I've been using Sakura as my main healer in Birthright. Since I was just using her for staves, I hadn't looked at her stats until she was max level and I promoted her. She's sitting at 25 magic. That's silly. My strongest mage only has 15.
Oboro is amazing. Those defense and res stats are the best I've seen so far. She's like almost Nephenee tier for me...almost.
Should I go Priestess or Onmyoji for Sakura?
Welcome to the Shitty Corrin Club! I ended up having to pump mine full of stat boosters to get him up to par with the rest of the team. We're apparently a minority, as most Corrins seem to turn out greatCorrin kind of sucks. Maybe mine is just getting RNG screwed but I find myself leaning on the rest of the team more. He's not durable enough to take two medium-sized hits and he's not evasive enough to avoid them. Dragon form is fine for defense, but the damage output isn't there. He's becoming a follow-up or clean-up character lately. If I need a sword-user, I'd rather just put Hana in there. At least she can kill enemies on her own.
Maybe Chrom and especially Ike has spoiled me. Can't remember being this annoyed at a Fire Emblem lord on the battlefield since Eliwood.
Should I go Priestess or Onmyoji for Sakura?
yesDoes Azura lose the ability to sing if you change her class?
Welcome to the Shitty Corrin Club! I ended up having to pump mine full of stat boosters to get him up to par with the rest of the team. We're apparently a minority, as most Corrins seem to turn out great
Hana enjoys taking dirt naps a little too often in my game. Bad Hanna, BAD.
Oboro and Hana are my main attackers in my game and they work great together. Hana is fast as hell and dodges everything and Oboro can tank like a beast.
I adore Conquest so far, and it might even be my favourite Fire Emblem at this point, but as much as I like the limited-resources format of the old FEs, I think there is definitely a tension between a no-grind design and the unlocking of paralogues via supports that you just won't have enough time/turns to build in a single run. I'm not so concerned about missing out on the children (and I never come close to seeing all the character content anyway); it's the maps themselves that I want to experience. I didn't grind in Awakening either until the postgame, at which point I built supports just to unlock the remaining missions because I wanted to run them. In Conquest, I didn't get my first S-rank until after Chapter 19 (although my S-supports are coming in steadily now) and it's clear that I won't get to see everything unless I do some postgame support-building in the DLC, if that is even a viable option.
I guess the issue for me is that Conquest on Hard/Classic is the perfect difficulty for me and I'm having the time of my life running it with no guides, no optimization, and no pre-planning, just figuring out all the mechanics and classes for myself. I couldn't imagine encountering the paralogues any other way: I want to see them on Hard first, and I want to go in cold. But I'm also unlikely to play through Conquest on Hard more than once in the foreseeable future once my first run is done, not only because I have the other two campaigns to get through, but also because it's very time-consuming to perfectly thread a needle through every turn and I can't imagine I'll ever find the time to do it again from scratch.
Incidentally, for those with an S-rank on their avatar,I take it the child mission for the avatar is one of the few that is the same in all versions of the game? I ask because it stuck out as laughably trivial next to everything else I'd been through, including the other offspring paralogues I've seennot just in the scaling but also the map design and enemy complexity. Don't tell me Birthright is that straightforward?
You are on a similar pace to what I had in Conquest 17 in terms of promotions, and are ahead of me on supports, though I managed to get two or three units to level 20 and spend seals on them in the middle of the map. This mission took me a long time to get through purely in the number of turns, though just a few attempts (three or four, I think). The trick is to understand the pathing for the enemy units and engage them at advantageous chokes.
To be honest, from my second attempt forward I didn't bother using the Dragon Veins to raise or lower the walls at all, and just followed the default path as a single army with little to no splitting. It does make the map very long, as it forces you into a winding route back and forth, but it has the advantage of keeping clumps of enemies contained until you are ready to deal with them. Keeping the whole army together meant I had failsafes ready in case the hit chance wasn't going my way, and keeping the back line alive was not an issue so long as I could hold the chokes. Something to be aware of is that you don't need to disarm the traps as soon as you see them: it's worthwhile to leave some of them in place (until Saizo gets to them) to slow the enemy down so you can deal with one choke point with your force before you take out the other. I also relied on Xander a lot, but just to tank damage and soak the damage debuffs from all the shuriken, which still wasn't enough to put much of a dent in him. A flying unit is also helpful for escorting your lockpickers up to the traps or flying your tanks right over the traps to hold the line while you advance.
Welcome to the Shitty Corrin Club! I ended up having to pump mine full of stat boosters to get him up to par with the rest of the team. We're apparently a minority, as most Corrins seem to turn out great
So are Nyx's growth rates just awful? She's the worst unit by a pretty significant margin at level 20 for me without being ranked up.
Of
fucking
course
the boss would fucking crit me
Perfect run and it had to fucking crit with fucking 20% chance
FUCK FUCK FUCK
Classic was a fucking mistake
I actually found Priestess to be very useful for Sakura. It gives alot more defenses in terms of stats and skills which lets Sakura survive the odd turn exposed, and occasionally the bow is surprisingly useful as Sakura should have enough STR and SPD to ORKO peg knights, which are a nuisance in many of the paralogue chapters. Onmyoji plays to her high Mag strength, but I've found myself thinking "I'm glad I have another archer" or "Thank god Sakura survived that" much more than "I wish I had another magic nuke".
The priestess self healing ability also saves turns since you don't have to worry too much about wasting turns healing up Sakura. She has surprisingly good defenses in Priestess class and can be counted on to tank usually one round with fliers or archers.
20% is pretty high. IDK if it's confirmed in Fates, but crits usually run on 1RN even when hit runs on two.
A thought occurred to me: since the support log is unlocked via My Castle, does the save trick from Awakening work here to get a complete support log? If not, what's the trick this time?
Yesssss. Thank you!You mean seeing an S-rank, saving in another slot, and then reloading your original? Yep, that still works fine; the log is global even though you see it in My Castle.
If I buy a physical copy and download the other path as DLC, do I need to beat one and then move onto the other in order to get the extras for owning both? Or can I play both paths simultaneously? I ask because I bought Conquest and thought I'd want to start with that path, but now I've reached the branch andWill I lose out on anything?I feel guilty abandoning Hoshido. -_- I'd rather play through both at the same time.
Path bonuses (things like reclass seals) are added as soon as you own another path. You can redeem them once per playthrough file through the Orb at your Castle. You don't need to beat a path to get them.