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Comments
^^Do not taunt Gonzales' Perpetual-Motion Axe
^That is what Berserkers are for!
> Tana is better.
But Vanessa! <3
^ LOL
...the direction the axe is spinning in is bothering me.
What the heck is wrong with you?
I didn't notice this before
"
but Elincia exists...
Also, why the fuck is Gonzales not on that mugshot list? He's awesome."
I forgot about Elincia when I said that, though I only ever use her as a healer anyway
Gonzales is not there because he got killed by...I think it was Dieck? And besides I went on that route where he comes at level...11? anyway.
>Gonzales died
>GONZALES died
Why did you break rule #1 for one of the best characters in the game?
I don't like Gonzales. >_>
you get out too
Letting someone die in FE? How can you be so heartless?!
long story
But seriously, my mainstay tactics revolve around shock assaults and then weathering the return. Anything that moves quickly with decent resilience (be that defense or dodge) is good. Cavaliers, Myrmidons, Lords are generally Myrmidon/Swordmaster types so they're good, Pegasus Knights in small amounts and that kind of thing. I generally clear out areas section by section with Cavaliers, and if they take too long, the footsloggers catch up and get it done.
Magic-users are generally too fragile for me, basically.
I like magic-users because I can park them behind a General in maps with choke points and annihilate everything.
If you have them receive any damage you are doing it wrong.
Absolutely, which means that to use them, I absolutely must lock down the area around them. That conflicts with my shock assault approach, since it's based on being versatile in formation and placing troops where they need to be. If I need indirect attacks, that's usually left to archers or lance-users with spears that can be thrown.
Since enemy units close in on the most vulnerable target in range, leaving any opening towards a magic user is risky at the best of times. But if I can't open my formation and fan out, well, there goes my essential strategy.
Actually, mages generally do good when placed on forests, etc. The faster mages, at least.
Especially when backed up by a cleric and a high-movement character like a Wyvern Knight or a Paladin, mages can dominate. The ability to move out of the range of anyone without a ranged weapon in particular makes them incredibly useful for taking out high-damage enemies like Myrmidons.
With a shock assault, using a mage as a support character goes along way towards securing other character's safety. You can block off entranceways with a melee character like a General and go to town on everything while the General tanks the hits; you can park Generals next to a mage to stop them getting surrounded and support the mage with a cleric; you can attack through walls with a mage; and a combination of any two mages does much better against enemy mages than any class beyond, perhaps, a Pegasus Knight.
Mages are very good by virtue of enemy units having crap resistance. Taking more damage becomes less relevant because Mages tend to have high evasion and evasion > defense in the GBA/Console games because of how the dodge formula works so much in favor of the player.
Also, Mages can always attack at both 1 and 2 spaces (unlike Archers who I almost never use), can function as healers that can kill stuff after promotion, and are the only ones that can use siege tomes.
"evasion > defense in the GBA/Console games because of how the dodge formula works so much in favor of the player."
my version must be messed up then
goddamn Luna (even in FE8, where it was nerfed)
"decent resilience"
"Pegasus Knights "
HA
on mages, go back to page 1 and look at my Lucius and Lilina
o:
one of my other friends has this theory that the more you like a unit, the better level ups they get lol
I guess that's why Amelia, Marisa and Joshua are such ballers.
Amelia is badass. Marisa and Joshua are okay as evasion tanks, but they just don't have the Str to do much damage to anything that isn't a mage in the later parts of the game, even with crits, and Silencer doesn't go off often enough to help. They just don't scale well for endgame.
Might as well just make Ewan a druid and have him run around with an absurd magic stat, passive 25% crit, almost as high dodge, and a magic type almost nothing in the game is resistant to. Or Gerik as a Hero, with pretty close to the same stats as the myrmidons but twice the Str and HP.
Hardest mission in FE8 was the ghost ship on Ephraim's route, Hard mode. Small cramped space to defend against a swarm of Arch Mogalls from all sides that can twoshot pretty much anyone at will, and then L'Arachel shows up in the middle of it and runs into the center with her 18 HP. That one mission was harder than anything in Lagdou Ruins, and the one time I won it came down to Gilliam using Pure Water to survive three hits and (somehow) dodge six more in a row. He had like 2 HP at the end of the turn.
At least the desert let you take things at a manageably slow pace and you were likely to have at least one unit who could survive a surprise Pierce from Valter.
Perhaps I'm just getting lucky with stat progressions, but Joshua is a complete manslayer for me. I'm doing Chapter 15 and he took out one of the bosses almost single-handedly; Seth stepped in to do some preliminary damage, allowing Joshua to do the bulk of it (40 damage over two hits, no criticals) and the boss was destroyed without any of my weaker units being put at risk.
Joshua is pretty much a human sniper rifle for me.
>Perhaps I'm just getting lucky with stat progressions
Probably the case, everything in FE is based in part to luck, and every run its God unit. Though it's more likely in FE8 because everyone has ridiculous growth rates.
"Silencer"
ew assassins
Aaand Chapter 15 is down. Joshua did the honours, yet again, and I got all the items I cared about. The Wyrmslayer sword certainly helped.
I wish there was a way to make some decent gold in Sacred Stones. I like having a tower where I can train up units, but I hate breaking all my weapons
I still think that units leveling up based on how much you use them is a terrible mechanic.
/me hasn't played Fire Emblem, so can't say anything more specific
I know, right? I mean, why would a unit get more experienced the more they participate in combat, I mean come on
@Nova: It's called Arena abuse for a reason.
But my units die when I do that.
"Realism" does not make a mechanic good.
Having units only gain experience when they actually do something in combat means that you're stuck in a positive feedback loop where your strong units gain experience faster than your weaker ones, and a unit that is behind your others in level will have a hard time ever catching up unless you completely alter your strategy to focus around using your low-level characters as much as possible. Which is to say, if you intentionally gimp yourself or do lots of tedious grinding just to have your whole party actually be usable.
Even in regular JRPGs, only awarding experience to the active party basically just means that once the player gets far enough in the game, they no longer have any freedom over who is in their party unless, again, they want to do a shitton of grinding, meaning that no matter how many possible party members there are, a player will only ever use 3/4 for the entire game.
Basically, it unnecessarily limits strategy and encourages boring grinding with supposed realism being the only gain.
Yeah, I know. In fact, I'm pretty sure I've complained about this more than you.
I would actually argue that this style of play would encourage you to use a variety of units, though.
"Having units only gain experience when they actually do something in combat means that you're stuck in a positive feedback loop where your strong units gain experience faster than your weaker ones, "
Higher leveled units gain less experience per kill
"I wish there was a way to make some decent gold in Sacred Stones."
There is always a chest in the tower that contains some gold IIRC, but in any case, you'd hate FE6 then.