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Everyone: Archer
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# ? Jun 19, 2018 04:58 |
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# ? May 30, 2024 12:18 |
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Grey: Archer Tobin: Archer Kliff: Archer Faye: Cleric
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# ? Jun 19, 2018 04:59 |
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I’m gonna side with the classic approach as well: Gray: Mercenary Tobin: Archer Kliff: Mage Faye: Cleric
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# ? Jun 19, 2018 05:18 |
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Gray, Tobin: Mercenary Kliff: Mage Faye: Cleric
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# ? Jun 19, 2018 05:34 |
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Serifina posted:Yes, but this is not as useful as you think. They're "allies", so not directly controlled, and you don't get XP for anything they do. It's still pretty drat useful. Thanks to their low stats, enemies make them priority targets, meaning they're not going after the units who can actually die. Also, Gray: Mercenary Kliff: Mage Tobin: Archer Faye: Cleric I'm a traditionalist.
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# ? Jun 19, 2018 05:43 |
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chiasaur11 posted:It's still pretty drat useful. Thanks to their low stats, enemies make them priority targets, meaning they're not going after the units who can actually die. Invoke summons can be very useful when enemies outrange your units, and you're trying to close to melee range. It's like how Tanith's summons in Path of Radiance are amazingly useful in Chapter 23 (The Great Bridge, basically one big gauntlet of ballistae).
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# ? Jun 19, 2018 06:11 |
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When you're not time-constrained, never underestimate the value of an ablative meatwall.
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# ? Jun 19, 2018 06:28 |
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Grey: Mercenary Tobin: Archer Kliff: Mage Faye: Cleric Should be interesting to see how Faye works when classed optimally instead of being made a Pegasus Knight for maximum pegasus.
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# ? Jun 19, 2018 06:54 |
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chiasaur11 posted:It's still pretty drat useful. Thanks to their low stats, enemies make them priority targets, meaning they're not going after the units who can actually die. Seriously I can't even count the amount of times I've been saved by Silque's cannon fodder brigade.
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# ? Jun 19, 2018 08:00 |
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blizzardvizard posted:Physic after promotion. Tobin is the best mage early game, and when mages start falling off lategame due to their low mov, he brings utility, so he's consistently useful at any stage of the game. Exactly this. Not to mention 3 range is covered by at least 1 archer and 2 mages Alm gets later on. And some other factors. In a game where speed is king, the lower weight of Excalibur is always superior if you feel the need for a mage.
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# ? Jun 19, 2018 08:53 |
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Gray: Mage Tobin: Mage Kliff: Mage Faye: Mage I like mages
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# ? Jun 19, 2018 14:01 |
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I was going to vote for pretty standard fare but you know what, let's have you suffer Gray: Soldier Tobin: Cavalier Kliff: Archer Faye: Cavalier
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# ? Jun 19, 2018 16:53 |
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Augh, gently caress. I don't know why but I've always been very averse to using skills/spells that cost HP to use, even when it's easy enough to replenish and is obviously worth the cost. I'm glad I'm starting to get over that, but still. Anyway, don't really care about the rest, but I want to support Faye's dream of becoming Alm's best instrument of death, so whatever path is most likely to bring that about gets my vote.
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# ? Jun 19, 2018 17:01 |
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Grey: Mercenary Tobin: Archer Kliff: Mage Faye: Cleric Zerbin7 fucked around with this message at 17:46 on Jun 19, 2018 |
# ? Jun 19, 2018 17:36 |
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Zanzibar Ham posted:Augh, gently caress. I don't know why but I've always been very averse to using skills/spells that cost HP to use, even when it's easy enough to replenish and is obviously worth the cost. I'm glad I'm starting to get over that, but still. This is going to require some very important clarification on whether or not faye kills things for alm or is used by alm for maximum killing.
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# ? Jun 19, 2018 19:20 |
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FoolyCharged posted:This is going to require some very important clarification on whether or not faye kills things for alm or is used by alm for maximum killing. Maximum Killing, direct or otherwise.
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# ? Jun 19, 2018 19:24 |
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Jerry Manderbilt posted:Gray and Tobin: Mercenary Throwing my vote in this direction. Let's see if your Mage-Kliff does better than mine. Mine got really, really attack-screwed in my game, to the point of becoming unusable later on.
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# ? Jun 19, 2018 20:14 |
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Zanzibar Ham posted:Maximum Killing, direct or otherwise. Cleric hands down then. Imagine running forward, rescuing Alm and then silke running up and warping him forward and then he charges an enemy halfway across the map from where he started. Or alm getting warped up to dudes smashing their face in and getting rescued away giggling.
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# ? Jun 19, 2018 20:49 |
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Faye: Cleric Everyone Else: Mercenary Unlimited stat-ups!
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# ? Jun 19, 2018 20:50 |
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Well, I just completed a Blitzkrieg run in around 300 Turns (including the random encounters), so...let's see if I can help out here. Grey: Mercenary - This one's fairly simple. Grey's got high STR but low SPD; so you may as well patch up the stuff that's wrong with him. That said... Tobin: Mage - I'm going to take a fairly controversial opinion here, and say that having more than one Mercenary actually isn't a good idea. Or at least, not during the early to midgame game. As far as that goes, Alm's party basically just gets the Lightning Sword, the Royal Sword, an Iron Sword, and a Steel Sword. Your primary Mercenary's the one getting the Lightning Sword; and I don't think anyone needs to guess at which one Alm's getting. So that just leaves two regular swords for a class that already has pretty middling STR. So instead, I prefer making Tobin into a class that doesn't need good gear to do good damage. You need at least one mage for a lot of the bulkier guys; and having two is never a bad idea when you don't get Luthier until midway into Act 3. Now that said... Kliff: Mage or Archer - The choice here really comes down to "how much favoritism are you willing to give to an Archer class?". Archers have really low Accuracy, and their bases are fairly unimpressive. So in normal cases, those weaknesses balance out the 1-5 Range that Archer classes can reach... But if you were to do the following... code:
Otherwise, Kliff's probably best as a Mage. A second fireball slinger is never a bad thing to have, especially when you don't get any of those for the entirety of Act 1. Faye: Cleric - Physic at LVL 6, and Rescue at LVL 10. Need I say more?
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# ? Jun 19, 2018 23:22 |
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Grey: Cavalier Tobin: Mage Kliff: Mercenary Faye: Pegasus Knight
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# ? Jun 19, 2018 23:37 |
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3 cavaliers and a pegasus knight They move good.
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# ? Jun 20, 2018 00:23 |
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ajkalan posted:3 cavaliers and a pegasus knight You do know there's only a finite number of good lances in this game, right?
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# ? Jun 20, 2018 01:12 |
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EclecticTastes posted:You do know there's only a finite number of good lances in this game, right? I know absolutely nothing about this game
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# ? Jun 20, 2018 02:27 |
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ajkalan posted:I know absolutely nothing about this game Too many people use lances in Echoes already, adding more just ends up rendering even more of them useless. Come to think of it, that's a pretty common issue in older Fire Emblems, too many drat lance-users.
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# ? Jun 20, 2018 02:42 |
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ajkalan posted:3 cavaliers and a pegasus knight This was going to be my alternative suggestion to have the maximum number of legs possible. But I decided to be a tiny bit reasonable while still mixing it up.
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# ? Jun 20, 2018 02:44 |
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Just finished my blind playthrough, so it's cool to see someone else going through it. Voting for: Gray: Cavalier Tobin: Archer Kliff: Mage Faye: Cleric Interested to see how useful Faye's spells are. I used her as my main cavalier and she absolutely wrecked.
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# ? Jun 20, 2018 03:15 |
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EclecticTastes posted:Too many people use lances in Echoes already, adding more just ends up rendering even more of them useless. Anyhew, onto the vote: Gray: Mercenary Tobin: Archer Kliff: Mage Faye: Cleric
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# ? Jun 20, 2018 04:29 |
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Given the way weapons work in this game, you really don't want to overload on any particular weapon type (yes, this includes Mercenaries, unlimited leveling be damned). Technically you could overload on magic users, since that's innate to people, but that's just boring.
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# ? Jun 20, 2018 05:24 |
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Tobin: Mage Kliff: Mercenary Gray: Cavalier Faye: Pegasus
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# ? Jun 20, 2018 13:34 |
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I've stalled on a second playthrough of this game so maybe I can pick it back up and play along! I'll vote for the promotions I gave my crew this time around. First time I went with their "default" classes, as hinted by the stuff you find around Ram Village. Kliff- Mage It just fits him too well Tobin- Mercenery He joined up for the paycheck. It makes too much drat sense Gray- Cavalier He strikes me as the romantic errant knight type Faye- Cleric I made her a peg knight my first playthrough and ehhhh, let's see what she can do as a cleric instead.
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# ? Jun 20, 2018 15:03 |
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Tobin is basically an archer even as a mage because one of his only spells is magic arrows, he just can't match the absurd range of a real archer.
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# ? Jun 20, 2018 16:22 |
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Does a melee range archer attack still obliterate pegasus knights?
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# ? Jun 20, 2018 16:27 |
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Tobin: Archer Gray: Merc Kliff: Mage Faye: Cleric The normal, boring choices. I made Faye a pegasus knight in my original run, so it'd be nice to see if she's more useful as a cleric.
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# ? Jun 20, 2018 16:44 |
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Zanzibar Ham posted:Does a melee range archer attack still obliterate pegasus knights? Archers still do more damage to fliers regardless of range, but they're not the instant death sentence they are in other games because the majority of enemy bows are of the weaker variety (like Iron or occasionally Steel). In addition, bows' MT are weaker in this game; an Iron Bow only has 2 Mt, compared to an Iron Sword's 5. So in theory they're still just as bad against fliers, but in practice you'll often see your fliers tanking them more easily.
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# ? Jun 20, 2018 17:08 |
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Also worth noting, Archers don't actually get the anti-flier bonus unless they actually have a bow weapon equipped; the "default" weapon everybody gets when unequipped does not get the anti-flier bonus.
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# ? Jun 20, 2018 20:07 |
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That said, if you have one of the three-five (depending on how you feel about two of them) best bows, you'll usually reduce fliers to a fine mist from halfway across the map.
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# ? Jun 20, 2018 20:11 |
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I have no idea how combat shakes out, how important which spells are or what weapons are strong, so I'm not voting on classes. I do like that individual characters have access to different spells. Could be a precursor to Three Houses maybe giving every character magic, even if they are knights/fighters or the like. Unless Gaiden already had the individual magics?
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# ? Jun 20, 2018 20:40 |
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Torrannor posted:I have no idea how combat shakes out, how important which spells are or what weapons are strong, so I'm not voting on classes. I do like that individual characters have access to different spells. Could be a precursor to Three Houses maybe giving every character magic, even if they are knights/fighters or the like. Unless Gaiden already had the individual magics? yeah that was still a thing in OG gaiden
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# ? Jun 20, 2018 20:55 |
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# ? May 30, 2024 12:18 |
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ApplesandOranges posted:In addition, bows' MT are weaker in this game; an Iron Bow only has 2 Mt, compared to an Iron Sword's 5. That said, Iron Swords have 2 MT in this game, too. I'm assuming that A & O meant that that's what Iron Swords have in the other FE games.
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# ? Jun 20, 2018 20:56 |