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Lunatic Playthrough - Fighter My Unit


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Chapter 10

http://www.youtube.com/watch?v=kDLmI6OS3Dg

Turns - 5/121

Gold - 2475

Obtained

Aries Shard
Thoron
Killing Edge
Elfire
Unlock
Fortify
Physic
Bullion (L)
Pure Water (x2)
Vulnerary (x2)

Reclass

Wendell - DracoKnight

Orb Shards

Gemini - Sirius
Leo - Sirius
Libra - Sirius
Scorpio - Luke
Taurua - My Unit (though it should've gone to Minerva)
Virgo - Shiida
Sagittarius - Shiida

Rainbow Potion on Palla (on accident), Catria, and Luke.

dondon corrected me. Guess the Bishops have Thoron, not Thunder.

Okay I'm not 100% sure if I mispronounced Bolganone wrong. I'm sorry if I did. Pretty awesome that I cleared all enemies barring the Clerics by Turn 3. You can kill all the Clerics too since you don't obtain the Silver Card, but I left them alive for the hilarity factor and what not. Speaking of leaving things alive, I think old man Wendell forgot how to keep enemies alive for Marth. I made a lot of stupid errors within the chapter, but for the most part it's not difficult. Taurus / Gemini Minerva will OHKO Mages. Sirius might need the Rainbow Potion at worst with the Leo + Taurus / Gemini shards. Kind of sucks that you can't pull this on Lunatic Reverse. I don't even want to think of Lunatic Reverse and the dumb ~20 Crit Shaver Mages and Killing Edge Mercenaries. RRRRRRRGH.

Marth (11.96) - 30 HP | 12 Str | 0 Mag | 15 Skl | 14 Spd | 14 Luck | 10 Def | 0 Res
Luke (2.93)
My Unit (9.18) - 47 HP | 25 Str | 3 Mag | 22 Skl | 23 Spd | 14 Luck | 17 Def | 3 Res
Malliesia (12.87) - 20 HP | 0 Str | 8 Mag | 5 Skl | 8 Spd | 20 Luck | 4 Def | 6 Res
Feena (4.06)
Minerva (4.48)
Shiida (12.47) - 27 HP | 10 Str | 0 Mag | 11 Skl | 20 Spd | 18 Luck | 9 Def | 0 Res
Catria (13.94)
Sirius (5.13) - 30 HP | 17 Str | 1 Mag | 16 Skl | 16 Spd | 5 Luck | 14 Def | 4 Res
Merric (11.99) - 25 HP | 0 Str | 7 Mag | 6 Skl | 10 Spd | 7 Luck | 8 Def | 5 Res
Ellerean (10.10)
Wendell (7.98)

Edited by Tyranel M
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Chapter 10x

http://www.youtube.com/watch?v=iiyO7ciZZsA

Turns - 1/122

Gold - 5247

Reclass

Luke - Swordmaster

Orb Shards

Leo - Shiida
Gemini - Shiida
Taurus - Shiida
Scorpio - Luke (then to MU)

There isn't a lot to mention within the map. It's basic stuff. 4 Roro clones on the bottom are Level 1 with Forged Hammers. So Horace can't really wander off in the map. Then there's the 3 Roros that are "possibly real" with forged Killer Axes. 39 Critical is pretty dangerous, and I feel sorry for the person that has the balls to sit through the player + enemy phase. Also, any Roro that you kill will spawn another one that holds a random item (Devil Axe, forged Halberd, forged Hammer). Just saying: tread wisely on the map. My Unit should likely have 22 Spd at this point anyway, so it's not a huge deal.

No gimmick this time. I can't be emo enough.

Marth (12.43) - 31 HP | 13 Str | 0 Mag | 16 Skl | 15 Spd | 14 Luck | 10 Def | 0 Res
Luke (3.03) - 38 HP | 17 Str | 1 Mag | 24 Skl | 21 Spd | 12 Luck | 13 Def | 4 Res
My Unit (9.61)
Malliesia (13.34) - 20 HP | 0 Str | 8 Mag | 5 Skl | 9 Spd | 20 Luck | 4 Def | 7 Res
Feena (4.23)
Minerva (4.58)
Shiida (12.90)
Horace (Sat and Waited)

=====

I decided my stat boosters (for now):

- Speedwing and Seraph Robe will go to Minerva. With these, Minerva is 3HKOed (Rainbow Potion not necessary for this) and can double with the Rainbow Potion (or Scorpio Shard). This also prevents her from being doubled by the Swordmasters.

- Secret Book is better off sold. Nothing great about it aside from offering +2 Hit / +1-2 Crit. Since capping stats can create a negative impact in the arena, it's not worth it. Not to mention it's a 1250 Gold buffer. Can't go wrong with that.

- Arms Scroll is perhaps the toughest item to give out since everybody has just about the same amount of benefit with it. Any Sniper can auto-obtain B Bows. With Luke he can stumble a bit into Horseman. Minerva has to stay in quick classes, so auto-Silver from Snipers or Swordmaster is great. So... I almost feel like randomizing a bit. Hell, it could work well on Catria (who will likely be my FalcoKnight) thanks to C Swords granting Armorslayer. Actually, that sounds like a grand idea. I'll use it on Catria!

Edited by Parasect's Meaty Chip
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AHA, I am not the only one who likes Minerva in FE12! Also, sorry for being gone a month errbodeh, since I knew you were all just oh so worried sick.

Also, finding a way to now the real Roro? So cash, man. Though I have to say, the way you're using Wendell is kinda trippy.

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AHA, I am not the only one who likes Minerva in FE12! Also, sorry for being gone a month errbodeh, since I knew you were all just oh so worried sick.

Also, finding a way to now the real Roro? So cash, man. Though I have to say, the way you're using Wendell is kinda trippy.

mje posted about it like within a week after we had the ROM >_>

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mje posted about it like within a week after we had the ROM >_>

Yeah, he was the reason I was able to figure out the real Roro.

As for Chapter 11, I have a 9 Turn in reserve. Anything lower than that forces me to trigger the castle trap. And that requires Minerva to have that potion on her. Allow me to show why:

30athdj.jpg

First, where the cursor is would be the place I need to put Etzel. ALL of the enemies I have circled will go aggressive. Now thankfully the Flying Dragon in the far left corner cannot reach that far. There's still more issues of course. Now we need a unit that sits adjacent to Etzel when he uses Rescue. And I'd need to OHKO the boss. This could potentially force me to miss on the items, and in the end it's still above the 7 turncount (I think when I did a dry run it was... 8). So an extra turn ensures:

1) Get all the items

2) Minimal risk (only threat is the Swordmasters, and I have to brace two Enemy Phases regardless).

3) ...You know, I want to sue IS. 6 enemies with killer weapons? Someone has axes to grind.

It also takes 9 turns for Feena to reach that far.

Before you argue "AK!MU wins?", let me show the following: Assuming 7 AK, 7 Cav, and 8 DracoKnight (I know this is a rough estimate), AK!MU would have 36 HP | 20.35 Def. Fighter MU would have about 46 HP | 15.65 Def. Enemies have about 32-33 Atk. AK!MU is 3RKOed while Fighter MU is... 3RKOed. Rainbow Potion allows AK!MU to brace for a 4RKO. BUT! So does Fighter!MU if the enemies have 32 Atk. Of course the possibility of that is a bit low but... eh.

Edited by Parasect's Meaty Chip
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Chapter 11 - Part 1

http://www.youtube.com/watch?v=z6LncjEH4hI

Part 2

http://www.youtube.com/watch?v=dkZNkjufv2Y

Turns - 9/131

Gold - 9820

Enemies

x10 Lv 10 Bandits (42-43 HP | 5-6 Def | 0-1 Res | 31-33 Atk | 15-16 AS | 118 Hit | 6 Crit)

Hold various weapons (1 has Hammer, 1 has Poleax, 1 has Hand Axe, 2 have Killer Axes)

x6 Lv 8 Hunters (36-37 HP | 3-4 Def | 0-1 Res | 25-26 Atk (49-50 6 Eff) | 15-16 AS | 120 Hit | 7 Crit)

x13 Lv 8 Flying Dragons (44-45 HP | 8-9 Def | 2-3 Res | 32-33 Atk | 20 AS | 110 Hit)

x3 Lv 5 Swordmasters (50-51 HP | 9-10 Def | 3-4 Res | 33-34 Atk | 22-23 AS | 152-153 Hit | 42-43 Crit)

Boss Lv 12 Flying Dragon (48 HP | 10 Def | 5 Res | 36 Atk | 24 AS | 112 Hit | 8 Crit)

Merged

2 Steel Lances for 30
2 Javelins for 25
2 Vulneraries for 3

Obtained

Wyrmslayer x2
Dragonpike x2
Energy Drop x2
MASTER SWORD
Killer Axe
Seraph Robe
Goddess Icon
Secret Book
Speedwings
Spirit Dust
Elysian Whip

Sold

Secret Book (1250)
Bullion (L) - (10,000)

Star Shards

Scorpio - MU
Taurus - MU
Leo - Shiida
Gemini - Luke
Cancer - Merric
Capricorn - Merric
Aquerius - Etzel

Reclass

Sirius - Sniper
Shiida - Pegasus Knight

Promoted Palla. Given Rainbow Potion to Palla, Minerva, and Sirius. Palla didn't really need it. Given Minerva the Speedwing and Seraph Robe.

The chapter isn't overly difficult, but not having perfect accuracy sucks. Be at ready when it comes to taking on missing. Just remember how to reset. Or just hard reset. Whichever works for you! Chapter 11's biggest stupidity is there's 6 Killer weapons spread across the map. Thankfully, you can dodge some of them, but you do have to confront at least 1. How I did the chapter is perhaps not the best. What I should've done is had My Unit do what he did to the boss, but instead on Turn 9 have someone like Palla or Minerva KO the Master Sword Swordmaster and get the Energy Drop + Master Sword. I can do this thanks to realizing Feena can reach a square further than what I projected.

Aside from that, most of what I did is pretty easy to duplicate. Palla crit killing the Flying Dragon is far from necessary since all she has to do is KO with the Javelin + Dragonpike. The Hunter won't reach her on the first turn either. I would've had two parts anyway, but I went the save point from here due to when I originally thought Feena couldn't make it as far as she could. Also, MU with Scorpio Orb Shard is highly recommended: doubling the Flying Dragons at 2 range is very useful.

So as stated beforehand, I could've saved a lot of time if I just killed the Master Sword Swordmaster on Turn 9 with Minerva or Palla w/Killer Lance. I guess the cost was the loss of a Flying Dragon, but it is also a rather "luck-based" circumstance. Just remember there's the savespot right before the castle which can be used.

Str capped MU should 3HKO the boss with the Javelin / Hand Axe. It's pretty likely to happen and there's always Rainbow Potion to make up for breathing space. Just remember he should take out that Killer Axe Bandit on the last turn and you're golden brown.

Marth (15.00) - 34 HP | 15 Str | 0 Mag | 18 Skl | 18 Spd | 16 Luck | 11 Def | 0 Res
Luke (3.62) - 38 HP | 17 Str | 1 Mag | 24 Skl | 21 Spd | 12 Luck | 13 Def | 4 Res
My Unit (11.03) - 49 HP | 26 Str | 3 Mag | 23 Skl | 23 Spd | 14 Luck | 17 Def | 4 Res
Feena (5.42)
Minerva (5.42) - 39 HP | 14 Str | 1 Mag | 13 Skl | 17 Spd | 12 Luck | 16 Def | 3 Res
Sirius (6.06) - 35 HP | 17 Str | 1 Mag | 19 Skl | 19 Spd | 6 Luck | 11 Def | 4 Res
Merric (14.09) - 27 HP | 0 Str | 7 Mag | 8 Skl | 12 Spd | 9 Luck | 10 Def | 5 Res
Etzel (6.82)
Shiida (13.82) - 26 HP | 10 Str | 2 Mag | 15 Skl | 20 Spd | 18 Luck | 8 Def | 6 Res
Malliesia (14.78) - 21 HP | 0 Str | 9 Mag | 5 Skl | 10 Spd | 20 Luck | 4 Def | 8 Res
Palla (1.58) - 33 HP | 18 Str | 1 Mag | 15 Skl | 18 Spd | 9 Luck | 14 Def | 3 Res
Jake (1.00)

=====

I think I've made my final decisions:

Goddess Icon - Sirius

Energy Drop - Minerva

Energy Drop - Shiida

Speedwing - Sirius

Dracoshield - My Unit

Seraph Robe - Shiida

Spirit Dust - Merric

Elysian Whip - Catria (after some levels)

Secret Book - Sell

Arms Scroll - Sirius (Bows)

If you have any complaints, speak now or forever hold your self.

Edited by Parasect's Meaty Chip
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Chapter 12

http://www.youtube.com/watch?v=d8piusvTXtY

Part 2

Turns - 7/138

Gold - 8975

Enemies

x11 Lv 10 Fire Dragons - 51-52 HP | 11-12 Def | 6-7 Res | 37 Atk | 18 AS | 113-114 Hit | 9 Crit

x3 Lv 12 Bandits (One with Devil Axe) - 43-44 HP | 7-8 Def | 1-2 Res | 30-31 (36-37) Atk | 16-17 AS | 122 (142) Hit | 8 Crit

x6 Lv 10 Flying Dragons - 45-46 HP | 9-10 Def | 2-3 Res | 33-34 Atk | 21 AS | 111-112 Hit | 8 Crit

x1 Lv 3 Swordmaster (Levin) - 48 HP | 9-10 Def | 4 Res | 30 (21) Atk | 20-21 AS | 140 Hit | 10 Crit | 31 Avoid

Boss Lv 14 Fire Dragon - 56 HP | 15 Def | 8 Res | 39 Atk | 24 AS | 115 Hit | 10 Crit | 44 Avoid

Obtained

Devil Axe
Silver Sword
Pisces Shard

Star Shards

Leo - Catria
Cancer - MU
Taurus - MU
Scorpio - MU
Aquarius - Etzel

(These were the only relevant ones, by the way)

Distributed

Goddess Icon - Sirius
Energy Drop - Minerva
Energy Drop - Shiida
Speedwing - Sirius
Dracoshield - My Unit
Seraph Robe - Shiida
Spirit Dust - Merric
Elysian Whip - Catria (after some levels)
Secret Book - Sell
Arms Scroll - Sirius (Bows)

Catria in the Arena for 850 Gold. Obtained HP, Str, Skl, Spd. Rainbow Potion was placed on Luke and Sirius. And yes I mispronounced Pisces. Sorry.

This chapter looks VERY intimidating at first glance, and if you can't clear the Flying Dragons on Turn 2 it looks significantly worse. I couldn't crunch a 6 Turn since Feena wouldn't reach in time anyway, and even if I placed her any closer for starting position I'd have to move anyway. There are a few minor errors I made and should've corrected. For example, I should've had Shiida kill the Fire Dragon Sirius weakened and have Sirius on standby on the fort. I should've healed Darros on a turn since that would've helped net another Dragon kill for Sirius (later on). That's about it though. Maybe the boss kill on Shiida but I'd rather Palla get a level up. The most annoying parts will likely be the Flying Dragons (hint: savespot near you) and the boss later on. 42 Avoid? Come on...

Regardless, just watch the video and you'll see what I mean that the chapter is a lot easier than it looks. You still have to plan things carefully, but you're given some breathing space too.

Marth (16.40) - 34 HP | 16 Str | 0 Mag | 19 Skl | 18 Spd | 17 Luck | 11 Def | 0 Res
Luke (5.18) - 40 HP | 18 Str | 1 Mag | 25 Skl | 23 Spd | 13 Luck | 13 Def | 4 Res
My Unit (12.17) - 54 HP | 27 Str | 2 Mag | 21 Skl | 25 Spd | 15 Luck | 15 Def | 1 Res
Feena (6.26)
Minerva (6.03) - 40 HP | 17 Str | 1 Mag | 13 Skl | 18 Spd | 12 Luck | 16 Def | 3 Res
Sirius (7.45) - 36 HP | 18 Str | 1 Mag | 20 SKl | 22 Spd | 8 Luck | 12 Def | 4 Res
Malliesia (16.72) - 22 HP | 0 Str | 9 Mag | 5 Skl | 11 Spd | 20 Luck | 4 Def | 10 Res
Palla (3.18) - 34 HP | 19 Str | 1 Mag | 17 Skl | 18 Spd | 9 Luck | 16 Def | 3 Res
Catria (2.31) - 33 HP | 15 Str | 3 Mag | 18 Skl | 24 Spd | 11 Luck | 15 Def | 11 Res
Shiida (15.84) - 34 HP | 12 Str | 2 Mag | 17 Skl | 20 Spd | 20 Luck | 8 Def | 6 Res
Etzel (7.26) - 31 HP | 2 Str | 11 Mag | 14 SKl | 12 Spd | 8 Luck | 11 Def | 12 Res
DARROS (3.00)

Edited by Parasect's Meaty Chip
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Chapter 13

http://www.youtube.com/watch?v=AtTErUe3iyA

Turns - 8/146

Gold - 7905

Enemies

x2 Lv 12 Thieves (Levin Sword) - 34 HP | 5 Def | 27 (17) Atk | 22 AS | 29 (9) Crit | 138 Hit

x5 Lv 14 Bandits (3 Tomahawk, 1 w/Poleax, 1 w/Hammer) - 45-46 HP | 8-9 Def | 1-2 Res | 35-36 (32-33) Atk | 18 AS | 8 Crit | 122 Hit

x6 Lv 12 Dark Mages - 32-33 HP | 7-8 Def | 5-6 Res | 26-27 Atk | 16-17 AS | 7-8 Crit | 100-101 Hit

x8 Lv 13 Ice Dragons - 47-48 HP | 16 Def | 10-11 Res | 36 Atk | 17 AS | 14-15 Crit | 119-120 Hit

x4 Lv 11 Flying Dragons - 46 HP | 10 Def | 3 Res | 35 Atk | 22 AS | 8 Crit | 112 Hit

Boss Lv 16 Ice Dragon - 53 HP | 20 Def | 14 Res | 39 Atk | 20 AS | 17 Crit | 122 Hit | 40 Avoid

Merge

20 and 6 Steel Bow
1 and 3 use Vulnerary (x2)

Obtained

Wyrmslayer
DragonPike
Master Seal
Elfire
Physic

Sold

Secret Book (For Real This Time) (1250)

Star Shards

Scorpio - Minerva
Leo - Minerva
Cancer - My Unit
Gemini - Luke
Capricorn - Merric
Virgo - Palla
Libra - Sirius
Taurus - Shiida

Reclass

Shiida - General
Etzel - Bishop
Merric - Bishop
My Unit - Berserker

Shiida in the Arena for 820. Gains Skl, Spd, Def (Look, I really have no fucking clue why she didn't gain anything else either). Merric and Shiida is promoted. Rainbow Potion was distributed to Shiida, Minerva, and Palla.

The chapter isn't too difficult, but just beware of instances where the middle section doesn't like to cooperate with you like it did with me. The two Thieves are your best friends; they'll pick the chests for you and all you have to do is collect the spoils by killing them. No real drops aside from the Thieves are relevant. Even the Master Seal is likely an item that contributes to your funds instead. The Secret Shop sells 3 of all Killers, Shavers, and Physics. Picking up a Physic may not be a bad idea.

The boss might require two units to take down. While his AS is lower than the last two boss's (20), he has an exceptional increase in durability (53 HP | 20 Def holy shit). Aside from that, come with 21-22 AS and you're game. 20 AS is somewhat fine since it does allow a unit to double the Dark Mages (well some) at least.

Marth (17.06) - 35 HP | 17 Str | 0 Mag | 20 Skl | 19 Spd | 17 Luck | 12 Def | 0 Res
Luke (5.60)
My Unit (13.79) - 56 HP | 28 Str | 2 Mag | 22 Skl | 26 Spd | 16 Luck | 15 Def | 1 Res
Feena (7.38)
Minerva (7.46) - 41 HP | 18 Str | 1 Mag | 14 Skl | 19 Spd | 12 Luck | 16 Def | 3 Res
Sirius (8.96) - 37 HP | 19 Str | 1 Mag | 20 Skl | 23 Spd | 9 Luck | 12 Def | 4 Res
Palla (4.51) - 35 HP | 20 Str | 1 Mag | 18 Skl | 19 Spd | 9 Luck | 17 Def | 3 Res
Catria (3.77) - 34 HP | 16 Str | 3 Mag | 19 Skl | 25 Spd | 11 Luck | 16 Def | 11 Res
Shiida (3.43) - 48 HP | 17 Str | 1 Mag | 17 Skl | 21 Spd | 22 Luck | 21 Def | 3 Res
Etzel (8.07) - 32 HP | 1 Str | 11 Mag | 15 Skl | 12 Spd | 9 Luck | 10 Def | 15 Res
Merric (2.61) - 33 HP | 1 Str | 9 Mag | 10 Skl | 13 Spd | 10 Luck | 11 Def | 12 Res
Beck (5.08)

Edited by Parasect's Meaty Chip
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Yes yes I said "Pokemon" wrong. Fuck Ash he's a horrible trainer anyway.

Chapter 13x

http://www.youtube.com/watch?v=24D_MMNtLWI

Turns - 3/149

Gold - Same

Enemies

x4 Lv 12 Ballista (Pachyderm) - 38-39 HP | 13 Def | 0 Res | 27-28 (50-51 Eff) (33-34) Atk | 11 AS | 8 Crit | 107 (97) Hit

x4 Lv 14 Bandits (Forged Hand Axe) [Forged Killer Axe] - 45-46 HP | 8-9 Def | 1-2 Res | 35-36 (29-30) [32-33] Atk | 18 AS | 8 Crit | 122 Hit

x2 Lv 14 Myrmidons - 40-41 HP | 6-7 Def | 1-2 Res | 29-30 Atk | 20 AS | 10 Crit | 130 Hit

Boss Lv 5 Kleine - 48 HP | 12 Def | 4 Res | 34 (58 Eff) Atk | 24 AS | 18 Crit | 133 Hit

Obtained

Iote's Shield

Star Shards

Cancer - My Unit
Scorpio - My Unit
Leo - Palla
Taurus - Sirius
Gemini - Luke

Since Mekkah won the challenge from Chapter 8, I decided to allow him to pick a theme. This was the theme he chose, so I discussed a little bit about the Pokemon TCG in the recent generation (no not 5th Gen). I crammed as much as I could in ~5 minutes, so if I missed something "important" it was probably because I didn't have the time for it.

http://www.fireemblemwod.net/fe12/guia/capitulo-13x.htm

This map has all the enemies present. Notice the Bandit that has a line and an X is implying the Bandit being moved. It will reside in that X. The chapter isn't extremely difficult, but it's best to find a unit that can ORKO the Ballisicians. I could've used Sirius to KO the left Ballistician since Athena could chip at it. As far as FoW goes no unit has an upper hand on sight, so don't bother with Thieves.

The 3 Ballisticians I kill have Arrowspatte. The one that attacked My Unit twice has Pachyderm. So for the most part flying units are safe so long as you exterminate the Ballisticians quickly and keep them away from Kleine. By the way, she doesn't move unless you move within her attacking range. Best take advantage of that.

Marth (18.33) - 36 HP | 17 Str | 0 Mag | 21 Skl | 20 Spd | 18 Luck | 12 Def | 0 Res
Luke (5.86) - 40 HP | 18 Str | 1 Mag | 25 Skl | 23 Spd | 13 Luck | 13 def | 4 Res
My Unit (14.13) - 57 HP | 28 Str | 2 Mag | 22 Skl | 27 Spd | 17 Luck | 15 Def | 1 Res
Feena (7.86)
Sirius (9.30) - 34 HP | 19 Str | 1 Mag | 18 SKl | 22 Spd | 10 Luck | 12 Def | 4 Res
Palla (5.32) - 36 HP | 21 Str | 1 Mag | 19 SKl | 19 Spd | 9 Luck | 17 Def | 3 Res
Catria (4.00) - 35 HP | 17 Str | 3 Mag | 20 SKl | 26 Spd | 12 Luck | 16 Def | 11 Res
Athena (lolol)

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Chapter 14

http://www.youtube.com/watch?v=NQTGWvITvtQ

Turns - 10/159

Gold - 5905

Enemies

x12 Lv 15 Ice Dragons - 48-49 HP | 17 Def | 11 Res | 37 Atk | 18 AS | 16-17 Crit | 121-122 Hit

x8 Lv 13 Dark Mages - 33-34 HP | 7-8 Def | 5 Res | 27-28 Atk | 17-18 AS | 8 Crit | 101-102 Hit

x7 Thieves - 34-35 HP | 5-6 Def | 0 Res | 23-24 AS
- x2 Levin - 22 Atk | 9 Crit | 138-139 Hit
- x3 Silver - 29-30 Atk | 9 Crit | 128-129 Hit
- x2 Killing - 29-30 Atk | 29 Crit | 138-139

Also note that one carries a droppable Armorslayer and he won't be afraid to use it either.

Reinforcements (or hidden enemies) include:

x2 Dark Mages
x3 Ice Dragons

These spawn from the bottom.  x1 Dark Mage and x2 Ice Dragons also reveal after Marth enters the center tower.

Obtained

Poleax
Ridersbane
Recover
Fortify
Armorslayer
Bullion (L)
Sword Killer
Again Staff
Sword Killer

Shards

Cancer - Chainey
Leo - Minerva
Taurus - Catria
Scorpio - Shiida
Virgo - Julian

Reclassed

Palla - Swordmaster
Catria - Paladin
My Unit - DracoKnight

Okay, this chapter is complete hell. There's almost zero time to waste if you want to complete this chapter, and having high move units with 20 AS (22 with Rainbow Potion) is a godsend. This is why I arena'd Minerva twice. It took 2000 Gold due to me equipping the Taurus Shard on her and I had to be risky with the Devil Axe to win twice in a row. She was successful though. I didn't expect a Str proc but did attempt for Spd (tied for 4th highest growth). She gained HP / Str / Spd / Luck. Rainbow Potion was used four times: Catria, Shiida, Palla, and Minerva. Don't worry about using a lot of the Rainbow Potion: Just bust out and groove their world!

As I state in the video, Palla and Catria can switch places since Palla should be able to survive two Ice Dragon assaults with the Rainbow Potion and some +Def shard stacking. Palla will just have to do what Sirius did in Turn 4, which isn't a big deal (if you want Palla to have two Dragon kills feel free). Sirius can do what he did as a Paladin if you need him to, but Horseman does offer him to raise his Bow rank and +1 Spd, so I chose that. Rainbow Potion might be needed on him and that's about it. Remember to place Julian and Marth like I did in the video. This is important because you want to draw in the Dark Mages and Ice Dragons from both sides to prevent minimal casualties. Bust through the middle with all you got. If you have a Swordmaster that is 3HKOed you can try for two kills on a Thief with a Swordmaster and only one with Minerva. Also note that My Unit with Leo Shard can OHKO Dragons with Silver Axe and has 80% Displayed (92.20 True). Minerva also had 84.60 True if you were wondering. Knight MU with capped Str should clear the Thieves with little problems if he has A Lances and the Silver Lance equipped. Have your Fortify Staff Thief killer move away and prepare Xane to draw in some nasty reinforcements. Remember that Chainey shouldn't have to kill the Ice Dragons. It surely helps, though you will need to place Chainey a little bit further north. Just remember to count the # of squares it takes for the Dark Mage reinforcement to reach Chainey then add +1. Bust through the Ice Dragons and the Dark Mages to the best of your abilities. The nice thing about Fighter My Unit is that, so long as he doesn't crit kill the Dragons, he leaves them weak enough for just about anyone with a Dragon slaying weapon to OHKO them; thus helping cut down the chances of failure and conserving Dragon weapons at the same time. Julian should use the save point.

The biggest problem comes as soon as you approach the goal with Marth on Turn 3 (by the way he is the only unit that can do it). First you lose your Star Shards, so make sure that Marth moves last. The worst comes next: MORE enemies spawn from the towers AND there's 3 Ice Dragons and two Dark Mages for reinforcements. In other words? You're forced to act quickly. With what I did with Chainey should force a distraction and pull most, if not all of the reinforcements away from your main group. This also means your main units should stay as far away from the southern entrance as possible. You might pull one at the worst due to your Fortify Staff Thief killer, so just be aware you might have a straddler. Now Marth should carry the Starsphere over and then Shiida can re-claim it. Have her take a Vulnerary since she gets a free action to do so. Dance Shiida with Feena, move, then use the Vulnerary and equip the Silver Lance. If you're deathly afraid of critkilling the Ice Dragon simply equip no weapon or something like Iron. What's also nice is Merric can heal Shiida before Shiida makes an action. Don't forget to have Chainey heal and Julian grab the chest. On the next turn bust everything that you got: Minerva can reach the Dark Mage or the Ice Dragon just in case she can't double Ice Dragons. Chainey should now attempt to pull the left side of the map while Marth goes for Tiki. On Turn 6 Chainey will untransform, so have him merely retreat in the corner and have one of your units distract the enemies on Turn 8. If you're going for the 9 Turn the distraction isn't necessary. The 9 Turn requires a Thief Staff use and missing out the Talisman. With Rescue you might be able to cut down more turns. Hell it could be significantly cut down by using the Again Staff too.

Just remember that 10 turning this map is very difficult; it's not easy and it requires you to be a bit lucky. The biggest problem is the occasional miss screws you over royally and the Ice Dragons are huge pricks with 16-17 Crit. The only units that will likely dodge it? Marth, My Unit, Malliesia, Shiida, and maybe Catria. My Catria was very unlucky and was screwed a bit on Luck. Palla and Sirius will have, no pun intended, serious problems with facing critical hit rates over and over. This made me nervous as hell and prevented me from even thinking about taking on those Ice Dragons on the western edge. I've failed many times on Turn 10 due to a nasty critical. Use the savespot on Turn 3. It's really early in the map, but you likely won't be able to reach it again and it relieves some pressure on the map.

Marth (19.54) - 37 HP | 18 Str | 0 Mag | 21 Skl | 21 Spd | 19 Luck | 13 Def | 0 Res
My Unit (14.73) - 53 HP | 26 Str | 3 Mag | 25 Skl | 23 Spd | 17 Luck | 19 Def | 4 Res
Feena (9.44)
Sirius (10.62) - 35 HP | 20 Str | 1 Mag | 18 Skl | 22 Spd | 10 Luck | 12 Def | 4 Res
Palla (7.77) - 40 HP | 18 Str | 1 Mag | 27 Skl | 26 Spd | 10 Luck | 14 Def | 3 Res
Catria (7.57) - 40 HP | 21 Str | 1 Mag | 20 Skl | 24 Spd | 14 Luck | 18 Def | 8 Res
Minerva (10.68) - 43 HP | 21 Str | 1 Mag | 15 Skl | 21 Spd | 15 Luck | 16 Def | 3 Res
Merric (4.18) - 35 HP | 1 Str | 9 Mag | 12 Skl | 14 Spd | 12 Luck | 11 Def | 13 Res
Malliesia (1.16) - 30 HP | 1 Str | 14 Mag | 6 Skl | 16 Spd | 20 Luck | 6 Def | 12 Res
Shiida (7.63) - 52 HP | 18 Str | 1 Mag | 21 Skl | 21 Spd | 25 Luck | 22 Def | 3 Res
Julian (6.00)
Xane (6.10) - 20 HP.  Yes that's all I'm listing.
Tiki (6.00) - 18 HP | 16 Str | 0 Mag | 13 Skl | 10 Spd | 13 Luck | 20 Def | 21 Res

=====

Anyway, I think now that I'm about mid-game, I should make general comments about the units I used (or tried to use).

Marth

Marth with the Maturity Drop would've been better since he could do a few extra things. For example, he would be able to double Ice Dragons and eventually the later enemies. He has to play a kill hog, but to be fair his stats at least are par. If he had the Maturity Drop he would've been closer to what my Marth is at the moment. The biggest weakness of moving quickly is Marth doesn't level as effectively, and this could cause a negative impact on Final. Marth has to keep up and go all the way.

Aside from that he's not bad as a seizebot. He at least can hit enemies and, given that he's treated right, can even pull his own weight. He's definitely improved from Shadow Dragon. He's not a God among men, but at least can become an "acceptable" unit under some circumstances. The only thing I desperately wish was he could reclass. I know it sounds stupid, but he would fit better in some classes than his base class... then again we'd be getting lower turncounts. >_>; Would it have killed IS to give him a promotion though!?!

My Unit

What really is there to say? My Unit is rather ridiculous. Well, at least Fighter My Unit. While I'd probably want Kind more than anything, the buff in his HP growth does a good enough job of patching his mediocre Def. I think there are two huge problems with at least what I did with My Unit. The first was I fed him a shitload of kills. Capping Spd and Str is important in the DracoKnight class, but it's also important to have levels to give a buffer on improving himself in other classes. Best of all the dude stayed just about on the average, so he could be reflected on tier list playstyle. He's big and bad and shows the enemies who's boss. I really couldn't ask for much more from him.

Luke

Luke at least has pulled some of his weight, though being Spd screwed near the beginning killed a lot of things that would've worked better if he had the Spd. I think the biggest problem is he can't go nuts like a lot of other units can. While his stats are technically better than my other units (barring My Unit), not keeping up on Speed is the big thing that goes against him. Granted, I could've manipulated Luke a bit more into Myrmidon or something to help himself out, and I should've stuck purely to Swords after getting D Lances since he'll almost never be a DracoKnight nor a Paladin his entire career. He slips into Swordmaster well, so it's not like he's a bad unit whatsoever. Not fielding him in Chapter 14 bothers me, but I think he'll be fine.

Arran

Arran definitely is a clutch unit in the beginning. His promoted status makes his decent bases acceptable overall. Definitely isn't a growth unit, but Arran is all about helping your team make it through the hard stuff in the earlygame. Arran can at least last until Chapter 8, where he probably should be dropped off. Until then, make decent use of him. Having a good My Unit helps Arran a little bit since the entire team isn't almost relying on him.

Malliesia

Kind of another obvious character. She's pretty much a heal bot that was blessed with the Hammerne Staff still being exclusive to her. She probably could help in the Gharnef fight at the very least, but the biggest problem is dumping that Arms Scroll on her just so she can. Granted it's only 2500 Gold, but I'm not sure how much money I'll even have at that point of the game. She's good for her staves. Can't really complain about that.

Catria

You know I have a "mixed" opinion on her so to speak. Her earlygame is good, but to really call it awesome is something else. Catria is a growth unit that at least doesn't take a crapload of effort to be good. She's somewhat self-sufficient thanks to her decent base Spd and high Spd growth. Her growth spread is rather ridiculous though. If she had B Lances she'd destroy Palla instantly, but unfortunately she's stuck with C. Once she promotes though, there isn't a whole lot stopping her from blazing through. I think starting about here was when I re-considered Catria > Palla again. I think Catria has a somewhat rough start that I can agree to and she has to heavily rely on her growths to carry her. Given that she's at least got Speed, she's good enough for the team. Having supports also help.

Palla

Palla's base stats of course impressed me. Who the fuck turns down 9 base Spd, B Lances, and good growths in a lot of key areas (30% Def growth is definitely not bad). The biggest problem overall? Her Spd. It's very depressing to even LOOK at to begin with. 30% growth sounds cool, but the problem is the game demands Spd to keep up a lot more than Def. The good news is Palla can at least nab the Speedwing; especially after the stat boosters are unlocked in the base. This fixes what is probably her only real "problem" area, and then she'll continue destroying everything in sight. So long as her Speed stays average and she gets her Speedwing, life should be fine. She definitely deserves Top Tier though.

Sirius

This is where I might be biased, but I almost want to say that Sirius is the best character in the game next to My Unit. He has a few flaws; some fatal, but the biggest thing he has is tolerable bases, comes prepromoted, awesome weapon ranks, and has high growths to help his bases. The main problem areas are his durability though and his Luck can make someone cringe. The growths are high, but his leveling is a bit slower than some units. 40% Def growth is great and all but his lower HP | Def base isn't as much. Sirius needs some Arena time and that Speedwing helps a lot. He also can't stay in slow classes like General and even Paladin since it harms his overall Spd growth. He could really use a Dracoshield and / or Seraph Robe. Given that he's been one of the big time savers though, he definitely earns his keep. Perhaps he's not the best of the best, but he's definitely made me re-realize how awesome it can be to be a prepromoted unit with good growths and early join time.

Shiida

Shiida is another mixed bag but the one thing she definitely has: holy hell at her Spd growth. It's like the woman is on speed (heh) in that department. Too bad her Str and Def growths are really crippling and don't improve much since she can't access Cavalier all the time. Some General treatment has made her a complete bad ass since she pretty much climbed 6 levels; almost 7, just as a General. Obviously her durability and Str are shaky issues, but the Str is slightly mitigated thanks to her Prf weapon and other effective weapons lying around. An Energy Drop goes a long way too.

Frey

I only used Frey temporarily, but I think the biggest problem with him is that he joins a bit too late. Even Roger, despite losing to Frey in Sword rank and base Str, holds a +2 Spd base. The problem of course is Roger joins in Chapter 8 and doesn't have a lot of time to improve. Frey doesn't get it much better since he's like Luke-lite without the chance of getting C Swords. On a more "casual" playthrough, Frey would be okay. On a rather efficient one? He's probably left in the dust sadly. He'd have to promote early since he lacks a flying class and what not. He probably could make it if you really tried and had access to Lunatic stat boosters.

Minerva

Now Minerva really scared me, and technically she still does to an extent. The main reason she scares me is that she has to follow ALMOST on the average or she gets left behind in the dust. Even so, she is probably the one unit that has shocked me the most. I remember when mjemerzian ranted how Minerva was rather horrible. In fact, according to his guide he states this about Minerva under the "Not Useful" category which states "Not worth deploying except to recruit other characters."

"She gets A axes but can't switch to berserker due to being female. Extremely slow yet unlike Palla doesn't have the bases or growths to make up for it elsewhere, and making her a SM or something is just a waste."

Now on Lunatic Reverse I'll admit Minerva takes a corkscrew backwards since OHKOing matters a hell of a lot less, but this statement just doesn't describe her. First off, to low turn Lunatic Mode you have to give your units a lot of resources. It's not even close to a joke. Even My Unit needs some help and he's the best unit in the game. Minerva does ask for a lot in some aspects; an Energy Drop, a Speedwing, and a Seraph Robe. Then again check out what it does:

- Seraph Robe means she's instantly 3HKOed with her base Def. Considering her HP and Def growth is also solid she should continue to stay right up there.

- Energy Drop with Rainbow Potion and some of the Orb Shards means she can OHKO enemies like Dark Mages. This is so awesome to have on a lot of maps; especially when you want to prevent as much damage as possible.

- Speedwing and assuming her Spd goes on the average (or force Spd in the arena once) means she'll double enemies as a DracoKnight still. This is important so she keeps her offense up there.

Now I will grant mjemerzian this: his playthroughs assumed 0 Rainbow Potion, so this directly hurts Minerva a lot. Given that, though, she is definitely an awesome unit that I wish just was slightly higher in base stats. Unlike Palla she has a steady Spd growth and can throw Axes around for Hammertime and what not. She definitely isn't a Top Tier unit, but for a unit that joins very late she knows how to pull her weight with a little help.

Etzel

Etzel is a weird basket case primarily because he seems restricted to being a healbot. Granted he has Excalibur automatically and D Staves is an awesome boon. While Gharnef is only one battle, it does suck that Etzel has to be above average on his Spd to prevent being doubled with the Rainbow Potion. It's not horrible I guess since he can survive, but it is a damn shame that he's like inches away from being a pro. It would've helped if he started a lower level too. He'll be racing for B Staves, but I'm sure he'll make it in time.

Merric

Merric on the other hand made me 360 my thoughts on him. Originally I thought he was awesome. OHKOes Flying Dragons and levels up quickly. The problem? Flying Dragons are dispensed by other methods most of the time. He also has to fight with Etzel who has the upper hand in staff rank. Merric's biggest issue falls right back on that staff rank too. This worries me greatly, but again I think I'm overshooting it. He at least will have C Staves soon enough and from there he can Physic to victory. I just wish he was a bit better in some aspects and didn't feel outclassed by Etzel to an extent.

Overall impression of Lunatic so far

Okay, so I feel I need to talk about this too. Lunatic Mode definitely puts your brain to the test. I love having to think of how to do a certain strategy and finding fundamental flaws for the others. It does suck the game doesn't throw as many fail safes as it should. For example, the prepromotes past Darros are literally horrible. Even Darros reeks but is probably closer to what you'd want. Jake is really flawed too. Okay sure he has awesome growths, but his bases for a prepromote at that point are almost comparable to SIRIUS BACK IN CHAPTER 4. Fuck the fact he can use Parthia: he has a whopping 13 Spd as a Sniper. That gets him doubled by all the Dragons and the Bandits. That's not even close to good. His base Str is also so horrible. He literally has 8 Str as a Swordmaster and lacks the Spd to double Fire Dragons after Rainbow Potion. He'd almost require some serious stacking just to become an acceptable unit. Then there's units like Dolph. The dude has 38 HP | 18 Def. The enemies at this point have 32 Atk if they're Mages, which sinks Dolph. These guys already have 39 Atk, which sinks Dolph like he had his last life on battleship. His only hope is if he has WTA on the enemies where he barely survives. He sports 29 Atk which also fails to OHKO Mages which require 36 Atk to OHKO. Yeah, suffice to say Dolph gets MURDERED on this map. And if you think that's bad Macellan joins with +4 Spd which is irrelevant since he still gets doubled and less durability. 32 HP | 15 Def. For fuck's sake, THIEVES ORKO the bastard. You see what I mean right?

Another thing that annoys me is the random Killer | +Crit spam. Now granted you can avoid most of it for quite a while, but then you hit Chapter 13 and it's painful to even look at. Ice Dragons are the worst criminals since they have 15-17 Crit. Very few units even have enough Luck to reduce that significantly. Then there's Sirius and Palla that barely nudge it. It adds a rather annoying aspect to the game that just makes the difficulty somewhat fake. It would also help to have savespots in more convenient areas like in Chapter 14 where I could've really used two of them. I don't mind inflated stats. I don't mind having forged slayers on the enemy. I don't even completely mind the enemy having killer weapons since, to be fair, your side also has a huge upper hand on critical hits since the enemy has 0 Luck all the time. The problem is it can force a major inconvenience against the player and just causes painful resets. It's fine to sprinkle a couple here and there. It's a different story with Ice Dragons. Overall though I enjoy the difficulty. Though maybe it's because I do like some challenge that isn't completely retarded (by retarded I mean like "hey let's buff the enemy's Def so it takes 20 rounds to kill them and you get 2 shotted").

To me the game seems heavily geared around Rainbow Potion too. This is just me though. :| I also hate Marth forcing to be trained aspect but I can live with it.

Rainbow Potion

This also warrants huge discussion. To really play these maps efficiently and not heavily relying on My Unit to pull 80% of the weight (and even My Unit can fail at that without serious rigging of stats), you almost need this item. I don't kid around either. In the earlier maps it doesn't have as noticeable effects since very few units can make a difference with it. Does that make Rainbow Potion bad in the beginning? Of course not. Where it has a notable impact was mid game for me. I leaned heavily on it because it allowed many of my characters to hit certain benchmarks. I would not blame a single person for using Rainbow Potion nor would I frown on them for not using it. Whichever floats your boat really.

My Unit

So there's this huge debate over which is the best My Unit. The answer is geared in many different ways and each one has some serious flaws without forced rigging. Armor Knight MU has a huge problem of having a .7 Spd deficit and it continuing if he switches straight to Cavalier. If he even dreams of trying to pull Pirate, he has to stay exactly on the average and not fall off the cliff once. The Cavalier route has HP issues and its Str growth isn't great. Spd is okay but it could use serious improvement. Pirate's problem is My Unit is stuck with Iron Axes for quite a while and it takes away from My Unit hitting B Lances. The hybrid version does deserve a serious test and in theory it seems alright. Pure Knight MU going straight to Cavalier works decently, but looking at dondon's runthrough it looks rather bleak.

Fighter My Unit provides the player the offense he / she may desperately need. To me this is an important thing to have. Fighter My Unit stays very high in the sky during early game and can easily nab kills from DracoKnights like crazy. He can pull out Hand Axes and ORKO some of the enemies from a distance; a feat difficult to accomplish. He definitely has a shitload of offense and can even go through mediocre classes such as Cavalier and make them useful. For hell's sake he can even think about something really awkward like Armor Knight and almost make it work. Almost. The fatal flaw to Fighter My Unit is that his Def has to be right on the average to be good. Rainbow Potion and Dracoshields from Lunatic stat shop can help a lot, but if he falls severely under (which is possible: 25% and 20% Def growths are not great) he could be in a lot of trouble when he goes to his Berserker class. Having DracoKnight access is definitely awesome though. Your Def growth increases significantly. If all else fails, you can try to put My Unit through some of the arena to get his Def. This probably would help Fighter My Unit the most since he should be enough of a badass to go through as an Armor Knight.

Overall there seems to be three logical choices. Armor Knight pure (AK -> Cavalier), Fighter (Fighter -> Pirate), or Hybrid AK (AK -> Pirate). All three seem to have their pros and their cons. The last one is partial theorycrafting but it seems like it could work out.

Edited by Parasect's Meaty Chip
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Listening to you bitch about the 1-2% Crit for half the video was obnoxious, to be honest. =/

To me the game seems heavily geared around Rainbow Potion too. This is just me though. :|

There is no evidence that IS assumes people play for low turn counts (nor is there a reason for them to do so), which is the only time when the Rainbow Potion is so useful/necessary. Only a subset of people on this forum hold turn counts in such a high regard.

Edited by Paperblade
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Listening to you bitch about the 1-2% Crit for half the video was obnoxious, to be honest. =/

Hey man, even the 1-2% Crit got annoying when Catria died a few times in a dry run.

It's a lot worse with Sirius and Palla really. Their Luck doesn't scrape very high (I do remember you saying this about Sirius's problem). Palla has about 11 Luck on her own around my leveling, then Sirius had about the average with Goddess Icon assumed. I just find the crit on them very stupid since it escalates the difficulty of the chapter much higher than about what it should be (in my opinion). Kind of like I said in my written review; I don't mind killer weapons sprinkled here and there, but when you have a boatload of units facing critical hit rates that's even higher than 1-2 it's a little nuts. Also note that if I decided to field Luke he should've faced crit here, Ryan will likely face it, Draug, maybe Barst though he might have 14 Luck by that point, Minerva, Darros, and Leiden if you're crazy. That's quite a few units that face it, and sadly Turn 3 is a tad bit too early to hit the save spot (but it's the only turn I can reliably do it efficiently). And on a lot of those units it's not even small numbers; it's about what Palla and Sirius faced (6-7). When every swing you make has a 5% chance of backfiring on top of misses possibly nailing you, it can end the map quicker than you expect. I do apologize for complaining about it a lot in the video, but it's really fucking annoying to deal with.

There is no evidence that IS assumes people play for low turn counts (nor is there a reason for them to do so), which is the only time when the Rainbow Potion is so useful/necessary. Only a subset of people on this forum hold turn counts in such a high regard.

To be fair I did say under an efficient playthrough. When it comes to a more casual style, which is likely most of the crowd, it's a little different since the player will likely take more turns and kill reinforcements / other enemies on the map. That of course affects levels greatly and lessens the impact of needing to hit certain benchmarks quickly and makes other characters more viable in the process (for example, the mid-guys like Frey and Roger aren't half bad when you're slower). I also did note in the video that if you're not the efficient kind of guy, you could lessen the difficulty of the map by having the Dragons on the east and west wing killed before Marth enters the central tower. Chainey will likely be untransformed by that point if you're using the bait-and-pull strategy but he still has enough movement to stay out of the enemy's way. Though it does put a timer on the player, so they may opt just to fly My Unit over there instead or simply attempt to take them on inside anyway.

One thing that's probably proof that IS doesn't assume a low turncount playthrough to certain extremes would likely be the Gaiden requirements. It's a shot in the air but I guess it doesn't exactly explain the reason of Rainbow Potion's existence.

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Also, the requirements for tactics in the rankings seem pretty generous.

That also could be a link with collecting all the items since there are some that require a detour and what not.

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Overall there seems to be three logical choices. Armor Knight pure (AK -> Cavalier), Fighter (Fighter -> Pirate), or Hybrid AK (AK -> Pirate). All three seem to have their pros and their cons. The last one is partial theorycrafting but it seems like it could work out.

Pure knight -> cavalier is just not going to work out if you want a good My Unit. He's definitely decent, but it's going to be awhile before he can get enough spd to naturally double many enemy types once dragons are gone.

Weapon rank is also a huge problem, which is why I think knight -> pirate is a better choice for prologue knight My Unit. My Unit will have no problem reaching C lances as a dracoknight just from prologue combat alone. This is good enough to wield a Dragonpike to 2HKO dragons from chapters 12-14. As pirate during the main game, he'll probably be able to reach B axes as a berserker after chapter 14. Pirate's spd growth lets dracoknight My Unit double fire and ice dragons without RP, while cavalier's spd growth does not - this complements the use of Dragonpike for those maps. Pirate My Unit will also have more spd going into chapter 15 than cavalier My Unit due to faster EXP gain and higher growth, and having at least C axes as berserker provides access to armor and horse effective weapons.

Lances are pretty bad lategame because lance using classes are among the slowest in the game. Dracoknights pretty much can't double anything after chapter 15 without the Starsphere and generals can't double enemies at all after chapter 14. Paladins at least have the potential to be slightly faster than dracoknights, but a 25 spd cap is still considerably worse than the 30, 29, or 28 spd caps that swordmasters, snipers, and berserkers have. So it's probably sufficient for My Unit to just have C lances for Dragonpike and then focus on axes from there.

I also personally think that you're overrating Sirius, but that's because I was forced to skip the chapter 11 Speedwings, and Sirius doubles a lot less as a result. Chapter 13x aside, I haven't had him touch dracoknight in awhile because he's too slow to function. He needs the extra spd base of sniper or hero to double.

Edited by dondon151
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I also personally think that you're overrating Sirius, but that's because I was forced to skip the chapter 11 Speedwings, and Sirius doubles a lot less as a result. Chapter 13x aside, I haven't had him touch dracoknight in awhile because he's too slow to function. He needs the extra spd base of sniper or hero to double.

We kind of discussed this back in IRC but to defend my statement... I also do realize:

1) Palla was harmed due to not receiving any Speedwing. With it she probably would pull through with offense just fine.

2) Palla beats Sirius in durability almost guaranteed.

I think I'll take back my statement on Sirius being the best unit in the game. There is a slight bias I confess, though I also didn't have AS huge durability problems with him at this point (to be fair, I was slower on maps and most of the time he was healed immediately anyway). I can definitely see his durability being rough later on. I will probably say that, given you give Speedwings and a Seraph Robe to Palla that she would be the best character in the game.

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K I'll probably record this (with the commentary) sometime next week. I have some bad news though; I'm not sure if the crappy 360 controller I have will last long enough for me to do the commentary. After starting Chapter 15 I realized that it was acting buggy. Probably because some asshat in my house decided to tug at the cords one too many times. Regardless, I won't pull out the surprises but I do need to explain one thing that threw me off and that was the Sniper. What I should've done was kept Luke within the Sniper range so that My Unit could tackle the boss on the final Turn. Thankfully Minerva was quick enough to make up for it, though taking note I should've given her Lightsphere perhaps. Meh, either way the chances for victory if I placed Luke or Palla right in that area would've been pretty high, and possibly higher if I had Luke or Palla go for the savepoint. Regardless chances of victory shouldn't be too low if you can hit the savepoint in time. Turn 5 was probably the dicier moment.

If Sirius didn't take the General kill Marth would've been Level 21. Pisses me off.

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