2013-03-11, 18:18 | Link #301 | ||||
Senior Member
Join Date: Sep 2008
Age: 38
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No. If you're going to make a Rally user, it should be either the Avatar, their child, or a Spotpass/DLC character. Rally Spectrum is far too good to go without if you're going to devote a unit to the idea anyway.
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2013-03-11, 18:31 | Link #303 |
癸亥 (guǐhài)
Graphic Designer
Join Date: Jun 2010
Location: (ノ◕ヮ◕)ノ
Age: 40
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^ yeah, i was like that as well on my first play. i was thinking who should i marry whom to
and all these stats for the children. who is a good breeding for whom. which skills to pass down the children. blah blah blad...tidal wave! you shouldnt worry too much about matching/breeding on normal. you can start thinking about it on your lunatic and lunatic+ mode for the best results and OP babies from the future.
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2013-03-11, 19:07 | Link #304 |
Senior Member
Join Date: Sep 2008
Age: 38
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Oh, and forgot to say: Swordmasters are useless in the endgame. Assassins have better strength, skill, and speed stats, plus have access to bows. Only thing Swordmasters have on them is defense, but you shouldn't be getting hit anyway, and the difference in defenses aren't enough to overcome ridiculous strength hits.
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2013-03-11, 19:08 | Link #305 |
Senior Member
Join Date: Mar 2010
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Well... back in FE4 you kind of had to plan your marriages properly or the 2nd generation would be too weak for you to survive. But it's okay... it's to save the world!
But yeah, for this game there's no need to worry about min/maxing if you're on Normal or Hard. Lunatic and Lunatic+ however expects you to take full advantage of grinding, Second Seal reclassing, and proper Pair Up combinations to survive. The early chapters are a bit rocky, but after that either you steamroll them or they steamroll you. No inbetween. |
2013-03-13, 02:20 | Link #309 |
Senior Member
Join Date: Mar 2008
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Yeah chapter 13 I think is when you get Master Seal purchases and then chapter 16 or 17 is Second Seals. Though I think some of the "children" paralogues also sell Seals so you can get Second Seals after chapter 13 too.
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2013-03-13, 08:00 | Link #312 | |
Senior Member
Join Date: Sep 2008
Age: 38
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Without rescue staffs, however... |
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2013-03-13, 08:05 | Link #313 |
We're Back
Join Date: Nov 2006
Location: Redgrave City
Age: 35
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Speaking of Severa, you just reminded me- I now slightly regretted not paying attention to the '2nd Gen' characters earlier.... Not so much because of the stats, but some of the '1st Gen' characters I've ignored have some interesting children But now it's going to be a pain in the arse to train them for support just for that...
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2013-03-13, 13:22 | Link #314 |
Senior Member
Author
Join Date: Jul 2008
Location: USA
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I don't get to play often enough, I'm on chp 6 but I'm just waltzing about fighting the random people that show up on the map. Almost got cremated by one which was just a shitload of the armored Kellam guys (knights?). Had to rely on my only strong magic type (avatar) to kill them all. Never really used Vaike so the hammer in his hands isn't much since he'll get killed in 2 turns. Miriel wasn't quite strong enough either but I'm working on that.
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2013-03-13, 16:10 | Link #315 | |
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Join Date: Mar 2010
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2013-03-13, 23:53 | Link #316 |
We're Back
Join Date: Nov 2006
Location: Redgrave City
Age: 35
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About the scissor-paper-stone relationship between the three weapons... Is there really any distinct advantage one has over the other? Is is worth training weapon skills for guys that can wield multiple?
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2013-03-14, 03:39 | Link #317 | |
Senior Member
Join Date: Mar 2010
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For general stats, swords generally have the lowest Mt but have the highest Hit, while Axes have the highest Mt but the lowest Hit. Lances are naturally in between: stronger than swords but weaker than axes, and less accurate than swords but more accurate than axes. However, generally your units will have a high enough Skill stat along with supports to boost your hit rate to where you should have accurate hit rates even with Axes. Having a high rank mastery in a weapon also boosts hit rate. Therefore, the best melee weapon (assuming you have a choice) would most likely be axes, because they deal the most damage and there are plenty of other ways to boost your hit rate to where accuracy should never be an issue. As for "unique" weapons, Swords have Armorslayers, the Lord-exclusive Rapier, and Wyrmslayers. As some of the names imply, Armorslayer deals super effective damage (triple Mt value) on armored units (Knight, General and Great Knight). Wyrmslayer deals effective damage on Manaketes, Wyvern Knights and Wyvern Lords. Rapier deals effective damage on any mounted units (Cavalier, Paladin, Great Knight, Pegasus Knight, Dark Flier, Griffon Knight, Bow Knight) and armored units. There is also the Falchions, which also deal effective damage on dragon units. Lances have the Beast Killer, which does effective damage on Taguels and mounted classes. Axes have Hammers, which deal effective damage on armored units. When you check the information of each unit, they may have a symbol that shows what "type" of unit they are classified as. For example, a brown horse symbol signifies they are a mounted unit and therefore weak against weapons effective against them. A white winged horse symbol signifies they are a flying unit and therefore weak to Bows, Wind magic, and any weapon effective against flying units. A green dragon head signifies they are a dragon unit and weak against weapons effective on dragons. A grey helmet head refers to armored units. There is also range to consider. Certain weapons may offer more range than others. Swords are all 1 range only, with the exception of Levin Swords which are 1-2 range and deal Magic damage and Amatsu and Ragnell, which are rare legendary weapons that are harder to come by. Lances have far more 1-2 range options with throwing lances, with common ones being the Javelin, Miniature Lance, Short Spear, and Spear. For 1-2 range weapons, Axes have the Bolt Axe, which like the Levin Sword works off your Mag stat. Physical 1-2 range Axes are the Hand Axe, Short Axe, Tomahawk, and Orsin's Hatchet. |
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2013-03-14, 03:48 | Link #318 |
We're Back
Join Date: Nov 2006
Location: Redgrave City
Age: 35
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Wow, actually I was just asking about Sword > axe > lance > sword is whether it's worth the trouble to train on multiple skills for character who can to counter other weapon types
But since we're at it- What about magic elements? I see the wind is effective against any flying types, but what about lightning, fire and dark?
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2013-03-14, 03:50 | Link #319 | |
Senior Member
Join Date: Mar 2010
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You can't buy the legendary ones like Ragnell and many others found only through Infinite Regalia DLC. Or you pair Tharja up with Ricken for a Mag boost and access to Mage/Sage. She makes a strong mage as well, though not as good as Brady. Make Laurent your healbot. Last edited by Shadow5YA; 2013-03-14 at 04:04. |
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2013-03-14, 04:03 | Link #320 | |
Senior Member
Join Date: Mar 2010
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Only Wind is effective against flying units. There aren't any units weak to Lightning, Fire, or Dark. For Tomes you'll notice a Power/Hit rate spread similar to melee weapons: Wind tomes generally have the lowest Mt but highest Hit compared to other elemental tomes of the same rank, then Fire, then Lightning, then Dark. Dark Tomes are the most powerful tomes in the game for the same reason as Axes and more: highest Mt, and the low Hit isn't an issue on a trained unit with some supports. However, they can only be used by Dark Mages and Sorcerers, unless your unit has the Shadowgift skill, which allows other tome users to use dark tomes. However, the only units that can have it are Aversa, Morgan as the daughter of Aversa, and the DLC characters Micaiah and Katarina. There are also Dark Tomes with unique effects, like Nosferatu, which heals the user for half the damage dealt to the enemy, making a near unkillable mage tank during Enemy Phase, and Waste which acts like a Brave weapon and gives double the attacks. |
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3ds, fire emblem |
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