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Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
Wait, you can get Flora in Conquest? I completely missed her.

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ApplesandOranges
Jun 22, 2012

Thankee kindly.
You have to upgrade the Fire Orb to max in My Castle. There's a similar mechanic in Birthright for Yukimura.

Bad Video Games
Sep 17, 2017


And Izana is available in both Birthright and Conquest but fucks off in favor or Fuga in Revelation.

Bogart
Apr 12, 2010

by VideoGames
He dies in Revelation, actually. :v:

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

It is truly fitting to fates that the head of the neutral nation joins you on every route but the neutral route.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Cythereal posted:

They're a fruit, actually! Cactus, also known as nopales, is common in Mexican and Mexican-adjacent (like American Southwestern) cooking.

I've noticed just how much Fire Emblem likes to tease Camilla being bisexual, just in case you thought her writing wasn't embarrassingly juvenile enough.

When I cry out for more LGBT representation in this series, characters like Camilla are not what I want.
Bisexual teasing that never lead to anything gay is one of the more annoying Fire Emblem trends, but my tastes are trashy enough that I do genuinely love Camilla. Outside of the Corrin obsession and some of the animated cutscenes at least. She's fun!

Bogart posted:

It's not like there's not an in-Fates character justification for gay babies. It's a little-known mechanic, but if you go to a Castle over and over and mutually raise your relationship, eventually you can produce a kid with a random personal skill, even between two Corrins of the same gender.

https://fireemblem.fandom.com/wiki/Bond_Units

What if we had a child born from the earth, due to the strength of our bond... and we were both girls?
Oh I completely forgot about bond units. I do wonder how they'd handle children if gay supports were included and anyone could have kids, it would be disappointing if only the fathers could have children but the amount of work that would go into giving every parent their own child would be insane.

FoolyCharged posted:

It is truly fitting to fates that the head of the neutral nation joins you on every route but the neutral route.
Wow, when you put it like that it's even sillier. It's funny how so many of the Corrinsexuals got screwed over in Rev because they wanted to up the stakes but they couldn't mess with any of the units who actually get more than one support without ruining the whole "Hoshidans get to marry Norhians" thing. They really should have just let you recruit everyone.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters


Time to finally pick Percy up from school. He was the first child I unlocked... does that mean he's going to be the oldest? Are we going to go visit his deeprealm to find a 90 year old man???



But first it's time for a yoghurt break. I still can't believe I don't have wheat to make defense boosting food without relying on the RNG yet. I can combine milk and berries to make berry pudding but I can't even make bread, it's a literal "let them eat cake" situaton in Nohr right now.



Poor Arthur's screwed this up more than anyone... Although Elise is also to blame here. I keep forgetting these children have more than one parent responsible for them.



Gazak coincidentally enough is the name of the bandit we'll be fighting in Forrest's paralogue. He looks nothing like Arthur. You can capture him and then bring him to this paralogue, but it doesn't actually do anything.



Time for some great heroism. There's a lot of enemies in this chapter, but there's also no reinforcements to watch out for. The enemies move in 3 waves - the bottom set will move on turn 2, the middle from turn 5, and the rest on turn 10. They will also start moving if anybody else from their group is provoked...

This is one of the earliest paralogues you can unlock and it's a good source of money, so it's not a bad idea to do it early. Doing it around chapters 10/11 or so will mean you've got Camilla to help you out, and she'll be way ahead of the enemies in terms of stats at that point in the game. I do however have an army full of overleveled units with excellent 1-2 range so I'm not particularly afraid, but this map can be quite scary.


Percy is here as an enemy. This is a rout map and you can't recruit him, so you'll have to defeat him here. Keep in mind that he'll inherit whatever skills his parents had at the end of the map, not the ones they have at the start. As an opponent he's not at all threatening if you do this map late enough for your army to be promoted, since he doesn't promote with the rest of the enemies. I gave him Rally Strength and he will use it, but I don't think it should make too much of a difference.

Incidentally despite being the boss of this chapter he doesn't actually have boss music. That honour goes to... some random heroes scattered about the map. I have no idea why this is the case or if it was even intentional.



Now here's an enemy type you don't see often. Lancers are this game's equivalent of Soldiers, they can't promote but they do get a high level cap to make up for it. They (and many other enemies in this map) have a lot of skills like Lunge and Seal Defense that can mess with you, and a lot of them will be packing 1-2 range weapons too. It's part of what makes this map so annoying, there's so many enemies that are hard to counter on enemy phase but will inconvenience you greatly if they survive combat to activate their skills.




You'll also have to watch out if you're weak to just about anything, because there's effective weapons for days. Keep in mind that Wyrmslayers are effective against Corrin and their offspring in any class, not just Nohr Noble!



This chapter's gimmick are these dragon veins - use one and every enemy in range will not only leave the map, they'll also give you 500 gold each. The range of these isn't particularly high so it's tricky to get them in there, but they can not only boost your funds but also delete large numbers of problematic enemies at once if you use them well. Unfortunately the large number of lunge and seal skill users make baiting them in range somewhat risky to do.



I'll be bringing as many 1-2 range juggernauts as I can. I'd like to bring Midori too, but Ophelia is so close to S ranking Seigbert that I'd rather bring him for support.



It's been a long while since I did this paralogue so I don't really know what to expect... Hopefully it goes well? I've never been good at maximising monetary gains in this map but I'll try to get at least some gold.



Stacking buffs on your best units and then send them at the enemies is a timeless strategy, I'm sure it'll work. One-rounding everything will mean no survivors to convert into cash, but I'd rather not be saddled with debuffs.



Elise takes the Paladins, Ophelia takes the north Lancers, Corrin takes the east. Hopefully I can get Corrin's HP low enough to get VoF on Silas, he's safer to use on account of having no Wyrmslayer weakness.



Before this playthrough I never really understood what all the fuss about Ophelia was for. I see now the error of my ways.



The combination of rallies and meal buffs really adds up. I might overestimated how much damage these enemies could deal to Corrin, I was hoping she'd at least get close to VoF range from tanking these hits.



Or maybe Lancers just aren't very good. They don't get to promote so unlike the other enemies on this map they won't be benefitting from higher class bases... Silver weapons and Elbow Room also add up to deal a lot of damage...



Oops, I killed everyone too hard and now there's not many people left to turn into money. Somehow I can never fit more than a single guy into these things.



All these veins do is make the ground purple. It has no effect on terrain or anything, it just lets the enemies know we're royalty and there will be big trouble if they continue fighting us.



Now everything looks like the creature stage from Spore. Just need some spice geysters and glowing animal skeletons...



It's sometimes hard to notice the range of wyverns amongst all the other enemies, but you really do need to pay attention... Just baiting one can aggro an entire wave of enemies against you. The range of one guy alone covers nearly a quarter of the entire map!



I really don't understand why Corrin gets the levels she does. I won't complain, but I don't get it! Where's all this resistance coming from? Why's her strength so high? Why get speed now when she so rarely did as a Swordmaster?



Considering how often I want Corrin to drop below half HP and then pair up with someone else, this really is the ideal skill for her. I don't want it right now, but if I can remember I can take it on and off between maps depending on how I feel.



Seems like the middle group has aggro'd. The foot units are easy to backpedal away from, but the flying ones are a bit scarier.



And there sure are a lot of them all of a sudden. Ophelia could Nosferatu tank them all, but then not killing the enemies on counterattack would mean they get to activate thier skills. An Ophelia with Elise as a mum could do that and bait them all onto a single dragon vein...



At least on this side I can convince these Heroes to walk into range without having to fight them at all.



Opting to dodge tank instead of nos-tank might have been a risky move, but it was a risk that paid off. In a 2RN game I'd have felt much more comfortable about doing this, but less so with Fates's weird hybrid system that defaults to 1RN with hits like these.



Maybe I will buy that last Spirit Dust for Ophelia, just because I can. Or well I can't right now but there's a few chests with money coming up...



I think all the Heroes in this chapter have boss music. I have no idea why but it is a very good way to give the player a heart sttack when boss music starts playing for no reason.



Exactly one guy managed to hit Ophelia, and he had WTA on his side. In an alternate universe where Lissa married a Taguel, Ophelia would have taken a huge amount of effective damage and died.



That's two more enemies turned into solid gold. I really could be doing better here, the map's half over already!



In fact I think Nina's making me more money than the dragon veins are. I should really start selling these, there's no way I'll need more than like 5 of them for Spendthrift.



Oh hey, Sun Festal's finally being useful! You do only have 15 uses of this thing but it's not worth hoarding them. A Strategist Dwyer might however have had the movement to reach Ophelia and use Mend instead...



Oops, I may have overextended and lured a single enemy that's part of the "don't move until turn 10" group... and therefore the entire map. As you can probably tell I am kind of bumbling through this map with no plan in mind.



And I still can't get more than 1 guy at a time with these things. It's okay, 500 gold is still nice.



It is at least better to have accidentally provoked the enemies by overextending than it would have been to have been surprised by them suddenly aggroing on turn 10. Being far up the map gives me lots of space to backpedal away while luring the frontline enemies to their deaths one or two at a time.



I have one vein that would let me convert 3 guys into cash and someone is standing on it > : (. This absolutely counts as trespassing on royal property in my book.



Oops, it seems I had a little less room to backpedal than I thought. Running away from fliers that can use their full movement every turn is tricky!



These enemies can't hurt Xander much, but him not being able to ORKO is a problem. Thankfully as a Hero he's not weak to anything...



I can't keep them out of range of everyone, but I can at least run away from the non-mounted units. Azura pairs up with Shigure who flies her to safety and gives everyone a helpful rally.



Helping my enemies is not what heroes do, Percy



Xander was never in any trouble to begin with, I'm not sure what I was worried about.



Silas however was - he doesn't like strong axe hits and he can't deal enough damage with knives to one-round and avoid the Lune in retaliation. Thankfully I never managed to get Corrin below half health so she was free to take his place. Funny how things work out.



Now is just a matter of cleaning up. Fliers make the best support units, not only because they can reach their allies faster, but because they can escort your other units to safety when necessary.



Shurikenbreaker is nice, no speed is less nice. I think Nina's going to need a lot of support to get her speed up enough to double the Master Ninjas I want her to in Chapter 25.



Just Percy left now. As you can see he hits about as hard as his mother does with physical weapons.



I'm going to lure him over to a dragon vein just to see what happens. Will he run away and give me his pocket money? Maybe.



...oh right he has Lunge. Now he's standing on it and I can't use it! I wanted to see what would happen...



Percy your mother and father are very disappointed in you.



I guess that could have gone worse. I wish I'd done this chapter earlier - both to have gotten the funds when I needed them and so I could have shown off a more interesting strategy than "put good unit in range of enemy and hit end turn". I think I managed to get a total of 2000 gold?



Haha nope, the next paralogue is going to be exactly that. At least unlike Ryoma these dads do realise their mistakes and apologise for them.



I doubt I'll be using Percy for much besides rallies and the passive effect of his personal skill. He's a lot bulkier than Elise, but his offenses are more than mediocre on both fronts... He's not bad, he's just not really good either. Perhaps I overestimated the power of mixed attacker Percy.



His high luck gimmick cannot survive the combined assault of Malig Knight's terrible caps and Arthur's genetics. 24 is a pretty sad cap.


Next time: The world's lamest stealth mission

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters


Corrin kills an assassin for a B support with Azura, has a C support with Xander, and Percy gets to meet his parents. I actually quite like Elise as Percy's mum, his appearence and personality match her very well.



Ophelia S supports her trophy husband so he can give her better pair-up stats through his class. I guess she's now the future Queen of Nohr in addition to being a member of the Ylissean royal family? I wonder how much Macbeth-ing she'd have to do to become the ruler of both.



The reason why I didn't immediately reclass him to Malig Knight was because I prefer the pair-up bonuses Dark Knight gives - more magic, and a focus on defense instead of resistance. Ophelia's defense is quite flimsy but her resistance is so high that some enemies won't even bother attacking her, which is more annoying than it is helpful. I could have also gone Sorcerer if I wanted to maximise magic gains, but I prefer the movement and physical bulk better. Seigbert's not doing anything but providing support bonuses to Ophelia so his combat performance in whatever class I give him doesn't matter.



Unfortunately he used my last Partner Seal which means I'll have to buy a new one if I want to make Corrin a Paladin again. All I have is this Friendship Seal and while looking at stats is fun, I don't actually want to make her either of these classes she can borrow from Elise.



...and that's all the money I earned last chapter blown on Mend staves. Oops! At least there's a 5000g chest I can grab in the next paralogue, and then some more money in the two chapters after that.

No unit stats because they've barely changed from last time. Have my analyses of Percy instead. Just one more of these to write and then I'm freeeeee



Percy
Wyvern Rider (HS: Fighter (Arthur), Troubadour (Elise))
A+ Support Partners: Ignatius (Knight), Dwyer (Troubadour)
Personal Skill: Fortunate Son (+15 crit avoid for allies within 2 spaces, +5 crit avoid for unit himself)
Growths (With Default Class) [Base]:
HP: 30% (40) [30]
STR: 17.5% (32.5) [30]
MAG: 35% (40) [5]
SKL: 35% (45) [45]
SPD: 47.5% (57.5) [40]
LCK: 72.5% (77.5) [75]
DEF: 35% (55) [55]
RES: 27.5% (27.5) [15]

Percy! Arthur's partner in crime, he rides his trusty wyvern Ace and has the same voice as Pit from Kid Icarus. It's a good thing his bulk is so good because slamming head first into his father's terrible luck cap must hurt.

Percy's a bit of an oddball. Two of his base growths are so high it's literally impossible for his mother not to lower them, those being his luck and his defense. Unless you download the gay patch and have Arthur marry Benny you're always going to get a Percy who's a little flimsier than advertised, and even Mozu's not reaching that level of luck growth without Aptitude.

Right off the bat one of the best aspects of Percy isn't his stats, but the circumstances of his joining - his paralogues is one of the earliest you can unlock, and it's a great source of funds if you're not like me and play his paralogue well. He's guaranteed to be able to inherit HP+5 from his dad in addition to all the great skills he gets from being a Wyvern Rider, although if you want it is also fairly easy for him to pick up Elbow Room. He is also a flying unit who uses axes so it's hard for him to be bad, even if you are almost guaranteed to also have both Camilla and Beruka by the time he does join.

Statwise he's very similar to Beruka, they're both very physically bulky but somewhat lacking in offenses. An ideal mother will want to boost his offenses while not tanking his bulk too hard, which Effie is pretty much perfect for, especially on account of how fast she builds her support with Arthur. Mozu is a good mother for pretty much anyone, but Percy's especially worth considering on account of his early join time and great class to take advantage of his growths with. The option of promoting into Malig Knight makes giving him a magical mother a not entirely terrible option, but his magic isn't quite good enough for him to do much with it. With Elise as a mother he'll have a 50% magic growth as a Malig, but he will have to climb out of his poor magic base regardless.

Fortunate Son is a pretty cool personal. Even with his high luck Percy appreciates the extra critical avoid, and so will anybody in his vicinity. It's especially useful in chapters that force you to fight large quantities of high-crit units, like Chapters 15, 23, and 26. He also makes a predictably good father son team with his dad...

My Rating: Could have come up with a better name for his wyvern

Obligatum VII
May 5, 2014

Haunting you until no 8 arrives.

midnight lasagna posted:

No unit stats because they've barely changed from last time. Have my analyses of Percy instead. Just one more of these to write and then I'm freeeeee

Write one for Benny and Keaton's kids even though you didn't unlock them, coward.

ApplesandOranges
Jun 22, 2012

Thankee kindly.
Beruka!Percy gets Sky Flier, which is a cool option that's not available much on Conquest: Azura and Shigure can access it naturally (but you probably want to keep Azura as Songstress). The other kids that can get it are Azura!Forrest (ehhh, I guess he can be a flying healer), Azura!Dwyer (not a bad option considering his parents' offensive growths, but he might want Paladin instead) and Selena!Soleil (kind of a wonky option, but workable).

You can also technically marry any 2nd gen female to Shigure for it, so it's not particularly unique, but I don't know of many CQ 2nd gen females that particularly want it; Soleil like I said can make it work. Nina can be a Kinshi, I guess? Other than that there's uhhh Sophie.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
Edit: Whoops, misunderstood.

Though I do maintain that Velouria on a pegasus was a terror in my game, via her mother being Azura.

Bogart
Apr 12, 2010

by VideoGames
Meanwhile, in playing through Birthright Lunatic, I have learned that the gimmick behind Kaze's death is that he needs to specifically support Corrin to A rank, not just anybody. Oops. On the bright side, even if he's dead, Silas can still use the Friendship Seal to go into Ninja, so he's done all he really needs to. Rest well, sad ninja man.

ApplesandOranges
Jun 22, 2012

Thankee kindly.
And thus, Candace's reign of terror was never ended, and she would go on to decimate both Hoshido and Nohr in the distant future, setting up her empire of Candaceland.

You monster.

Hunt11
Jul 24, 2013

Grimey Drawer

ApplesandOranges posted:

And thus, Candace's reign of terror was never ended, and she would go on to decimate both Hoshido and Nohr in the distant future, setting up her empire of Candaceland.

You monster.

That sounds like a better true ending then the one the game actually provided.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Obligatum VII posted:

Write one for Benny and Keaton's kids even though you didn't unlock them, coward.
Okay here's my brief opinion on the 3 kids I didn't get (I can't believe it was only 3...)

Ignatius has a bad class and occupies a weird middle ground between Benny and Effie where he fails to be as good as either one of them in their niche. His paralogue is also a huge pain. He is however the kid I got on my first playthrough of this game and I think he's way cooler than his brother Kana, so I'm fond of him despite all that. Last time I used him he had Azura as a mum and he did quite well, but good luck actually pairing her and Benny without it taking forever.

Velouria is like so many daughters in that she's her dad but with higher speed and resistance and lower physical stats. With the right mum she's her dad but better, with the wrong one she's her dad but worse. Some people don't like her paralogue but I've always found it fun.

Soleil has a cool and fun stat spread, she's stronger and faster than her dad in exchange for worse bulk. I feel like she'd make a great Bow Knight? If she could marry girls then she'd be a force to be reckoned with if paired up with Corrin, the combination of their two personal skills would give her +4 damage dealt and -4 damage taken in combat. I hardly ever use her dad though so I don't have much experience with her either.

ApplesandOranges posted:

Beruka!Percy gets Sky Flier, which is a cool option that's not available much on Conquest: Azura and Shigure can access it naturally (but you probably want to keep Azura as Songstress). The other kids that can get it are Azura!Forrest (ehhh, I guess he can be a flying healer), Azura!Dwyer (not a bad option considering his parents' offensive growths, but he might want Paladin instead) and Selena!Soleil (kind of a wonky option, but workable).

You can also technically marry any 2nd gen female to Shigure for it, so it's not particularly unique, but I don't know of many CQ 2nd gen females that particularly want it; Soleil like I said can make it work. Nina can be a Kinshi, I guess? Other than that there's uhhh Sophie.
Oh, I forgot to mention that! That is indeed a thing. Not sure how useful it'd actually be for him besides the skills though, Percy's base strength is quite bad and as a Sky Knight with Beruka as a mum he'd be stuck with a 40% strength growth which is not great by this game's standards. He'd probably be better off sticking as a wyvern if he wants to hurt stuff.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters


Time for one final paralogue! Just like Possessed, the title of this chapter is a verb. I don't think this means anything.



It is pretty weird, although I guess you could potentially have a nephew who is older than you even without time dilation shenanigans. Factoring in parent relations would mean even more supports in a game that's already bloated full of way too many, but Elise & Forrest deserved a support together at the very least.



It's Forrest! He's very pink, which I guess does match with his outfit. He's probably got one of the easiest designs to ruin with a bad hair colour - the first Forrest I had inherited Beruka's blue-y green hair and it looked hideous on him. Although my understanding of fashion and colour theory is basically non-existant so don't take my word on anything.



The goal here is to rout the enemy and save Forrest from a slowly advancing attacker. There's some complications to this that I'll get into soon.

I always thought this was one of the scarier paralogues, but I think my team is very well equipped to deal with it. As you can see there's a lot of powerful and dangerous enemy types, and they're all packed together quite tightly. Berserkers and Sorcerers are a brutal combination thanks to their high offenses from either side of the spectrum and high crit rates, and of course the Generals all have Wary Fighter. There's also a few Heroes but they're the least threatening enemy type here.



The boss doesn't move and is merely one of the many enemies you need to defeat to end the chapter, so you can fight him whenever you're ready. He is however extremely dangerous, and he's placed on a gate with a powerful 1-2 range weapon. He comes with Certain Blow to make baiting him into attacking on enemy phase more dangerous, and Pavise just to annoy you if you're hitting him with physical attacks. Thanks to his high stats he is also an extremely valuable capture target, but you have to make sure Niles won't die in the process of attempting to grab him.

He also looks nothing like Arthur, chin aside. The stiches on his head look gnarly - whatever injury required those to fix looks like it split his head in half...



Forrest starts all the way in a little room at the top. He'll only join if he survives the chapter, and he's another unit whose skills aren't decided until after the map is finished. So be careful if either of his parents are close to learning something new.

A single enemy will spawn as soon as you engage any of the enemies on this map in combat and slowly march over to where Forrest is to kill him. Do this chapter early enough and he might be able to survive a single hit, but don't count on it.



There's not a lot of enemy skills in this map, but the ones that are there are very annoying. Certain Blow is hellish on a Berserker, you really don't want the combination of high crit and high hit on an enemy that does as much damage as they do. Wary Fighter is also a pain but at this point it's best to assume any General in this game will have it anyway.



No skills on these guys though. I'm genuinely surprised, you'd think at least one Sorcerer would have Malefic Aura or something.



Reinforcements will arrive from these stairs at the top and a set of stairs hidden under an enemy in the boss room. They'll spawn in if any enemy inside the boss room is aggro'd. Two Generals and two Heroes come from the top stairs, 4 Sorcerers come from the boss room. The former you could block fairly easily, the latter requires you to both kill the unit standing on the stairs and put someone else in his place.



There's also some doors and a chest for you to open. The topmost door grants access to where Forrest is being kept, and the chest contains 5000g. Enemies will drop keys for you to open them all but you're better off bringing a unit with Locktouch just in case.



I want all my best units for this chapter, so once again Midori must stay home. Leo unfortunately is a bit of a dud, but I can at least pair him up with Ophelia for some nice bonuses. He's being more of a father to her than Odin is...



But first Shigure will cook everyone a very high quality meal to boost their stats. I would have gone def & res but I still don't have any wheat...



The enemies will not move and the one enemy that will attack Forrest will not spawn until you either engage in combat or stand in range of an attacker. I'd say it's an interesting gimmick, but it's honestly how most maps in Conquest play out anyway... Regardless, you have as much time to set up as you want so take advantage of it!



Your army starts off split into two groups, but with all the time you have to set up there's no real reason to stick to that arrangement. I'll do so anyway though. Group 1 takes the direct route into the stronghold...



Group 2 sneaks around the outside. You can bust down these walls to enter the fortress from the left, but keep in mind that doing so will put whoever attacked them in range of enemies and therefore aggro them. The reason why you want to split your army like this is to split up all the enemy units to reduce the amount of pressure on each of your frontliners.



Storming this room and taking out the one guy with Certain Blow seems like the best idea. I'm not sure Ophelia can survive a combined assault from all these enemies however...



...and then I remembered Nosferatu exists. Rally her up, stick her on a defensive tile, hit end turn. Easy!



Corrin will bait a single Sorc and General from the top of the map over to her to lower her HP and to thin out the enemies a little. They won't all aggro at once, so it's best to lure them one by one if you can. You are on a time limit but you can afford to play it safe for the first few turns of combat.



Somebody has to take out these Paladins at the top. I don't think Nina's going to be much help this map, she's mostly here to open things.



Then I realised I had already moved Elise this turn and Azura was all the way back here, which means I'm starting the map proper with terrible positioning and nobody's there to defeat the second Paladin and stop Nina from getting attacked. Oops?



Oh well, let's just see how this plays out. Ophelia's taking a lot of damage but she's healing a lot too - I doubt she could take a whole room of Berserkers but she can survive a couple.



Corrin can fairly easily survive the combined assault of a Sorcerer and a General attacking her. The second hit puts her in VoF range...



I guess that's okay. She's been swapping class so much that I'm not sure what her stats are actually like.



Good thing there was only one guy to attack Nina. The Paladins all have the Trample skill but Nina's on a horse so she takes no extra damage from it.



Here comes a lumberjack to commit some deforestation. His portrait isn't promoted, but...



He is a Berserker. Doing this chapter late enough that all the enemies are promoted means he'll have an extra point of movement, so he'll reach Forrest faster. He also has Locktouch so he can actually open the door to reach him. It is possible to hit him with an Entrap and kill him to remove the chapter's time limit, but I don't think I'll need to resort to that. You can also heckle him with Freeze to slow him down if you need to.



Unfortunately while Nosferatu is great for tanking, it's not so good for killing. These enemies don't have enough HP for Ophelia to steal to keep herself alive so I'll need to take some of them out.



Killing this General I baited over will establish a small safe zone where my squishier units can stand. Shigure can barely hurt him but all he needs to do is get Corrin to dual attack in order to kill.



Looks like he'll be relying on dual attacks for the rest of his days.



Silas can help clear enemies out now he's got his VoF boost. Sol's not as reliable as Nosferatu, but it's good enough.



Camilla meanwhile continues her strategy of slowly luring enemies over. I forgot to give her Swordbreaker, it would have been nice here.



Xander smashes open the wall and puts himself in range of 3 Sorcerers. He'll need a boost to keep himself alive.



Elise can stand next to him to boost his bulk. I hit "rally" absentmindedly thinking she could boost his defense or his resistance, but her rally boosts strength...



I might have been in some trouble here had Ophelia not blocked this. Going into battle with a full guard gauge is generally the best option, the enemy usually sends in their strongest attacker first.



Where were these levels when I was considering using you? At least Leo's stats will have some effect on Forrest's... This is like that thing where a mother can lift a car up off of her child in times of crisis.



That's all the enemies in this room down. I took out as many physical attackers on player phase as I could, they're the ones that threaten her and Silas the most.



Camilla's bulky enough to bait over a couple of enemies at a time, even if her HP isn't very good. If I had another robe I'd give it to either her or Ophelia.



Oh, I think Aegis might have just saved me. The combination of Elise's personal and my accidental rally pushed Xander over the threshold for OHKOing the enemy Sorcerers, preventing him from building guard gauge... I guess I should be glad I kept it on him.



The Berserkers are no threat at all at least. Unfortunately all the ralliers I have on this side boost defense and not resistance.



I guess that's caused all the Berserkers to aggro. Good! Xander can deal with these effortlessly while the right side of my army cleans out the other enemies.



May as well have Nina break down this wall and get closer to the loot. It's pretty impressive that she can shatter a stone wall with a single arrow, even if it is cracked.



I have seen the light, I'll get rid of Quick Riposte and not Aegis for this. This'll help him tank even better, between dual guards Aegis and Sol he'll be very hard to kill. Skills that have only a chance of keeping you alive get better the more chances you overlay.



How high level your dancer is is generally an indicator of how slow you've been playing. I don't think I'm breaking any turncount records...



Most of the map is cleared, now I need to infiltrate this room. Getting rid of that one Berserker should make tanking with Ophelia or Silas easier?



Oh and there's all the Berserkers in the treasure room. I'm not sure what aggro'd them...



Nina seems to end up paired with Xander a lot, I'm not really sure why. I don't think she's ever been able to take advantage of her personal from teaming up when he's been paired with Laslow.



Ooooops I think this is maybe a group of enemies I should have not tried to Nosferatu tank. I guess I'd better hope they don't crit...



Yet another embarrassing restart avoided! I don't think a crit has caused me one so far, but I would rather not end up in this situation again.



I guess engaging them in combat triggered the reinforcements? That's a little annoying...



The Sorcs aren't so bad, but their range does overlap with the range of these guys, so I'll have to waste a turn or two baiting them out safely.



That's a pretty cool last level! Now to never use Camilla again because she wastes EXP!!!!



Oh there's another guy with a killer weapon and he's in range of Camilla, uuggggghhhh. I guess I have to do something to fix this.



Shigure pairs up with her and swaps her to her Dual Club. A large amount of the Sorcerer's attack comes from their S rank weapon bonuses, but all of those disappear if they're facing WTD.



The combined power of WTA and Shigure's resistance boost allows her to survive a crit, but she dodged anyway. Nice.



Now to waste another turn baiting all the mages over before I can clean up the boss room. Forrest's not in any danger yet, but it's only a few turns now.



The rough terrain does at least slow his advance somewhat. It'll be fairly trivial to slap a Freeze on him to buy some time if I have to.



I think this is the first time this forged tome has actually been necessary to secure a KO. I knew it wasn't a waste! Between the huge power of the Bolt Axe, the accuracy of the Fire tome, and the power of Lightning's brave effect, it's hard to find a use for it. This one enemy just happened to be too bulky for Fire to kill but too evasive for the Bolt Axe to be safe.



Now I can finally go back on the offensive. Cleaning out this one Berserker means Silas won't have anything to fear in this room. The Sorcs don't deal much damage and can barely hit him, and the Generals by the door can't reach him.



Time to kick down this door and save Forrest. At this point Lightning is much better at dealing with armours than the Armourslayer is.



Door opened, threat neutralised. Now to progress through the rest of the map at a leisurely pace.



One more magic level and she'll be able to cap with a Spirit Dust. Even once she hits level 20 I'll still want to throw her at enemies as much as possible to raise her tome rank to S.



This is the kind of level I assumed Elise would be getting after she capped all her stats, but it took this long for it to actually happen. The buildings in the village outside look nice...



That's the treasure gotten. I could use this to pay Forrest's ransom!!!



Whatever you say.



No more paralogues! I'm freeeeeeeeee



Leo learns to appreciate his cool son and learns a valuable lesson of tolerance. It's all a bit Very Special Episode.



Unlike Dwyer, Forrest very much leans towards the Strategist class. His magic is much higher and his strength is pretty awful. He also doesn't get a unique outfit as a Butler and that's the real reason not to make him one.



Unfortunately as a hostage he had all his stuff taken away from him at the start of the chapter... An extra Mend would have been nice. Oh well!


Next time: Inevitable End

Bogart
Apr 12, 2010

by VideoGames
The biggest benefit to Ignatius is that if you do his lude relatively late, you can Offspring seal him high enough level to take all of the good General skills without having to be a General.

Personally, I built my Soleil to get Shurikenbreaker on her as a Bow Knight so she could handle the stupid ninja hallway from hell.

Bad Video Games
Sep 17, 2017


I think there's a mod to give Forrest a maid outfit. I know there's one to put Azura in her Nohr outfit from the opera, so there should be an outfit for Forrest.

He is good and cool and why I always use Leo.

ApplesandOranges
Jun 22, 2012

Thankee kindly.
Forrest is a cool character but as a unit he's very... alright? His father's late recruitment really works against him, and all the strikes against Dwyer apply to him but worse. Unlike Xander, Leo doesn't see nearly enough combat to S rank very quickly, and it doesn't help that his retainers (who usually have a fast support with their lord) are both male and no gaybies allowed. If he could join earlier he might be decent, but chances are that you've recruited Dwyer or Ophelia first and they cover most of what Forrest could do already, if you didn't already have enough mages/healers.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Forrest talks to his family, and Azura reaches a B support with Dwyer. Now that everyone's married off, any supports I do unlock tend to be by accident.



Normally shuffling skills around is something I'd do just before the next chapter, but I'm doing it now because I know I'll forget. Corrin's setup is optimised to fight Ryoma, Silas requips Shelter since it'll probably be useful, and Nina gears up with Spendthrift and Shurikenbreaker. Somebody needs Locktouch in the next chapter but if I'm going to be routing the chapter it doesn't matter who has it, Midori can be on treasure duty.



It occurs to me I never changed Ophelia's class around. It is unfortunately too late for her to learn Lifetaker now that she's level 19, but she could grab Seal Strength with the one level she has left... Both skills would be very useful for nostanking, the former for getting her health back up on player phase and the latter for weakening any enemy she fails to kill.






Now to find out how to dismantle Ryoma's personal guard with all of these people. Forrest will come too if there's room, just scroll down for his stats. I'm probably going to split the next update into two parts, one for showing off the map and all the enemies in it, and a second for me actually beating it. Hopefully I can do so without going insane. I have been hoarding lots of powerful staves I am now free to use...




Forrest
Troubadour (HS: Dark Mage (Leo), Mercenary (Felicia))
A+ Support Partners: Seigbert (Cavalier), Shigure (Pegasus Knight), Ignatius (Knight)
Personal Skill: Fierce Counter (+2 damage to male enemies when counterattacking on enemy phase)
Growths (With Default Class) [Base]:
HP: 47.5% (47.5) [55]
STR: 12.5% (12.5) [15]
MAG: 50% (60) [65]
SKL: 25% (45) [20]
SPD: 37.5% (47.5) [35]
LCK: 40% (55) [25]
DEF: 20% (20) [25]
RES: 45% (60) [55]

Forrest! Yet another Troubadour, and the final unit I have to write one of these stupid things for.

Much like Percy, Forrest is unfortunately cursed with a base growth so high it's literally impossible for his mother not to lower it. 65% is the highest natural magic growth in the game, and the only 2 first gen units who can match it are Elise and Orochi, neither of which Leo can marry. The second highest first gen magic growth belongs to Leo, and he can't marry himself, so the best you can do for Forrest is either Nyx, F!Corrin with a magic boon and a bane in anything but speed or resistance, or Sakura if you're playing Revelation. All three of them have a natural magic growth of 50% which will lower Forrest's magic to 57.5%. It's a bit of a shame.

Despite all that, Forrest is actually a fairly difficult child to ruin with a bad mother. As a Troubadour he can heal fairly effectively no matter his stats, and even if you give him a mother with a 0% growth in magic he'll still have growths about on par with Felicia. Just don't waste a physical powerhouse like Effie or Charlotte on him. His resistance is always going to be decently high too, even if you completely tank his growth he'll still have his very high base res to go off of. The most obvious path for him is Strategist, he'll be a slower but more magically tanky Elise. He'll heal well and he won't take much damage from mages, but he'll be a bit too slow for combat. Unfortunately Forrest's late join time means he's yet another lategame staff user in a sea of lategame staff user. He's very definitely good at his job, he's just not exactly a game changer. Certainly better than a Dwyer from a late-joining Jakob will be, although he does have the disadvantage of not joining with an inventory full of staves.

I feel like Forrest is probably useful in other classes, although I've never actually tried using him in them. He joins late enough that he'll probably get tome rank from Offspring Sealing into Strategist, and I assume he'd do decently well as a Sorcerer or a Dark Knight if you want a tankier magic user. You definitely want something that takes advantage of his sky high magic anyway.

Fierce Counter is an okay skill. It's not particularly well suited to Forrest, but he can still make use of it. Female enemies are very rare and all the mages you'll want him to tank will be men. I guess you could stack it with Quick Riposte if you like big numbers?

My Rating: Responsible for the pink beret being a buyable accessory and therefore is the best character in Fates

ApplesandOranges
Jun 22, 2012

Thankee kindly.
Onmyoji Forrest (which needs Corrin or Sakura as a mom) is also pretty great.

I think what makes Forrest a little dull as a unit is that there's not a lot of deviation for him in terms of inheritance. He'll almost always end up as a Strategist/Dark Knight/Sorceror, and his mom is pretty much almost always Corrin/Nyx/Felicia. Leo doesn't pass down anything super interesting. At least Ophelia can get Vantage and has really big sparkly numbers and crits.

Malig Knight Forrest might be kinda fun, but that requires him to have Beruka as a mom, which dumpsters his speed and evens out his stats a lot. Other than that, I dunno, nothing really works for him outside of something gimmicky like Shining Bow Adventurer.

Bogart
Apr 12, 2010

by VideoGames
The biggest problem with your Forrest is that his seal spat him out at level 14, robbing him of Inspiration to stack with Gentilhomme to become a broad -4/+2 aurapal.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
This matches my experience with Forrest, also with Felicia as his mom. He was a fine staffbot who joined my a-team immediately, and there's nothing wrong with being a good staffbot. Nothing exciting either, though.

Malah
May 18, 2015

Forrest rules.

I've heard horror stories about Inevitable End, so I'm looking forward to finally seeing it in action. Thanks for your suffering! :unsmigghh:

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters


Ryoma! I know that guy. I think he's been waiting patiently for a lot longer than 25 turns at this point.






Very menacing.



Here it is, the first of Conquest's three brutal endgame maps (chapter 27 is easy it doesn't count). Corrin must duel Ryoma to the death, and if she can't do that then the rest of the army must muscle their way past Ryoma's retainers to save her. This map is an obvious parallel to the equivalent fight against Xander in Birthright, but the dynamic is slightly different - in BR Corrin must defeat Xander before his retainers kill your other units, in CQ your other units must defeat Ryoma's retainers before he brutally slaughters Corrin. Or at least that's the idea.

By far and away the easiest method to beat this chapter is just to have Corrin kill Ryoma. His retainers will not move until you approach them, and with good reason - they are positioned in formations expertly crafted to make your life hell if you try to get past them. The only thing that stops this map from being a run killer is that most of the map is entirely optional unless your Corrin is really bad.



Defeating Ryoma with Corrin might be the easiest option, but that doesn't mean it's easy. He's insanely fast, he hits very hard, his sword can attack at 1 and 2 range, and he's got some rather nasty skills to boot. There's a 20 turn (25 on lower difficulties) grace period where he'll sit still and not do anything, even if you attack him, so ideally you'll want to take him out before then. After that you'll be at the mercy of his huge avoid boost from Duelist's Blow and Rajinto's 1-2 range whenever he attacks you.

The boss room comes with a unique "Chamber" terrain that heals 5% of HP to all units standing on it at the end of each turn. It also reduces all damage taken by 70%, which both stops him from instantly obliterating Corrin with a crit and Corrin from doing the same back. A dragon vein that can only be accessed from the top of the map after defeating both retainers and opening up Ryoma's chamber will flip all the chamber tiles into -avoid tiles with no defensive boosts, but I'd be wary of doing this if you don't want someone dying instantly from an Astra critical hit combo.

There are a few tricks you can do to allow a weaker Corrin to muscle through Ryoma's big stats, or at least survive a few rounds against him once he's done waiting patiently. Giving them tonics and cooking stat boosting meals are the most obvious ones, but if you stand them next to the bottom of the arena they will be just barely in range of the rallies and 2 range passive skills of your other units, so you can also boost their stats that way. Your Corrin mostly likely will have the Draconic Hex skill by this point too. Thanks to Ryoma's enemy only "Resist Status" skill he'll only take a -2 debuff to his stats (which will decrease to -1 by the time you can attack him again), but it's still something. The combined boost of a tonic, a meal, a rally, and that debuff might be just enough to prevent him from doubling Corrin or even allow him to be doubled by them. The Swordbreaker skill from Wyvern Lord and any weapon with weapon triangle advantage will also make things a lot easier for you - F!Corrin's fast building support with Camilla makes it not too hard for you to grab it from Wyvern Lord in only a few chapters.

Otherwise you can wait 20 turns and then leave your army at the bottom of the arena in range of Ryoma's ranged attacks. He will gladly attack them if they're the best target in range (although they won't benefit from the defensive boost of the chamber tiles!), so if your Corrin is completely hopeless you can have them run out of range and trick Ryoma into attacking your better units instead. He is also vulnerable to status staves (and Corrin can be healed with Physic and Sun Festals!) from inside the arena, but Resist Status will make it difficult for you to hit him with them.



I think my Corrin will do just fine against him. She's only a single tonic away from avoiding a double, and the extra strength debuff from Seal Strength will actually be helpful here. I'm still going to try and rout the map if I can, but it's nice to know I have a way to defeat Ryoma just in case I can't get past his retainers.



If you can't (or don't want to) defeat Ryoma with your Corrin, prepare for one of the most nightmarish maps in the entire series. At least the game is nice enough to give you 16 deployment slots instead of the lategame standard of 15, presumably to make up for Corrin being separated from the rest of your army.



How stat debuffs normally work in this game is that only the largest debuff applies - if a unit gets hit by a -4 debuff and then a -6, only the -6 will apply. Inevitable End removes this limit. Every single enemy that can lower your stats in this map has it...



Ryoma's retainer gauntlet is split into two halves. Saizo's is on the left. The first obstacle you'll face is a load of Master Ninjas and Swordmasters. They're not so bad compared to what comes after, even with Inevitable End you can lure them over with a strong enough unit.



This room contains a chest with a Silence staff, a nice Hoshidan-only offensive staff that will help you out a lot in the final map of the game. Even if you don't care about routing the rest of the map it is worth grabbing. Actually grabbing it, though...

The Spy's Yumi is a bow that can attack from 3 spaces away, and only 3 spaces away. It can't double and isn't particularly useful for much, but when combined with Lunge it becomes the scariest thing in the world. Any unit who stands outside this room hoping to lure enemies over one at a time is going to get pulled in, debuffed to hell and back, and then piled on by a large number of very powerful enemies with horrible skills. There are 4 of these assholes on this side of the map and if all 4 of them hit you then you'll be slapped with -32 to your defense and left who knows where.

There are two ways to get rid of them - hit them with a Freeze staff so you have a turn to take out their allies without getting lunged yourself, or smash the breakable wall and defeat them on player phase with your most powerful and tanky units, and then hope they can survive the onslaught of all the other enemies in the room. A third way to survive would be letting yourself be lunged and then somehow surviving, but I have no idea at all how you would go about doing that. There is no way to counerattack a Spy's Yumi at this point in the game, so you cannot do anything to avoid the lunge and the -6 defensive drop if they target you.



The boss room is more of the same. The lack of walls should make it easier to rush in and take out all the troublesome enemies at least. All the Swordmasters are insanely fast and deal a large amount of damage, and all the Master Ninjas have Inevitable End and an array of damage dealing skills. Tanking all of them on enemy phase would be very difficult even without the puppets.



The retainers themselves are honestly the least threatening part of the map. They have decently high stats and a scary array of skills, but they will stay put so you can defeat them at your leisure without having to worry about getting lunged everywhere. Saizo's Luna skill isn't so threatening when his strength isn't all that high in the first place. Thanks to his Flame Shuriken he's also the only unit in the entire map who can deal magical damage, so don't bother cooking resistance meals.



Kagero's half of the map is of course also filled with Spy weapons. The enemies here do not have Lunge, but they do have poison skills that will let them chip away at your health from a distance with no retaliation. Even Xander can't survive against the combined assault of Inevtible End and a thousand Poison Strikes.



The Practice Katana is a Hoshidan sword that gives +5 speed to the wielder. I think this map is the first in all of Conquest that lets Master Ninjas use swords...



This section of the map is known as the Corridor of Death. The Master of Arms and Master Ninja in the middle will not move until you're in range of the Spy Shuriken enemies on either side, at which point you will be pelted with debuffs from 3 range a thousand times over and then finished off by the enemies in the middle. Freezing or Entrapping the spy weapon users is one way to get through this...



There are also walls to break down to make a player phase assault easier, but you'll have to muscle through this guy to reach them. The Shelter skill can be useful for killing enemies and then retreating out of range... The Rescue staff will be too, but you only get 4 uses of that.



All of these red squares show where the spy enemies can get you from. Shurikenbreaker users might be able to avoid the debuffs from their attacks, but they'll still take damage from Poison Strike and Grisly Wound.



This guy also exists. I can't even remember if he's threatening or not, I just think this is a hilariously cruel combination of weapon and skills.



Kagero's boss room is a lot less scary than Saizo's, there's no lunge users to mess you up. The chest to the right of hero contains 10,000g, which is nice but not worth suffering for if you don't need it.



Kagero herself isn't too scary either, but she does come with both high crit and armour-slaying weapons. She and Saizo are both surprisingly slow for ninjas, it's odd. I think the Automatons and Masters of Arms are the only enemies on this map that they can outspeed.



In Normal mode you get 25 turns and only have to defeat one retainer. In Hard you have to take out both, and Lunatic gives you only 20 turns before Ryoma starts moving. A large number of those turns might be spent waiting for debuffs to wear off.



Now to go and figure out how to rout this chapter. I feel the answer may lie in all those staves I've been hoarding. Ryoma just has to wait patiently for a little longer... Just remember that no matter how bad things look, somebody on the internet managed to have Corrin kill Ryoma in a version of this game where player characters were hacked to have negative growths.

Natural 20
Sep 17, 2007

Wearer of Compasses. Slayer of Gods. Champion of the Colosseum. Heart of the Void.
Saviour of Hallownest.
The big problem for me here was that I burnt a lot of one use items and powers to get through this map without just ganking Ryoma and ended up being weaker for the even harder chapters later.

Manic_Misanthrope
Jul 1, 2010


Lunge seems like a skill that's specifically designed to gently caress the player over and never be useful when the player uses them.

Faillen Angel
Aug 30, 2018
God, Ryoma...

The game pulls out this legitimately excellent cutscene of Ryoma threatening to rip whatever remaining Hoshidan blood remains out of you, balks that the Yato must be repelling your touch from your actions, all this genuinely metal as hell setup... for that. Waiting for 20 turns. Pops the tension like a loving balloon.

It's not even that hard of a fix! Just make it "Ryoma is rallying his troops" or something! Anything beyond "will wait patiently".

Last Celebration
Mar 30, 2010

Manic_Misanthrope posted:

Lunge seems like a skill that's specifically designed to gently caress the player over and never be useful when the player uses them.

Eh, Conquest loves mean setups like having Lunge guys set up to ruin your day with chain grabs but it’s pretty good as a tool for that same purpose when you want to grab someone out from a wall or obstacles cause after all it is the command of a flying tanky class by default.

Frozenzen
Mar 26, 2016

Natural 20 posted:

The big problem for me here was that I burnt a lot of one use items and powers to get through this map without just ganking Ryoma and ended up being weaker for the even harder chapters later.

Me too, I routed this chapter on my one hard/classic conquest playthrough since my corrin was incredibly bad. But I ended up burning enough resources on this and the wall chapter before this that I never actually beat endgame since my army was... not great.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

Foolycharged will wait patiently for the next update, but only for the next 20 posts. After that he will begin to shitpost.

Keldulas
Mar 18, 2009
Lunge is a lot more annoying in the hands of the enemies than it is useful for the player. Lunge’s purpose is largely to pull something out of position by putting yourself out of position. So it’s far more useful for the enemy since the loss condition is effectively lose any unit. I have used Lunge a few times to make things easier and what not, but this trend still exists.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
This map ended up a hell of a mess for me when I played Conquest. I had wound up with an absurdly tanky Corrin, Ryoma was no threat to her but she sure as hell couldn't kill him.

I generally enjoyed Conquest's gameplay a lot, but this is one map I specifically hated.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

My experience was trying to get the rest of the goodies before ryoma suicided on cornflakes.

Natural 20
Sep 17, 2007

Wearer of Compasses. Slayer of Gods. Champion of the Colosseum. Heart of the Void.
Saviour of Hallownest.

Last Celebration posted:

Eh, Conquest loves mean setups like having Lunge guys set up to ruin your day with chain grabs but it’s pretty good as a tool for that same purpose when you want to grab someone out from a wall or obstacles cause after all it is the command of a flying tanky class by default.

It's okay ish. The problem is on lunatic EPing is just so much harder than it is on lower difficulties. So you can lunge a problem foe into your lines but in return you best hope your tank is perfectly primed to mess with whatever they're being thrown into.

TheGreatEvilKing
Mar 28, 2016





Thus is where my hard classic run died.

Bogart
Apr 12, 2010

by VideoGames
It might not be the worst idea to build a kid with Shuriken/Bowbreaker for the hallway of hell. Otherwise, Entrap and Rescue are probably the most reasonable ways to deal with it.

Also, if you’re using the Witch dlc class with self-Warp as their claim to fame, they can’t warp to Corrin, cause gently caress you.

Malah
May 18, 2015

Alright, I cackled at the spy weapons. That's just mean.

This seems like a good time to burn some Entrap charges.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Natural 20 posted:

The big problem for me here was that I burnt a lot of one use items and powers to get through this map without just ganking Ryoma and ended up being weaker for the even harder chapters later.
This chapter does feel somewhat like a trap to get you to burn your best staves. I feel like it's a fun challenge in itself, but it does also feel very overtuned for what it is. A droppable Freeze and Entrap right after you beat it might be nice to make sure you're not unprepared for the lategame.

Faillen Angel posted:

God, Ryoma...

The game pulls out this legitimately excellent cutscene of Ryoma threatening to rip whatever remaining Hoshidan blood remains out of you, balks that the Yato must be repelling your touch from your actions, all this genuinely metal as hell setup... for that. Waiting for 20 turns. Pops the tension like a loving balloon.

It's not even that hard of a fix! Just make it "Ryoma is rallying his troops" or something! Anything beyond "will wait patiently".


Last Celebration posted:

Eh, Conquest loves mean setups like having Lunge guys set up to ruin your day with chain grabs but it’s pretty good as a tool for that same purpose when you want to grab someone out from a wall or obstacles cause after all it is the command of a flying tanky class by default.
It's definitely not a skill I've been able to show off to its full potential. I think it's best used when you want to play fast, since it can let you skip over walls an obstacles, but when you're playing slowly and carefully like me I guess that doesn't really mean too much. Chapter 12 is a good place to use it!

Bogart posted:

It might not be the worst idea to build a kid with Shuriken/Bowbreaker for the hallway of hell. Otherwise, Entrap and Rescue are probably the most reasonable ways to deal with it.

Also, if you’re using the Witch dlc class with self-Warp as their claim to fame, they can’t warp to Corrin, cause gently caress you.
I married Niles with F!Corrin when I first played Lunatic solely to get a Draconic Hex Nina with Shurikenbreaker for this map. She was quite helpful.

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midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

I'm bringing all of these people, plus Jakob who does not fit on the screen. Everybody here has some sort of purpose, whether it's being a combat unit, a healer, a rallybot, or Azura. Seigbert is the one unit who has no job other than being someone's pair-up partner, but even he has Shelter to potentially do some positioning shenanigans.



Usually I go for speed and resistance meals, but there's only a single magic user in this next chapter and it's Saizo. Strength and speed should hopefully secure the ORKOs I want...



Glowing creamed beef... A message like these indicates that the chef has cooked something with an effect they normally wouldn't give. Sophisticated is good, I hope?



Very nice indeed. A shame Ophelia herself doesn't benefit from this bonus.



Oh and I guess I'll forge Camilla an Iron Axe because why not. I had a few of these spare.



Alright! No tonics, no real plan. My brain overheats if I try to plan too hard from the map screen, it's part of why I'm so bad at ironman runs. Every single enemy formation on this map is isolated, I'll take them one at a time.



Maybe some trial and error will be involved too. At least this map is short...



The left side is definitely the harder one, so it's the one I'll do first. It's also the one with the more important treasure chest, so if you're playing this chapter at all beyond killing Ryoma it's the side you want to do.



The first part of this room is fairly easy to do by luring enemies a few at a time. Nina needs a combination of a pair-up, Azura, and Rally Speed to double... She is unfortunately 1 point of speed away from doubling without a partner.



Corrin being separated from the group means the convoy is inaccessible for most of the army. Azura's holding all of Nina's gold bars to be traded over whenever she needs a Spendthrift proc. I'm a bit confused by the icon, is it 1 gold bar per item or 3?



Nina is now fast enough to double. It's good that level ups are fixed, losing this one would be very annoying.



The first couple of Master Ninjas are easy to lure from range, but this group here is positioned so you'll have to tank at least one Swordmaster as well. Taking out this many speedy enemies in one turn on player phase would be tricky...



Fortunately Nina can wait here to only be targetted by 1 Swordmaster. With Shurikenbreaker she can easily dodge the ninjas and KO them in retaliation to avoid the debuffs.



Silas is also gaining levels from this. I think he's capped his strength now?



Nina can survive a couple of hits like this. The bulk she earned as a Merchant paid off!



Luring those 3 over baited the other 2 enemies over, making them easy to dipose of. Midori deserves EXP, she's cool.



Peri too. It's a shame she spends so much time paired with Xander, she's a really good combat unit.



That was the easy part. Now for Spy Hell. These enemies won't move until someone is in range of the Spy's Yumis, at which point they'll all pounce.



This is a weirdly good level... Azura could probably survive a single round against some of the enemies in this map. Could come in handy?



It's very fortunate she got that speed, because that means she can shoot this guy down without a pair-up...



...and Silas can Shelter her, pulling her back out of spy range. I'll want to pick off every enemy I can before I try to tackle the room head on.



Hmm, there's a single tile here where no yumi can reach... If I were to put someone here, could they lure a load of enemies without getting lunged?



Nina's 8 movement combined with move + 1 and the extra point from Silas means that she can indeed get over there. Silas will be able to take out the attacking Swordmasters... If this works, it'll drag even more enemies away from the Spy Yumi Automatons. The less units they have surrounding them, the easier it'll be to rush them.



It's working! Silas getting that crit wasn't life or death or anything, but it was pretty funny. He'd have been able to clean up with a more appropriate weapon the turn after if he'd failed to kill.



This room is now a little less busy. Freezing or Entrapping the Automatons would be an easy way to get rid of them, but with the Swordmasters gone the head on option looks a lot more simple than it did.



Time for operation break-in. First of all I need someone to destroy this one tile wall. Whoever does will be in range of ninjas, but Nina does not fear them.



Big bro and sis are here to solve problems. Xander takes the frontline and defeats one spy, Camilla takes advantage of a dual attack to finish off the other one. The red area marks the range of the two Spy Yumi users in the boss room, I really don't want to stand anyone there.



Xander, Camilla, and Nina are the only ones in danger range now. Xander's the only one who can be targeted by all 3 enemies, and he's probably the only unit with the bulk to survive it.



They can't damage Xander and he can counterattack, so their AI makes them attack Camilla. She eats a nasty debuff but it's fine. Without any debuffs the Swordmaster pair cannot hurt Xander, so they don't bother to attack him.



So I'll have to come to them to finish them off. Fairly easy to do without those two Automatons!



Camilla's capped her level, so her daughter can kill in her stead. I am mostly just giving her all these kills because I want to see what her levels look like.



Nice. This'll come in handy when I need to deal with Conquest's other horrible enemy-only skill...



Now to deal with these jerks. That's two Spy Yumi Automatons, a Life and Death Swordmaster, and 2 Poison Strike Seal Strength Master Ninjas. Their large danger range will make a head-on assault dangerous, and one of them could easily lunge a unit in range of the boss...



Using Freeze on the distant Automaton and having Xander take this guy out would have actually been the best option, he could have tanked the other 3 enemies. It actually did not occur to me to do that until now, and it would have caused less deaths if I had!



I was fixated on the idea of killing the second with Nina. This works fine enough, but someone has to bail her out or else she'll get killed by the Swordmaster...



This is how I did it in the end. Those two deaths at the beginning came from me figuring out how to go about getting into the throne room. It's not even the most difficult part of the map! I don't know if it's better or worse that I didn't use my Freeze staff out of forgetfulness rather than stubbornness.



Poison Strike adds up even if they enemy can't hit you. Thankfully none of the enemies can get above single digit hit against Nina so they can't finish her off...



There's the power of Inevitable End. It's going to take 11 turns for this to wear off!



Camilla cleanly OHKOs one enemy, Ophelia unfortunately takes an unlikely hit and debuff from the other. They will at least have time for the debuffs to wear off when I move my army around to the second half of the map.



Yep, Nina's definitely feeling the effects of her strength debuffs. This would otherwise be a ORKO...



It's okay, this is what the Gold Bars were for! I only brought 4 this map but now's a good time to use one.



I believe in money. This is the power of pay to win!!!



Even if this did hit it wouldn't have been scary, the flat -10 to damage taken from Spendthrift applies after Luna lowers your defense.



bonk



Yeah he's straight up dead. No retreating now, this is serious. Now if only I had done this all the way back in Chapter 17...



Doing all that took 14 turns... Ryoma's slowly losing his patience, I have 6 turns left before he starts moving. Many of those turns will be spent moving my army.



...as you can see. I think the game wants you to split your army to do this as fast as possible, but that is asking waaaay too much of the player I think. Doing this is hard enough with all of your army together on Hard, it didn't need to be harder!



Now for Kagero's gauntlet of deadly terror. Unfortunately there's no safe spaces to stand here, anywhere a ninja can attack you from a Master of Arms can also attack you from, and the latter won't move until you're in range of the former.



I think this calls for a full frontal assault. Nina's movement is so high she can get just about anywhere, she'll run ahead to dispose of this Spy Shuriken guy.



The rest of my army is not far behind. Camilla can't quite take out this one MoA, but with Lunge...



...Forrest can. I did it, I finally made use of Lunge! I told you it was a good skill. There's one unit left who can hit some of my units, but there's only one of them.



Ryoma is fed up waiting for me. I love both of his lines here. Xander in Birthright is clearly throwing his fight since he can no longer live with himself, but Ryoma genuinely wants you dead. He just needed a few turns to stew in his own rage a little.



It'll take a while for him to be able to chip down Corrin, and she's got a convoy full of healing items to use. She's not in any real danger.



He also nerfs himself by attacking thanks to Draconic Hex. If only I had Inevitable End...



Now to deal with these guys. There's some Spy Shurikens mixed up in here that once again will make luring them one by one impractical...



Exactly one of them has a sword, but if Nina takes him out then the rest will be left to chuck shurikens at her ineffectually. If they were somehow all to hit she would be in danger, but the RNG is not that cruel.



Brass lance equipped, Vulneraries engaged. Time to wimp out on this duel until help arrives! The crit avoid and defense boost from the Brass Naginata makes Ryoma much less threatening. Weapon triangle advantage is nice too.



Next up is the Death Corridor. Those two enemies by the entrance won't move until you're in range of their weapons, which overlap with the range of the Spy Shuriken users. They won't lunge you, but they will strip away your health with the combination of Poison Strike and Grisly Wound.



Once again the best option is to go on the offensive. Do I really have to wait for this debuff to wear off?



I'm not that patient. Gold Bar time! Time is money, it's an equivalent exchange.



Silas then Shelters Nina to take her out of spy weapon range. Getting rid of him should make a frontal assault easier later.



The Master Ninja behind him doesn't move, but this one guy does aggro. Silas can easily take care of him...



Azura dances him and finally caps so I can stop having to show her pointless levels



And Nina takes the lead to take out the ninja blocking the breakable walls.



Much better! Now the enemy can only chuck Spy weapons at her, and the rest of my army can get much closer to the enemy for the eventual rush.



Huh, this pair of enemies came over to assist in a dual attack. They're out of position now, I wonder if that helps me? Regardless there are no longer any non-shuriken enemies that can hit Nina in this corridor, so she can advance forward to start picking people off in safety,.



They gladly throw themselves against her, or at least the ones with only 1-2 range weapons do. The spy guys can still annoy her from a distance.



Easy! All the ninjas are gone. The paired up guys moved back because there wasn't anything else do, but but now they're alone it'll be easy to pick them off.



It's almost a shame he never got to hit anyone with his ludicrous weapon and skill combo. Oh well.



Nina finishes his friend off for a level. That's her luck and her level capped!



The remaining enemies don't care about staying in formation and will let themselves be lured over 1 by 1.



I think Ophelia deserves a stat booster bought for her so she can cap her magic. Why not?



Here's the money for it!



Kagero's no threat, but she does have a personal skill that deals damage and debuffs dealt to her through knives back at her attacker. It would be embarrassing to forget about it and die.



This map is a fate worse than death, but you have been spared it. Nina got no EXP from this but at this point I don't care.



With the bosses dealt with, the doors open. Those flimsy wooden doors anybody with a weapon could have easily broken through...



BRING IT IN, GUYS! *every soldier from nohr suddenly bursts in with deadly weapons and capped stats*



Sure, why not, I'll turn off the magic floor- oh he's not standing on it. That's disappointing.



It's still a 1-on-1 duel, Corrin just has an audience.



I would feel sorry for him but it is his fault this chapter exists. It's a bigger war crime than everything we've done.



I normally only post the bottom screen for level ups but this quote is so wonderfully, wonderfully inappropriate. Time to go "help" Garon in the same way!



Goddddddd. This chapter is miserable. A challenge like this would be fun for a postgame style thing I think, but it's not fun to spring it on the player this late in the game. I would like to brag about not using any offensives staves to have beaten it, but I was only able to do that thanks to how overleveled by army ending up being. Had I a less optimised team I definitely would have had to burn a couple of them. The boss room on the left was the only point where I should have used one though, the rest of the map I had the tools to clear safely.

Still though, it's over! And I never have to do it again.



This is actually quite smart of Corrin, appeal to Garon's cartoon villain nature to try and get him on the throne without further bloodshed. And yes Ryoma has not actually died yet. Unfortunately the only misery Garon is after is Corrin's.



Not wanting to be subjected to one more second of Conquest's plot, Ryoma takes his own life.



And... cooks himself to death on his electric sword. What a horrible way to go. Actually seeing the smoke rise from his body is kind of... well it must smell, for one thing. I think I'm going to stop thinking about this.



Corrin capped her speed! Nice. Now she can help more folks.


Next time: Iago and Hans receive help

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