PapaEmeritus
Member
So I finished the game. What's there to do when I finish other than random grinding, just cause. What really stinks is that after the endgame, it doesnt save, you just load up the game before the last lvl.
Counter is just brutal. After my second near-death experience, I learned to check warriors before attacking them from adjacent tiles.
The worst is when they run up to attack you and then you die from counter proccing off your counterattacks :<
/ch13lunaticwoes
So I finished the game. What's there to do when I finish other than random grinding, just cause. What really stinks is that after the endgame, it doesnt save, you just load up the game before the last lvl.
What's the easiest way to level up underleveled characters? I'm using a reeking box.. but my lvl 3s get decimated by these 10s...
The free DLC isn't a bad place to start, though I try to use Champions of Yore 3 if at all possible since there are no allies and higher level enemies so experience rolls in faster. You can even level up reclassed base-class units very quickly on that map. Enemies are level 15ish though.
Risen levels depend on the location, so if you have them in the first couple spots on the map they'll be lower level. Reeking boxes aren't a very good investment though, unless you're playing on normal and get more money out of them than what they cost.
His Tactician.whos that?
whos that?
whos that?
So I finished the game. What's there to do when I finish other than random grinding, just cause. What really stinks is that after the endgame, it doesnt save, you just load up the game before the last lvl.
The worst is when they run up to attack you and then you die from counter proccing off your counterattacks :<
/ch13lunaticwoes
JoeFu said:I kind of regret starting on normal, as I've played Fire Emblems before, but I just wanted to enjoy the game. Second playthrough will probably be lunatic haha.
Two chapters until the end. Is there any post game stuff? There's a spotpass DLC I still can't acess. When is the point of no return?
Unless you're grinding, I don't think you'll be THAT overleveled. I can't imagine what you're doing that is overleveling you to the point where main chapters are trivial. They may be easy (insofar as you don't get slaughtered by the RNG) but I don't think it completely trivializes the game.
There is no point of no return. You're able to save right before the last chapter and access the entire world map. By beating the game, you unlock various things like the ability to watch any Support Convos / Videos you've already seen, but there is no post game content as in-game stuff. If you beat Lunatic, you unlock Lunatic+ and your Renown carries over to new games. That's about it I believe, but someone can correct me if I'm wrong.
Cynthia annoys me, her and Yarne are probably the only child characters I really don't like at the moment.
And what kind of nickname is "Pega-Pony Princess?"
I'm at the point where I'm starting to reclass some characters in this playthrough. Seeing as how I dont need to do the whole armshrift trick with Donnel because of the Gold DLC, I'm thinking of making him fighter->warrior to get Counter to pass on to Kjelle. Seem like a good idea?
I'm super disappointed with the offspring system. So farand Morgan are the only children I've gotten that have been able to pull their weight. At chapter 21 I don't really have time to be babying gimp units, and even if I did somehow get them into fighting shape, I'll only get to use them for (I'm assuming) just a few more chapters. And at that point, the old guard would probably be overleveled to hell and back, anyway.Lucina
with Chrom supporting and some combination of Nowi/Morgan/MU are probably enough to stomp the rest of the game, anyway.Lucina
It's a shame because I was really hyped for this part, and the child units generally seem to be awesome("SACRED STOOOONES!") with lots of potentially interesting support dialogue.
Counter isn't really worth it for anyone you plan to use, to be honest
Cynthia is god-tier, get out of here.Cynthia annoys me, her and Yarne are probably the only child characters I really don't like at the moment.
And what kind of nickname is "Pega-Pony Princess?"
You use Armsthrift so you can forge items into better-than-normal status. And then the items you can't buy.
Counter isn't really worth it for anyone you plan to use, to be honest. If you're going for a gender-unique thing to pass down, Wrath is more useful. Not that I'd really use Wrath either ;_;
Cynthia is god-tier, get out of here.
TOO SLOW, BRO
This is my first Fire Emblem but I've certainly played other strategy games in the past. I don't mind a challenge as long as it's reasonable. Hard or Normal?
Cynthia is the best kid. I don't know what you're talking about.
Da-da-da-daaaaaaaaaaaaaaa!
Is Counter as useful as it seems for a Battle Cleric? I have yet to get Brady and am thinking about making Vaike the father for that reason.
For people who are new to this series:
use rescue!. I've seen the Giantbomb quicklock and they didn't seem to have fully grasped rescuing. (I even wanted to sign up to write it all down in their comments, but somehow was unable to sign up.)
Each unit has a stat called constitution. A high constitution mean it's less likely for other units to pick this unit up, because you need a higher aid stat then the unit's constitution. Usually Cavaliers have the highest aid stat, they are able to rescue someone (if they haven't acted in that turn) and walk for several spaces (after they picked them up) to release or keep the unit. Keeping the unit is good in situations, where the enemy is still able to attack you and you don't want them to attack the unit you picked up but you are handicapped in your walking distance and stats (if I'm not mistaken). Using this technique wisely allows you to attack (now you are in the enemies attack range), rescue this units (flee out of the attack range) and the enemy won't attack you the next turn. Great right? It's a simple technique but one of the best if you mastered it. Use it Giant Bomb!
Another technique is to block the enemies path. I know it's a well known strategy but I still think people forget how useful it really is. You don't have to block the whole corridor with tank units (it depends on the enemies units; a mage might be better than a general in certain situations or someone with higher magic resistance like pegasus knights), sometimes it is enough to place a unit at a certain space to block the enemy from being able to attack one of your weak units. They can't go through units and only can work a certain amount of steps. Blocking a shortcut to a certain unit is enough in most cases. But watch out for flying units, they won't be obstructed! Combined with rescuing this strategy becomes even more effective. This goes without saying but almost every enemy character who has his unique character portray is recruitable, so don't miss the change to talk to them. Just my 2 cents, I hope you all enjoy this game. I buy this game when it is eventually released in europe.
For people who are new to this series:
use rescue!. I've seen the Giantbomb quicklock and they didn't seem to have fully grasped rescuing. (I even wanted to sign up to write it all down in their comments, but somehow was unable to sign up.)
Each unit has a stat called constitution. A high constitution mean it's less likely for other units to pick this unit up, because you need a higher aid stat then the unit's constitution. Usually Cavaliers have the highest aid stat, they are able to rescue someone (if they haven't acted in that turn) and walk for several spaces (after they picked them up) to release or keep the unit. Keeping the unit is good in situations, where the enemy is still able to attack you and you don't want them to attack the unit you picked up but you are handicapped in your walking distance and stats (if I'm not mistaken). Using this technique wisely allows you to attack (now you are in the enemies attack range), rescue this units (flee out of the attack range) and the enemy won't attack you the next turn. Great right? It's a simple technique but one of the best if you mastered it. Use it Giant Bomb!
Another technique is to block the enemies path. I know it's a well known strategy but I still think people forget how useful it really is. You don't have to block the whole corridor with tank units (it depends on the enemies units; a mage might be better than a general in certain situations or someone with higher magic resistance like pegasus knights), sometimes it is enough to place a unit at a certain space to block the enemy from being able to attack one of your weak units. They can't go through units and only can work a certain amount of steps. Blocking a shortcut to a certain unit is enough in most cases. But watch out for flying units, they won't be obstructed! Combined with rescuing this strategy becomes even more effective. This goes without saying but almost every enemy character who has his unique character portray is recruitable, so don't miss the change to talk to them. Just my 2 cents, I hope you all enjoy this game. I buy this game when it is eventually released in europe.
It's ok for extra chip damage and I guess can provide decent synergy with Renewal if you are able to heal off the damage you took during the enemy's turn.
Just don't expect it to deal lots of damage unless you are planning to go for a more risky play since Counter will be at its best if you are taking lots and lots of damage. And unless you are ok with losing someone due to that, Counter isn't that overall useful.
I find it hard to believe she could beat out Owain (BINDING BLADE!) and Female Morgan (Daddy's little girl) as best kid.
Not even for streetpass?
I actually like counter a ton on a sniper, so I passed it off to Noire. But yeah, for Donnel it's probably more worth it to pass aptitude or underdog, and I passed off rally str to the kid strategists because that's the only male exclusive rally.
For people who are new to this series:
use rescue!. I've seen the Giantbomb quicklock and they didn't seem to have fully grasped rescuing. (I even wanted to sign up to write it all down in their comments, but somehow was unable to sign up.)
Each unit has a stat called constitution. A high constitution mean it's less likely for other units to pick this unit up, because you need a higher aid stat then the unit's constitution. Usually Cavaliers have the highest aid stat, they are able to rescue someone (if they haven't acted in that turn) and walk for several spaces (after they picked them up) to release or keep the unit. Keeping the unit is good in situations, where the enemy is still able to attack you and you don't want them to attack the unit you picked up but you are handicapped in your walking distance and stats (if I'm not mistaken). Using this technique wisely allows you to attack (now you are in the enemies attack range), rescue this units (flee out of the attack range) and the enemy won't attack you the next turn. Great right? It's a simple technique but one of the best if you mastered it. Use it Giant Bomb!
People like it for street pass teams, but it's easy to plan for (just attack from two squares apart).
I find it hard to believe she could beat out Owain (BINDING BLADE!) and Female Morgan (Daddy's little girl) as best kid.
I know that feel. I think I'm just going to bringI wanted to pair Cynthia and Owain because their theatricality matches so well, but they are cousins. Cursed family tree!
Sakurai needs to implement the Rescue Staff into the next Smash Bros.
You should really play the game before you start giving out advice.
For people who are new to this series:
use rescue!. I've seen the Giantbomb quicklock and they didn't seem to have fully grasped rescuing. (I even wanted to sign up to write it all down in their comments, but somehow was unable to sign up.)
Each unit has a stat called constitution. A high constitution mean it's less likely for other units to pick this unit up, because you need a higher aid stat then the unit's constitution. Usually Cavaliers have the highest aid stat, they are able to rescue someone (if they haven't acted in that turn) and walk for several spaces (after they picked them up) to release or keep the unit. Keeping the unit is good in situations, where the enemy is still able to attack you and you don't want them to attack the unit you picked up but you are handicapped in your walking distance and stats (if I'm not mistaken). Using this technique wisely allows you to attack (now you are in the enemies attack range), rescue this units (flee out of the attack range) and the enemy won't attack you the next turn. Great right? It's a simple technique but one of the best if you mastered it. Use it Giant Bomb!
Another technique is to block the enemies path. I know it's a well known strategy but I still think people forget how useful it really is. You don't have to block the whole corridor with tank units (it depends on the enemies units; a mage might be better than a general in certain situations or someone with higher magic resistance like pegasus knights), sometimes it is enough to place a unit at a certain space to block the enemy from being able to attack one of your weak units. They can't go through units and only can work a certain amount of steps. Blocking a shortcut to a certain unit is enough in most cases. But watch out for flying units, they won't be obstructed! Combined with rescuing this strategy becomes even more effective. This goes without saying but almost every enemy character who has his unique character portray is recruitable, so don't miss the change to talk to them. Just my 2 cents, I hope you all enjoy this game. I buy this game when it is eventually released in europe.
This critique is kind of harsh. Rescuing is a FE stable (unchanged since atleast FE6, haven't played previous games and I've said I've yet to play it). I saw rescue in that video, the giant bomb guys even talked about it, so I thought it's still in. Must have been the rescue staff.
Didn't want to confuse anybody and will edit my post.
So basically to troll streepass encounters.
Yeah they got rid of this for Awakening, and the Pair up sistem doesnt work like it, you cant just go and pair up with a unit that already used it's turn and have that unit safe.
Edit:
The rescue staff works teleporting a target unit close to the caster. The range is the same as the Physic Staff.