sorcerer Skills: Luna / Bowbreaker (Limit Breaker), Lifetaker, Hit Rate +20, Prescience, Tomebreaker (All Stats +2) [spoiler=Anna] 1) Utility - Sage Skills: Tomefaire, Locktouch, Pass, Acrobat (Limit Breaker), Movement+1 2) Bride of Avatar (DLC only) Skills: Bowfaire, Hit Rate +20, Bond, Mag+2 (All Stats+2), Lucky Sevens (Limit Breaker) [spoiler=Olivia] 1) Dancer Skills: Special Dance, Galeforce, Swordfaire, Astra, Lethality/Pass (Limit Breaker) [spoiler=Cherche] 1) Heal Support - Valkyrie Skills: Dual Support+, Deliverer, Tomefaire, Healtouch, Lancebreaker / Demoiselle (Limit Breaker) 2) Escort Support - Wyvern Lord Skills: Dual Support+, Deliverer, Str+2 (All Stats+2), Swordbreaker (Bond), Demoiselle (Limit Breaker) [spoiler=Sayri] 1) Lead - Wyvern Lord / Assassin Skills: Galeforce, Lancefaire / Swordfaire, Astra / Speed+2, Deliverer (All Stats+2), Swordbreaker / Lancebreaker (Limit Breaker) [spoiler=Flavia] 1) Lead - Assassin / Hero Skills: Armsthrift, Luna, Pavise (Limit Breaker), Sol (All Stats+2), Lucky Sevens / Move+1 / Acrobat [spoiler=Aversa] 1) Lead - Darkflier Skills: Shadowgift, Galeforce, Vengeance, Anathema / Lancefaire, Deliverer / Lancefaire (Limit Breaker) 2) Miresniper - Darkflier Skills: Shadowgift, Galeforce, Deliverer / Lancebreaker, Lancebreaker / Tomebreaker, Lifetaker (Limit Breaker) Oh yeah and we're skipping the Avatar/MU since they can do basically everything. EDIT: Actually if people want, now that we're more or less done with preliminary skill sets for everyone else, I suppose we can attempt Avatar skill sets for each class just for the hell of it if people want.
  18. This topic might be a sort of similar to the topic "How to improve Awakening". But this topic only relates to strategical elements (tactical options etc.) and NOT technical elements like graphics and sound etc. What are your ideas of strategical elements for the next Fire Emblem game? Maybe you have an entirely new idea of a feature, which does not exist in the FE series yet. Here are my suggestions for the next FE game: 1. Weapon triangle like in FE9 + 10 If you got the weapon advantage, you cause +1 damage and the enemy causes -1 damage. The opposite happens, if your unit has a disadvantage. It is fairer to my mind. 2. Better A. I. Enemies should get vulnaries and use it. Enemies with long range weapons (archers, mages) have to attack units, who cannot attack back. In FE11-13 the enemies always attack the unit with the worst defense/resistance - regardless - if your unit can attack back. 3. Sleep, silence, restore, bezerk staff should return 4. Different types of missions Defense, escape etc. I really miss the defense missions in FE11-13. In the escape missons the units, who did not escape, got captured (= death) like in FE5. 5. Light magic and bishop class should return 6. Stat boosts Stats boosts, which are removable and raise a few stats of your unit (f. e. rings in FE4 or spheres in FE12) 7. Challenging final boss, which you cannot kill in 1-2 turns Your ideas, corrections and improvement suggestions are welcome
  19. Hey guys, I was exploring the FE13 Subforum and I didn't really see any threads that specifically delve into which classes are the most useful in Awakening, so I thought I'd make one just for that purpose. The idea of this thread is to sort the classes for how useful they're generally considered to be for the postgame metagame-- namely spotpass challenges and challenge maps like Apotheosis. This refers more generally to which classes are the most useful to reclass into, regardless of the character. (Assume all DLC content available.) I'll keep track of more or less what the general consensus is in the OP for reference to anyone looking for like a general classing / strategy guide. S-Rank: Top of the line, second to none. - Sage [s / A Limbo] - Darkflier A-Rank: The best units with the most essential qualities required for success in the postgame. - Valkyrie - Falcoknight - Hero - Dancer B-Rank: Very strong units that typically act as good filler. May be interchangeable with one another or some A-rank units. - Berserker - Paladin - Sniper - Assassin - Dreadfighter - Bride C-Rank: Strong units with unique niches, though these roles are usually overshadowed by more powerful units. - Wyvern Lord - Sorcerer - Dark Knight - Greatlord - Grandmaster - Manakete D-Rank: Units that are usable, but mostly outclassed by other units. Not bad, but typically not worth a team slot. - Bow Knight - Warrior - General - Great Knight - Griffon Rider - Swordmaster - Trickster - War Monk E-Rank: Bottom-of-the-barrel units that have no practical use or application in competitive settings. - Villager - Taguel - Lodestar General Conduct: For discussion purposes, try to stick to discussing one or a few units at a time. While completed, the list may still be subject to change if enough substantial evidence for the change is offered up. **When discussing a unit, don't forget to mention which tier you think it belongs in.**
  20. I saw this fantasy strategy RPG thingamajig on Steam that looks quite good, but got mixed reviews from critics. It's called Agarest: Generations of War, and it looks a bit like FE. Here is a link to the Steam page: http://store.steampowered.com/app/237890/ It's got 50% off right now, so now would be the time to get it unless you plan to wait for the summer sale. So... Has anyone got this, or seen a review of it? If so, would you recommend it?
  21. COME HERE FOR PAIRINGS AND SUCH ADVANCED HELP WITH PAIRINGS AND STRATEGIES IS HERE SO LOOK NO FURTHER IF THAT IS YOUR QUEST
  22. I have a strategy that will work for anyone who has DLC, on any difficulty. First, you add your avatar into the avatar logbook, with full stats, and any skills you want him to be equipped with. This should be done on easy, or hard, so that you don't have too much trouble. Second, start a game on the difficulty that you cannot complete (e.g. Lunatic). Spam Frederick paired up with Chrom, until you have completed chapter 4, so that you will unlock the Outrealm Gate. Third, grind the Golden Gaffe, until you have enough money to buy the avatar from Step 1. Now use this avatar as much as you want. Notes: The more full-stat avatars you have, the better. You can keep grinding the golden gaffe, to buy up to 20 avatars at once. If you have Rouges and Redeemers 3, you can equip Limit Breaker. You should consider equipping this on your avatar(s). If you have 99,999 Renown, you can sell the Supreme Emblem for 99,999G, and your Bullion (L) for 10,000G, and (probably) buy an avatar before completing chapter 4. These avatars cannot have support conversations, so unfortunately, the support boosts won't increase. You can use the EXPonential Growth, in order to get lots of experience, but I recommend you wait until completing chapter 16 (or paralogue 16) so that you can buy Master Seals, and Second Seals. I hope this information helps!
  23. Emblem of Gundam

    So does anyone play or used to play Emblem of Gundam? It's a strategy game somewhat similar to Advance Wars but it's only in Japanese for the Nintendo DS. Here's a trailer.