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midnight lasagna
Oct 15, 2016

this pit is full of stat boosters
Fire Emblem is a fantasy strategy role-playing game (SRPG) video game franchise developed by Intelligent Systems and published by Nintendo. The series first started on the NES in 1990, and has been going strong for over 30 years with numerous installments for different platforms. Each game features its own unique story, with casts of colourful and varied characters with a rich variety of personalities, stats, and backstories.



Fire Emblem Fates is a game where you walk around in bare feet and can marry your cousin.


What is this?
This is a let's play of Fire Emblem Fates... specifically the Conquest route, one of three split paths the game offers you. Conquest is unique in that it features not only a higher level of difficulty than any other route, but also prevents you from grinding extra experience or gold in optional chapters, requiring a high level of resource optimisation and careful planning... In theory. It's not quite as scary as it sounds! This game gives you a large number of characters, some of which are broken, most of which are good, none of which are completely unuseable. If you were to make a tier list of every character in the entire franchise with tiers ranging from S rank to E, I wouldn't put a single character in this game below C. This game might be tricky but it's possible to make nearly anything work if you really want. That's why I like it so much!

I'll be playing on Lunatic difficulty on Classic mode. This isn't an ironman - if a unit dies I'll reset the chapter. I might even reset a chapter if nobody dies but I think I did a terrible job. Regardless, you'll only be seeing my successful attempts... Unless I fail in a way that's either interesting or embarrassing enough to be funny.


How do Fire Emblem games work?
That's a bit beyond the scope of this Let's Play. If you're reading this, I'm going to assume you're at least a little familiar with Fates, or at least the franchise in general. Lots of other people have LP'd games from this series before, and they'll do a much better job at explaining all the little details (check them out here!). However if you do have no FE experience and want to read along anyway, please feel free to take all comments I make about the game's difficulty at face value and conclude that I'm very smart and good at video games.


Are you going to cover the game's story?
Absolutely not! That's way too much effort, and it's also no secret that this game's plot is... not very good. I love the gameplay side of things but I'll be skipping every cutscene and focusing solely on the strategy parts. If you want to experience the whole package in all its questionable glory, please check out this LP (it never actually got finished but the first two routes are there, which includes Conquest). But as for me, I really don't want to waste time half-heartedly covering a plot I don't care about. There's only so many times you can make a joke out of "wow, Corrin sure is dumb" or "wow, Garon sure is evil!".


What are you covering then?
Gameplay! I'm going to talk through my strategy in each map, give analyses of every unit that joins, and try my best to be at least a little informative and entertaining. Every single unit will get their own analysis that I'll post as they come, all of which I'll make an archive of in the first post. I'm by no means an expert on the game, so if anybody has their own opinions on a character then I'll add them to the archive along with my own. Even if they contradict my own! Especially if they do, actually, it's fun to disagree sometimes. Okay nevermind it turns out it's way too much effort to go back and edit in everyone's comments so they're only a thing for the first few analyses I did. Still though, you should go and read through the comments people have left. It's worth it!


What about spoilers?
I don't really care if you post them. I or anyone else won't have much reason to bring up plot spoilers in the first place, but don't read this LP if you want to remain unspoiled.


What are the rules?
Conquest is all about challenging yourself, so I won't be using all the features the game has. DLC is out of the question! There will be:
- No DLC, free or otherwise.
- No clear bonuses. Those are the free items you get for clearing the game's other routes.
- No online features. So no castle visits to grind resources or buy items normally limited to the other two routes.
- No Einharjar (the weird little card things that let you buy OP units to use in your army).
- No "random" My Castle events that involve talking to units, such as temporary stat boosts or dropped items. The Lottery and Mess Hall however are fair game.

Unless I've forgotten something, everything else is fine!

midnight lasagna fucked around with this message at 18:57 on Dec 2, 2021

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midnight lasagna
Oct 15, 2016

this pit is full of stat boosters
Chapters:
Character Creation & Prologue
Chapter 1: Nohr
Chapter 2: Gift of Ganglari
Chapter 3: Journey Begins
Chapter 4: Hoshido
Chapter 5: Mother
Chapter 6: Embrace The Dark
Chapter 7: A Dragon's Decree (My Castle) (Gameplay)
Chapter 8: Cold Reception (My Castle) (Gameplay)
Paralogue 1: Tragic Start
Chapter 9: Another Trial (My Castle) (Gameplay)
Invasion 1
Chapter 10: Unhappy Reunion
Chapter 11: Rainbow Sage (My Castle) (Gameplay)
Chapter 12: Bitter Intrigue (My Castle) (Gameplay)
Prologue 2: Dragon Blood (My Castle) (Gameplay)
Chapter 13: Uprising (My Castle) (Gameplay)
Chapter 14: Voice of Paradise (My Castle) (Gameplay)
Chapter 15: The Black Pillar (My Castle) (Gameplay)
Chapter 16: Invasion: (My Castle (Gameplay)
Paralogue 20: Ultimate Power: (My Castle) (Gameplay)
Paralogue 22: Abrupt Clash: (My Castle) (Gameplay)
Chapter 17: Den of Betrayal: (My Castle) (Gameplay)
Chapter 18: Black and White: (My Castle) (Gameplay)
Invasion 2
Paralogue 15: Hidden Bravery
Chapter 19: Kitsune Lair: (My Castle) (Gameplay)
Chapter 20: Winds of Change: (My Castle) (Gameplay)
Chapter 21: Eternal Stairway: (My Castle) (Gameplay)
Chapter 22: Sakura: (My Castle) (Gameplay)
Paralogue 3: Surprise Duet
Paralogue 5: Bold Approach
Chapter 23: Possessed: (My Castle) (Gameplay)
Paralogue 4: Fight or Flight
Paralogue 6: Herbal Remedy (My Castle) (Gameplay)
Chapter 24: Hinoka (My Castle) (Gameplay)
Paralogue 19: Great Heroism: (My Castle) (Gameplay)
Paralogue 16: Abducted: (My Castle) (Gameplay)
Chapter 25: Ryoma: (My Castle) (Map Overview) (Gameplay)
Chapter 26: Treason: (My Castle) (Map Overview) (Gameplay)
Invasion 3
Chapter 27: The Empty King: (My Castle) (Gameplay)
Endgame: Night Breaks Through: (Map Overview) (Gameplay)
Epilogue


Unit Analyses:
Generation 1 (Parents)
Corrin
Jakob
Elise
Silas
Arthur
Effie
Odin
Niles
Mozu
Azura
Nyx
Kaze
Laslow
Peri
Charlotte
Benny
Leo
Keaton
Gunter
Felicia
Xander
Shura
Flora
Izana

Generation 2 (Kids)
Kana
Ophelia
Nina
Seigbert
Shigure
Sophie
Dwyer
Midori
Percy
Forrest

midnight lasagna fucked around with this message at 12:09 on Dec 3, 2021

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Time to start things off. These first few chapters are mostly just tutorials. I could skip them, but they should pad out the unit analyses a little so I'm not immediately dumping walls and walls of text on you.

The Conquest route itself won't start until Chapter 7, but don't think all these introductory chapters will be easy! Some of them can be a big pain on higher difficulties, at least if you haven't played through them like 50 times before. I'm having fun, I promise.



Gameplaywise, exactly one thing matters here: I made my Corrin a girl. Unlike past FE games, there's no gender essentialism like girls having lower strength but higher speed, and without DLC there's (almost!) no gender locked classes. The one pair of classes that is gender locked does not appear in Conquest.

What does matter here is Corrin's access to supports. Fates is unique in that any unit can use a special item to change their class to match a character they have reached either S or A+ support rank with. With two exceptions, S rank supports are limited to m/f couples, while A+ supports can happen between any two units of the same gender, so long as they can support each other at all. Normally these supports are one per character, but Corrin can make as many A+ supports as they like. A male Corrin can take the class of any boy in the army, while a female Corrin can take the class of any girl. This is actually quite important!



It is Pokemon tradition to name your player character after the game they're in. This game is a bit like Pokemon... maybe. I'd name her Fire Emblem: Conquest if it fit!



Here's the real meat of character creation. Birthday is 31/12, shorthand for "I don't care but 1/1 is not cool enough for me". I'll be using none of the rewards that playing on your birthday can give you, so it doesn't matter.

For my boon I've picked magic, and for bane I've picked res. These are both fairly safe options - if you're being a tryhard, you'll want to make Corrin as effective in combat as possible. Strength and magic increase their killing power, defense helps them not die, and speed does a little of both. Corrin's magic is normally somewhat on the shaky side, but a magic boon provides a massive increase of 20%! Normally I prefer to go all in with a physical attacking Corrin, but this way I can show off their ability to attack with both stats.

Resistance is also a safe choice for a bane. Usually you'll want to go with either skill, luck, res, or maybe one of the attacking stats you don't plan on using. In this case I've gone res, because almost all of its drawbacks are cancelled out by a magic boon - despite what you might think, each boon/bane increases and decreases more than one stat. Clever greatly increases magic while slightly increasing speed and res. Excitable decreases res, and slightly decreases mag and speed. These cancel out to create a Corrin with good magic and slightly bad resistance, with neutral everything else. I'll post a full unit analysis of this Corrin in Chapter 1, where their stats will actually mean something. But for now you can treat this as a "neutral" Corrin, at least until she starts facing magic users and gets a way of attacking with magic herself.

Lastly, I've gone with the Samurai talent. The samurai class tree provides you with many good skills, and is completely inaccessible for Corrin in this route if they don't pick it as their talent! It's not their best available class - cavalier, wyvern rider, dark mage & ninja can all potentially be better, but most of those can also be accessed through A+ or S supports. I want to maximise Corrin's class access for maximum tryhard potential, after all.



Now it's time to force our little mutant homunculus upon the world. I'll try to burn through these beginning few chapters as quickly as possible unless I've got something especially interesting to say!





As such. Did you know it's possible to complete this chapter by doing (almost) literally nothing? Hit end turn on both turns and the map will solve itself. The first enemy will attack you and defeat themselves on enemy phase, and the map will straight up end with zero fanfare if you leave the second two alive. The only consequences are A: Hinoka will complain a little and B: you will deprive yourself of free EXP for literally no reason. Although I'm not sure how you're earning EXP from a dream...



Don't worry, I killed all the dream dudes. In this brural, irrational world, there are no heroes. Good and evil are merely an illusion in Fire Emblem: Conquest!!!


Next time: I get into the actual meat of the game and write some unit analyses.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

FoolyCharged posted:

This should be good. Even in gameplay fates is pretty out there for fire emblem. Conquest gets very complicated very quickly
Oh, it does. On the bright side, having to take notes for my commentary will help me pay attention to the game itself!

Cythereal posted:

I've heard horror stories about this. Will be watching with interest.
If I don't finish this thread with a horror storry screenshot of Xander debuffed to 0 defense I'll be disappointed.

Blaze Dragon posted:

This should be interesting, I haven't played Conquest but I know the difficulty's relatively high, so it should be fun to watch.

One thing, could you make the images a bit bigger? They're hard to see for my very bad eyes.
Oh yeah, sure. 3DS screenshots don't seem to keep quality well with size but I'll do my best. The update I'm about to post will be a trial run, let me know if they look any better!

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Time for a real chapter! As in, a chapter that takes place in reality. This is still a chapter you'd have to lose on purpose.



Meet Conquest! In the flesh. Fitful dreams about her true lineage have somehow translated into experience on the battlefield. I wonder if I got any experience from participating in combat with Brum after he ran me over in my nightmares as a child.

Corrin AKA "Conquest" (+mag/-res)
Nohr Princess (HS: Samurai)
A+ Support Classes: Literally any other girl in the cast
Personal Skill: Supportive (+2 damage dealt, -2 damage taken, +10 hit when supporting a lead unit they have at least a C support with)
Growths (With Default Class):
HP: 45% (60)
STR: 45% (60)
MAG: 45% (55)
SKL: 40% (50)
SPD: 45% (55)
LCK: 45% (55)
DEF: 35% (45)
RES: 20% (25)

By picking two boons which almost cancel each other out, I have created the world's most balanced Corrin. Factoring in her class's growth rates, that's over 50% in almost every stat across the board! That certainly is not bad. Although it is quite funny that even with a magic boon she's still got a slightly better strength growth than magic.

If you've ever played a modern FE game, you'll know that your avatar character will always be one of the strongest units there is. Exactly how strong depends on the game, but there is not a single avatar I would call undeserving of an S tier in their respective game. If I had to pick, I'd call Corrin the third strongest avatar out of four. That's pretty good if you're a mole.

What makes Corrin and indeed most avatars good is their versatility. Corrin's stats are good, but they're not amazing, although they will have a monopoly on pretty much all of your EXP until chapter 4, maybe even chapter 7 depending on whether or not you intend to use Kaze. Corrin's true strength comes from their access to nearly every class in the game. Not only can you pick whatever class you'd like for them at the start of the game, you can borrow a huge number of classes from other units via A+ supports! It's a mechanic people sometimes overlook but it really helps you to make some truly devasting Corrins.

Nohr Prince(ess) certainly isn't a bad class either. Solid growths across the board mean they shouldn't have any trouble fitting into whatever class you want them to become later on. It also gives them access to the Nobility skill from level 1, increasing their exp gain by 20%. This isn't quite as OP as Robin's 50% extra exp when paired up, especially considering how little exp Fates awards overleveled units, but it'll make them level up fast and easily able to catch up if they ever fall behind.

Oh and they're also a royal who can use dragon veins and they have a legendary sword etc. etc. etc. I bet Garon bought them a scholarship at Nohr University too.

TLDR;

Pros
  • Perfect availability, there's never a chapter you cannot deploy them in
  • Solid growths unless you pick terrible boons & banes
  • Access to nearly every class in the game with some effort
  • Boosted exp gain and a cool sword only they can use
  • Dragon's blood means they can use dragon veins
  • Personal skill makes them an amazing support unit, they also uniquely benefit from the personal skills of certain other units
Cons
  • Dependent on growths - an unlucky Corrin might end up sucking forever
  • Intrinsic weakness to Wyrmslayers regardless of class
  • Nohr Princess/Noble's lack of a mount and overly balanced stats can be a detriment in the lategame

Rating: *Corrin's victory quote in smash voice* Good

Anyway that's a lot of words, let's give into younger sibling urges and hit our older brother with a stick.



Doesn't seem good, does it? I'll be honest, I think this is a really terrible tutorial - you're teaching the player to attack a unit who could attack back on enemy phase and kill you in return. Xander won't do that, but a newbie might expect other enemies to act like this too. It is at least a fun demonstration of his personal skill if you're paying attention - once you're no longer at full HP he'll get noticeably weaker. In fact, between his chivalry and elbow room skills, there's a lot of damage modifiers going into this simple tutorial battle.



See, one hit and the battle has suddenly shifted in my favour. I never noticed that Xander's got a defense of 1 here... He really is holding back quite a lot. Imagine a cursed used copy of Fates in which Xander was armed with Seigfried and couldn't be harmed in the tutorial.

...no I'm not padding out this pointless update.



That's pretty cool! I don't think there's all that much difference between a bad Corrin and an okay one in the tutorial chapters, but a good Corrin can potentially do some very silly things. We'll see if that happens. Corrin (or Conquest I guess, maybe I should use their actual name) wants def most of all if she's going to maximise her EXP gain in chapter 3. Here's hoping she keeps this up!



I'm going to keep track of my turncount at the end of every chapter. Not because I'm doing any sort of "efficient" run, but just for posterity's sake. And maybe to shame me into not doing things like stalling out the uses of every offensive enemy staff I encounter. It's surprisingly rare that Conquest puts any sort of time pressure on you, even in Lunatic mode, so there's not a lot you cannot defeat by doing the dishonourable thing and turtling. Not that there's anything wrong with that! Turn counts exist only for people on gamefaqs and reddit to argue about.



It's cool, we gained magic and strength in this chapter. That's why I picked a magic boon!


Next time: Strategy?

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Blaze Dragon posted:

This size is a lot better for my nearly useless eyes, thank you. I feel quality keeps up pretty well here too.
Good to know. The screenshot test poster makes them seem a lot bigger than they actually are.

megane posted:

Obviously her name is Corrin "Conquest" Avatar, like a pro wrestler
Sure, why not. I think Corrin's pro-wrestling career would make a better plot than whatever it is I'm currently ignoring!

theshim posted:

I'll admit, I'm fascinated to see your Nyx writeup if you think no one's that bad in this game.

Following with interest!
She's very much pushing the definition of "viable", but I do think she has her uses, even if a lot of them are "pair-up partner". If D tier is for your Wils and your Rebeccas and E tier is for your Sophias and your Lyres then I think Nyx is a C-.

...I don't actually have any plans to use her though.

Arbite posted:

Oh God this game. The characters are such monstrous gently caress-ups that people were making Spec Ops: The Line parodies.

*fake edit*

Found one:

[hella huge image]
And yet despite all the awful decisions you make, somehow you still kill less people than in Birthright. It's all very silly.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Time to receive an evil sword. I don't know if "Ganglari" is some kind of mythological reference but it's one of the most evil sounding words I've ever seen even if it doesn't mean anything. Lots of Gs.



This might be the most impractically designed castle in the world but it sure is cool. Probably very hazardous in the event of a fire, though. And a flood. Unless both happen at the same time?



Finally, some new units! Gunter's lance arm may be rusty, but his sword arm however is fine. I don't see a third arm so his axe arm must have fallen off.



And here we go! Six enemies versus our three, that's perfectly fair. The game gives us a various obvious hint to activate this dragon vein, a thing we learned how to do last chapter. But do we want to?



Here's Gunter, our... jeigan? Kind of? He's a weird one. He won't be sticking around for very long, and the Gunter we do eventually get won't have quite the same stats as this one, so I won't do my analysis just yet. Right now he's bulker and harder hitting than any of our other units, and he moves further too. Gunter's personal skill makes him an excellent support partner for Conquest...

...no that's way too confusing I'm just calling her Corrin

an excellent support partner for Corrin, but it'll be another chapter before we unlock that. Right now his job is to thin out enemies that might overwhelm our squishier units and to tank as many dangerous hits as possible.



And here's Jakob, our other unit. He's a staffbot (if you want), a prepromote (kind of), and even a bit of a jeigan (maybe). There's... a lot to say about this weirdo. So let's say it!

Jakob
Butler (HS: Cavalier)
A+ Support Classes: Gunter (Cavalier), Silas (Cavalier)
Personal Skill: Evasive Partner (Corrin gets +15% avoid and -3 damage taken when supported by Jakob)
Growths (With Default Class):
HP: 50% (50)
STR: 30% (40)
MAG: 15% (25)
SKL: 40% (55)
SPD: 35% (50)
LCK: 45% (55)
DEF: 25% (30)
RES: 25% (35)

Pair-Up Stats (C B A S):
STR, SPD, SKL, STR + SKL

I forgot to mention earlier that which one out of Jakob and Felicia you get is decided by what gender of Corrin you pick. Girls get Jakob, which imo is yet another point in their favour! He's physically stronger and bulkier, while Felicia is more magical and a bit faster. Neither of them excel at combat in their default class, but Jakob can at least take a hit.

What really makes Jakob special is that he is a prepromote... kind of. As far as earning experience is calculated, Jakob is a level 1 unpromoted unit. His level cap is extended to 40 to make up for the fact he cannot promote, but he is still in a promoted class. So he gets to have his cake and eat it too.

As a Butler, he's... pretty good. Healing is never not important, and Butlers are unique in that their staff rank caps at S. As your first healer, Jakob is more likely than anyone else to reach S staves by the end of the game, just because he's around the longest. His combat stats are serviceable, he can tank a hit or two and debuff with his knives at 1-2 range while still dealing damage. Compared to Felicia, he'll heal less HP with staves but do better in combat with knives, at least until you can get your hands on a magic weapon. Instant access to Gentilhomme means he can Protect Girls just by standing next to them, a thing he has to do in order to heal them anyway. This stacks with his personal skill, so a Jakob adjacent to Corrin gives her a whopping 5 less damage taken in combat. It is a perfectly fine strategy to superglue Jakob's butt to Corrin's the entire game to create a main lord who is very hard to take down. When Corrin gets low on HP you can even swap them around to put Jakob in front and let him take advantage of her personal skill instead.

Where things get really interesting is when you start messing around with reclasses. A heart seal can instantly turn Jakob into either a Paladin or a Great Knight, and they have much better bases than Butlers do. If you've played Fire Emblem before then you know that having a promoted mounted unit with inflated stats in the earlygame makes things a lot easier, and unlike most jeigans Jakob will earn exp just as fast as anyone else. His growths, while not great, are good enough, and he really wants to be a physical unit more than a mixed one anyway.

Alternatively, you can creative and marry him to your avatar. He builds support with them incredibly fast, allowing you to reach S rank possibly even before chapter 10 (or chapter 8 if you're willing to build supports via the private quarters!). With a partner seal he can take whatever class Corrin picked as their talent, giving him access to insanely good promoted classes such as Malig Knight or Master Ninja if you want. A Malig Knight Jakob can get the Trample skill at level 15 "umpromoted", giving him an effective +5 damage against all nonmounted units... which is in fact most of them. It's pretty great!

There is, however, a cost to doing all of this. First of all there's a literal cost in that you'll have to buy a heart or a apartner seal, and in doing so you'll deny someone else the chance to do the same until chapter 14 when you unlock the ability to buy more. Secondly, Jakob's growths aren't all that good. He's no jeigan in the true sense, but his massive advantage will eventually peter out towards the mid/late game, leaving you with a unit who took up a large number of resources just to wind up okay. Thirdly, in S supporting Corrin, he'll give them access to the Troubadour class... which sucks. There is no reason to make your Corrin one unless you want to dress them up as a maid, and in doing so you'll have wasted an oppurtunity to give them a much better class. It's not the end of the world, but denying one of your best units an easy reclass option does hurt a little.

All that said, Jakob is still very good. With a little investment he becomes a monstrous semi-prepromote, and if you leave him be he's a perfectly competent support unit. I think he's one of the most unique units to have ever have come out of a Fire Emblem game!

Also he was called "Joker" in Japan. Even Nohrians live in a society.

TLDR;

Pros
  • Good staff utility, competent combat utility in the earlygame
  • A good candidate for using the S rank staff that lets you revive a dead unit
  • Amazing versatility through reclassing, can access powerful classes and skills before anyone else can
  • A great support unit for Corrin and a fast and easy S rank option

Cons
  • Mediocre growths make it easy for him to turn out bad
  • Low magic makes him not the best at healing
  • Accessing his full potential requires a lot of investment which might not pay off late-game

Rating: He's rude to his son, F-



There are two groups of enemies we need to take down. Kaze here is the big one - debuffs from that shurriken can become a pain in the rear end very quickly.



Rinkah is also here, but she's not so bad. Damaging her at all will activate her personal skill, so it's in your best interests not to hurt her until you're ready to take her down.



No idea what that glowing mark on the floor is. It's probably radioactive or something! I'm not touching it.

...triggering this obviously telegraphed tutorial dragon vein will open up a room with 3 entrances and healing tiles inside. The intended strategy is to hole up in there and take advantage of dual attacks while forming chokepoints, but that strategy becomes a little dicier on Lunatic if you don't have a Corrin that can hold out. I'm going to be a little more proactive instead...



Rinkah and Kaze will take their groups in different directions, so by approaching one head-on you can avoid the other for a short while. Doing so can prevent you from being overwhelmed by their numerous 1-2 range weapons.



Gunter can take out these Samurai in a single shot. Seems wasteful, but I'd really like to thin out the opposition. I'm going to let them come to me so I'm not forced to overextend.



Eliminating Kaze is top priority, but he's a team effort to take down. A tag team of Corrin and Gunter could take him, but then his cronies would go after Corrin.


This is... not the best use of potential EXP. But it's safer than sending Corrin out. And you can't level up if you're dead.



I run away to heal, and the enemy splits their forces for me. I don't quite understand why, but I won't complain. This should make Kaze a lot easier to eliminate.



Teamwork defeats Kaze. You'll notice Corrin hasn't yet gotten a single kill. That is... not part of the strategy.



Oh come on >:[



Rudely he decides to throw himself against Gunter on enemy phase. With his last breath he denies me the chance to earn EXP...



It seems Rinkah really likes to split her forces. That's not always a good idea in this game. Now we can take out both of them seperately!



Corrin and Gunter are a deadly combo, not only can Gunter finish her enemies off with dual strikes, he also buffs her accuracy and power considerably.



Okay I changed my mind. You didn't deserve that EXP.




Jakob baits Rinkah over, Corrin and Gunter take the kill with a dual strike.



8 turns. It is possible I did all that running around for no reason. Hopefully I at least showed you an unconventional way to beat this chapter?



So do I! It would make the game a lot easier.


Next time: I continue to show off my skills at Conquest by struggling on chapters that are not even exclusive to Conquest.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Quackles posted:

Having Felicia join your party first instead of Jakob, or vice versa, is apparently a popular patch for Fates if you're hacking it.
This is both for possible reasons of strategy, and story.
I know the gay patch lets you do that, although while I like girl Corrin better I also like Jakob more as a unit. I do wish the game let you choose without hacks though...

Blaze Dragon posted:

According to FE wiki,

So it's not an evil name or anything, though it's kind of a random choice for a sword.
Oh, really? A bit of a strange pull, but Fire Emblem loves those. Considering there's an Odin in this game it'd be hilarious to name one of his tomes Ganglari, but that wouldn't be long enough to activate his personal ability...

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

As much as I like Conquest, I really don't like the chapters that come before the route split. I'll do my best to power through them... This one especially is miserable.



I can't resist the urge to watch each cutscene just a little so I can get one screenshot to make a silly comment on. I really would like Elise's help, she's a very helpful character. Is it just me or are her arms very long?



New unit time! Or not, that's just Hans. Gunter helpfully points out that defensive pair-ups are now a thing. Most people overlook them in favour of offensive ones (me included!) but unlike in Awakening it's not always best to pair your units up. This chapter however goes by a lot more smoothly when you can stack defensive stats onto your Corrin.



This jerk is Hans. He's not playable, and he never will be. He's already fulfilled his duty in the plot, so now he has to get himself killed... I wish. He'll merely retreat when he's defeated. He will absolutely get himself defeated though.



The objective here is to seize the enemy fortress. There's only one way across the chasm seperating us and the enemy, and it's heavily guarded, so we'll have to dragon vein our way across.



This is the game doing its best to hold up a giant sign saying "don't cross, use a dragon vein, stupid!" There will be many more obvious hints. Hints that I still ignored on my first playthrough, because "caution" doesn't earn you experience points!



Unpairing my units at the end of their turn maximises their killing power. While you can choose your dual attack partner on player phase, you cannot on enemy phase. I'm pretty sure its the unit who's support level is highest you'll join you, but I'm not sure how the game decides when you haven't supported anyone. Anyway, placing Jakob away from Corrin ensures that Gunter will be the one to dual attack with Corrin.



...oh, I think the stat boost Gunter would have given Corrin would have allowed her to kill if I'd have just gone with a defensive pair-up... However, in doing this I have ensured Gunter gets an extra point of lance experience! I planned this all along and I dare you to prove otherwise.



Bulk is nice, but I'm a little worried by that base level speed. I don't want to complain about an almost perfect level but I will.



Here's hint number two. Depending on what type of person you are, you'll think either "oh I should go around then" or "okay boomer, watch me take this fort".



I just posted Jakob's growths last update and I'm still not sure what a Jakob level is "supposed" to look like. The skill stat is actually useful for staff users in this game - you need it to hit offensive staves.



Here is hint number three on what not to do this chapter. Except sometimes... sometimes he doesn't miss. Sometimes he crits. And if you're really lucky and do your best to keep him alive, Hans can go on to kill the chapter's boss. I've even heard that it's possible for him to kill the boss, stand on the seize point and then just... not move, causing the chapter to become unwinnable. Of course you'd have to make all of this happen on purpose, so it would be your own fault if he did softlock you.



I don't actually know what the best strategy for this chapter is, despite how many times I've done it. The bottom path is the most direct path and encounters the least enemies, so I assume it would be the best. I'm pretty set in my ways so it's absolutely possible I've tricked myself out of a really easy solution.



To seize the fortress itself you'll have to get through this absolute jerkwad. Ninjas have naturally high avoid, fortress tiles increase avoid more, and you have no weapons available to gain weapon triangle advantage over him. If you have ever played FE5 or 6 then you don't need to have played this chapter to know what that means.



This chapter isn't even difficult it's just a huge pain in the rear end. High avoid! Two ranged attackers that only Jakob can counterattack! It plays like walking through a swamp.



Speaking of Jakob, I'd rather keep him away from the action if I can. He may not be as weak as Felicia but he's still my most fragile unit, and every bow user has weapon triangle advantage against him.



Meanwhile, Corrin takes a seat on this fort where she's nearly untouchable. Again, she's in no real danger... It just takes forever to take down these enemies. If I were clever I could mop them all up with my three units in attack stance but it's just easier this way.



Now it's safe for him to come back. You'll notice that this Archer can two-shot Jakob. Felicia would die just as fast, but I don't even think she'd be strong enough to finish this guy off like Jakob can.



There we go, that's some speed. Unfortunately Corrin's unbroken magic streak dies here.



Turncounts are literally irrelevant here but years of reading people argue about tier lists and efficiency make me feel bad for wasting time healing wounds like this one. There is of course literally no reason not to. You don't even get to keep this heal staff! It gets replenished in chapter 6.



61% hit, and the poison from his shurriken will make Corrin even weaker on subsequent attacks. The worst part is that this is my best option...



who made this boss



If I engage the boss now then these archers will all aggro on me. Its best to choose your position so they don't try to shoot at you from within the safety of the boss's attack radius.



Meanwhile, reinforcements approach from the south. In every difficulty in every route, reinforcements will never move the instant they appear in Fates. Don't think that means Conquest won't sucker punch you with rude reinforcement traps though, because they will!



I planned for this, and Jakob on a fort has nothing to fear from them. Already he's doing something Felicia can't do - even on a fort I think two of them would be enough to finish her off.



Now that is what I want to see! Despite my huge spiel about the power of reclassed Jakob last update, I don't have any plans for doing that this run. But those plans could change.



15 turns into the chapter, only the boss and the bridge guardians remain. From this side it's much easier to defeat them - two of those archers don't move, and the rest can be lured over to you if you approach them from the south. If you want to maximise your EXP you can take them all out... But I don't want to. If Corrin gets too far ahead of the EXP curve then they'll start to level up a snail's pace, so squeezing out every last drop of EXP isn't really worth it.



Two clean hits will take him down. Gentilehomme provides Corrin with a little extra bulk, so now it's time ro roll the dice.



Roll them over and over... And over. Thankfully, the boss tile isn't a fort, it's an old fort. Those don't provide any healing. I really do just need two hits to kill him.



I guess that's okay.



24 turns! If that boss didn't have so much avoid it would have been less.



I thought I'd watch a little to see if I could find a funny line and then this happened. I straight up do not remember Xander showing up. Whatever happens here is immediately overshadowed by Corrin falling into a hole.


Next time: snow

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters
Okay maybe replying to everyone who posts is a little unsustainable. Forgive me if I only respond when I've got something to say!


FoolyCharged posted:

His character is much improved when you internally add John McClane yelling his name every time he appears.
And yet it's the other terrible Nohrian villain who looks more like he could have been played by Alan Rickman.

tithin posted:

I only ever played the Hoshido version of this and bluntly, by the time I finished the game I was so angry I never played FE Fates again
I'll be curious to see wha the dlc for the third route does, I've heard it's somehow the worst of them
The DLC route does one thing and that is suck really hard, unfortunately. Plotwise and gameplaywise it's even worse than the other two. There's some fun to be had if you like messing around with grinding and optimising fun unit builds since you've got almost the entire cast available, and some of the exclusive supports are okay, but otherwise it's probably not going to improve your opinion of the game.

MonstrousMouse posted:

I played all 3 routes when the game came out, in a row, and I was absolutely sick of it by the end. I came back to Conquest last year, skipping all the cutscenes this time, and suddenly it was a lot better! It might honestly be the most fun FE from a purely gameplay perspective.
I do like Conquest a lot when you look past all the bad parts. The core gameplay of Fates is great and even Birthright and Revelation are built on top of that. All the game needs is some sort of map save or divine pulse feature to make screwing up in some of the longer chapters less frustrating.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Hoshido! That's not Nohr. I thought I had to purchase that country seperately.



Skipped a cutscene and I woke up in a room with a cool muscular girl who's cooked a delicious meal... Maybe I should skip cutscenes more often, this is a definite improvement on before.

I'm actually surprised that she called this place a Flame Tribe village. Fates is somewhat infamous for its lack of worldbuilding, and the Flame Tribe gets the worst of it. So much so that there's a joke among the fandom that said tribe does not actually exist and Rinkah is just lying or is possibly delusional. But I guess you do visit it at least once, even if you don't see anybody else...



Here is this chapter's map, as well as the basic premise: save a little girl. Somehow the enlarged screenshot combined with Sakura's squint makes her look like an old lady. She's supposed to be like 14 years old, although the localisation aged her up to make it a little less creepy that you can marry her.

If you look on the bottom screen you'll see a lot of terrain and enemies standing on mountains. Those aren't bandits...



They're Faceless. They're big, dumb sacks of meat that have no purpose besides causing carnage and hitting you as hard as possible with physical attacks... okay maybe they are bandits. This jerk comes equipped with two Seal skills, which will each lower a specific stat by 6 points so long as the user survives a round of combat with them. Thankfully it won't move until we approach it.



The only clear condition this map has is to defeat all the enemies, but keeping these two alive long enough to talk to one of them will net us a concoction, an item that is very nice now that Jakob has bailed on us.



Jakob may be gone, but we have two new units to play with! Rinkah won't join us for long in Conquest, and while Kaze will join us eventually, he'll leave for a few chapters when we decide not to side with Hoshido.

Despite her visible muscle definition, Rinkah's usefulness here will mostly be as a pairup partner. Anybody she's paired up with will have a whopping +4 str and +2 def, and her surprisngly mediocre strength and defense values means whoever she supports will be a better tank than she can be herself. Her Fiery Blood personal gives her an extra 4 damage when she's on low HP however, which does help a bit. She also comes with Seal Resistance, a seal skill that provides absolutely no help at all to our party of physical attackers.

Allegedly she was planned to join in Conquest too, possibly at the same time Kaze rejoins. She's a mediocre unit in Birthright and I think she'd be even worse in CQ where her niche of being an axe user and having acceptable bulk means basically nothing, but it would give your units access to the Oni class. Allowing Charlotte to gain access to Death Blow in CQ without having to marry a specific Corrin would have been really, really fun, but it was not meant to be.

Kaze... won't get an analysis just yet since he'll be joining for real later on in the story, with improved base stats to boot. But for now he's a solid unit who can attack from a distance and debuff our enemies. He'll be even more useful in the next chapter if we can get him a good level or two, and the experience points he earns here will carry over to his eventual re-recruitment in CQ proper. So he's useful and deserving of your EXP.



Corrin is the best candidate to visit the village on turn 1 since she cannot access the dragon vein from her starting position, something she wants to do on turn 2. The nice villager gives us a Goddess Icon, which boosts luck by 4. These types of items can boost a unit's stats or be sold for a tidy profit, but their real use is to sit in your convoy forever, gathering dust as you agonise over the oppurtunity cost you'll suffer for making the wrong decision by using or selling them. It is unclear why Intelligent Systems decided to inflict this particular psychological torture upon their fans.



Pairing up two units and seperating them at their destination allows you to cover slightly more ground than they each could on their own. Placing your pair-up partner onto rough terrain and then joining up with them next turn allows you to cross it without dealing with its movement penalty, which is another neat trick.



Activating the dragon veins melts these snow piles... which I'm pretty sure are not just snow, there's definitely some rock in there too. Already the assault on Hoshido has begun, in the form of sabotaging their geography.



This is a rather foreboding little line I must have glossed over before. Maybe it's a hint that it's not always a good idea to activate every dragon vein you see, but I don't think there's ever any case of a royal losing control of the power of dragon veins or suffering dire consequences from activating one.



A side-by-side demonstration of the power girls with abs can fill you with. Rinkah's support turns a rather measly hit into a clean 2HKO.



Or so it would have, were a 90% chance to hit not indeed a 90% chance to hit. Sometimes you forget that big number does not mean success in all cases.

If you're familiar with any fire emblem game from 6 and beyond you'll know that hit rates aren't quite what the game says they are - normally hit rates below 50% are less accurate than they seem, and ones above 50% are more. This isn't quite true in Conquest, where 50% and below hitrates are indeed as displayed. Ones over 50% are more likely to hit, but not as likely as they were in past games. It's all something to do with using two random numbers instead of one. It is Maths.



Meanwhile Hinoka is in no trouble at all. She'll easily demolish any faceless that attacks her, which works fine to keep Sakura safe until they'll start approaching her from a different direction in a few turns.



Kaze dodged both 71% hits aimed against him (most likely closer to 80% actual hit), making up for his earlier failure a little. I guess nobody's hitting today.



Ryoma fears no faceless, and will obliterate any and all units between him and his two sisters. He's either a great help or an EXP thief depending on how you view things.



Kaze's failure to kill this dude prevents Corrin from moving to the fullest extent, leaving her one tile short of the dragon vein on her next turn. Boo!



Incidentally, here's a big gripe I have about the 3DS games: one of these tiles is a Woods tile, the other is not. Without looking at the top left display, could you guess which one is which? Things like this make it much harder to judge the map's terrain at a glance.



Thinking about how you end your turn can help a lot - ending with Rinkah as the lead unit will mean she gets attacked by this Seal Def Faceless instead of Kaze, causing her to lose stats instead of him. Seeing as I'm not using her for combat there's no consequence to her taking a little damage here. It also means that she can take advantage of the +1 movement Kaze gives her at the start of next turn, something he doesn't get as the lead unit himself.



Unfortunately he's still smarting from the Seal Strength jerk from a few turns ago. It takes six turns out waiting before the effects of a seal skill wear off. It sucks!



Kaze's fast attack speed and ability to hit without being counterattacked also let him rack up Dual Guard gauge without fear of reprisal, greatly increasing his survivability. Consistent 1-2 range and high speed can make paired-up units much more defensive than others even if their actual defense stats suck.



The next chapter will require Kaze to tank a lot of mages, so HP and resistance would have been much appreciated... But strength is still perfectly fine.



This guy stepped slightly out of position to assist another Faceless in a dual attack against Ryoma. I've never seen that happen before! Normally they don't move unless you enter their range.



It's fine, Sakura can take one fist to the face. Even if it's a fist the size of her head.



Ryoma dispatches the last of the faceless menacing the sisters for us, but that's irrelevant anyway because now I've got the reward for keeping them alive. With horror Hinoka realises Corrin's true name, which is the name of the game in which her country gets invaded and her family torn apart.



Speaking of, this is the first time she's seen combat all chapter. She only got 22 EXP, lame!



You can melt this mountain but this formation is much safer, it lets you bait them out one-by-one and lets Kaze chip foes for you while Rinkah supports your Corrin. The one downside is the abysmal hitrates you'll face by leaving the mountain intact.



No luck? No res? They'd throw you out of Troubadour school for that.



Hmm! I may have goofed by moving Kaze to chip the boss before checking how far Corrin could move. She's unable to put herself between the boss and Kaze...



Just kidding I am a master tactician.



If you're never punished it's not a misplay!!!



Disregarding that little mishap, I managed to beat the chapter with only a single vulnerary use expended. That's pretty good, and gives me a little more leeway for the next chapter I think.



That's right! Imagine if those miscreants had, I dunno, levelled multiple mountains to the ground using some kind of godly magical power. That really would have been bad for everyone.


Next Time: Purple becomes a colour

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

rannum posted:

Excited to see this play out. I always enjoy "high level" FE Play like this; Conquest in particular I've seen several gimmick runs on Lunatic. Regardless of the problems with the game it's definitely offers some interesting mechanics.

Also
[image]

I think this is prrrrobably meant to be foreshadowing to Corrin going feral in the next chapter or so. Can't control the power thanks to all the Emotions and so on.



Also possible that at some point in the game's various rewrites and writer hot potato it was meant ot be a bigger plot point but just got scrapped, but I think the Feral Corn is probably more likely.
Can't guarantee I'll offer "high level" play, but I hope I can at least do a good job of explaining what I am doing. I do like seeing how other people play this game. I'm quite stuck in my ways so sometimes I'll read or watch an LP and discover I've been doing a chapter in completely the wrong way or overlooking a very obvious strat.

...yeah it probably is meant to foreshadow Corrin's dragon rage. I think I got stuck on it being related to dragon veins.

FoolyCharged posted:

Hey, there's no agonizing over goddess icons. They get immediately pinned to Arthur's chin. No questions asked.
That is understandable. I don't have any plans to use him this playthrough though...

Walla posted:

A few updates late, but here's some thoughts on Felicia:

Feeding some XP to Felicia and then starting a Branch of Fate with female Corrin means Felicia gains more levels when she rejoins. I want to say your second servant gains 10 levels when they rejoin, so Felicia can come in with Tomebreaker right when it's useful. Your Jakob does start Chapter 7 at level 1 though.

Paladin or Great Knight Jakob is good for about 3 chapters, but you should consider Bow Knight Felicia. She will be more relevant in the mid game and can even stay useful well into the late game. Jakob starts out stronger but Felicia will take longer to burn out.

Also, I have opinions on Nyx.

Great LP! I typically only play on Hard because I find the bullshit of Lunatic to be not fun, but one thing I appreciate is that the enemies on both difficulties generally have the same stats. There's just more of them on Lunatic and more skills.
I think your second servant joins at level 13 usually, so that would be 12 levels. I didn't realise that's where the EXP went if you swapped your Corrin's gender at a branch of fate though, that's interesting.

Does Bow Knight Felicia really work? I guess she can use both the Shining Bow & the Levin Sword but it's hard to imagine her doing much with her measly strength even at base. Not that I've tried it, I tend to bench her if she's not being used as my premier staff bot.

Am looking forward to your Nyx opinions. I'll be honest, a lot of units in this game I don't have too much experience with, so for some of my analyses I'll be going on what I've heard other people have said before! that's my excuse if it turns out i'm full of poo poo lol

Natural 20 posted:

Lunatic Conquest came within inches of killing Fire Emblem for me. I loved Awakening to absolute pieces but holy poo poo this game was possibly the most oppressive thing I've ever done to myself.

I will respectfully but strongly disagree with the idea of the game being playable with any part of the cast though. From my experience, not playing with the royals led to a final map where I had to make excel spreadsheets charting every single move I made to have a meaningful chance of dealing with it. (In the end I gave up when I realised I was essentially just brute forcing a solution to the map with 20 minutes between each try)

So basically, you complete madman, I will enjoy reading this.
Oh I will make no excuses for the final chapter, it sucks lol. Or well the final map itself can be an interesting challenge and you will have the tools to complete if you haven't burned every single use of your offensive staves... It's just a massive dick move not to let your save before it. There have been playthroughs where I beat chapter 26 and then went "yeah I'm done" and stopped.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Mum.



Spoiler: The entirity of this game's plot is trying to get a guy to sit on this chair.



New party member! It's a Dragon/Water type, weak against Dragon and Fairy with a whole load of resistances. Some people don't like the newer Pokemon designs but I'm fond of this one. It's got that weird otherworldly vibe that Ultra Beasts do.



Just kidding it's Corrin. She has turned into a dragon because she is upset. In this form she has absolutely jacked stats and a 1 range magical weapon that can kill almost anything in one hit. Unfortunately she earns very little EXP in this form so she should only kill enemies that other units can't handle. Would you believe she doesn't get to stay like this forever?

I'm not actually sure how her stats are calculated in this chapter. Her HP is the same as always, I don't know if the others are fixed or based upon her actual stats.



The boss of this chapter is a Purple Guy. His stats are appropriately jacked to rival Corrin's, although they deliberately gave him a crappy sword that lowers his speed and his avoid. He and Ryoma will duel for a few turns until he wins.



This chapter is pretty small, but it's also pretty tricky. It's kind of a puzzle to teach you the game's mechanics. The first time you figure out how to do it on Lunatic it's fun, not so much the second time. Or the third. Or the fourth. Or the... you get the idea.



Here's someone new! It's Sakura, who we saved last chapter. She'd still be here even if we didn't. Obviously we don't get to keep her since she's the princess of a country we're about to betray, but for the one chapter we are allowed to use her she'll be very handy to have around.

Her Bloom Festal allows her to heal a unit from up to 2 tiles away for a small amount, and her personal skill Quiet Strength reduces the damage any ally within 2 tiles takes in combat by 2, which is very helpfully equal to the maximum range of her healing rod. She also comes with Miracle, giving her a luck% chance to survive a lethal hit at 1 HP. There's no consequence to her "dying" here but there's also no reason for her to enter combat in the first place.



Here's another princess that will join our team... eventually. Azura is a Songstress, AKA a dancer. Dancers are a staple of the Fire Emblem series that have been around since FE3's Book 2, and can make one of your units move a second time in a turn. 99% of being a dancer is using that ability, so they're all kind of the same. There are some aspects unique to both Azura and the mechanics of Fates that make her even better than normal, but I'll get into those when I give her a proper analysis when she rejoins the army for real.



There are two types of guy in this chapter, Mercenaries and Dark Mages. Many of the Mercs are carrying Wyrmslayers that will hit Corrin for a nasty amount of effective damage despite her insanely high stats in dragon form. The Dark Mages don't deal any sort of effective damage (this isn't Radiant Dawn), but they do target her lower Resistance stat and they all come with the Malefic Aura skill, reducing the effective resistance of every enemy within 2 tiles by 2 points. Conquest has a lot of little skills like this to punish you for not paying attention.



Rinkah faces weapon triangle disadvantage from every single enemy here, so her first action is to dedicate herself to providing stats to Kaze who faces weapon triangle advantage against each enemy instead. Corrin is too angry to have friends and therefore cannot pair up with anyone right now.



Corrin will earn 1 exp per kill here, but Kaze's still relatively low leveled, so he gets to bait the enemies. He will be our best unit against the mages, and enemy stats are still low enough across the board right now that a single level could significantly improve his usefulness here.



Meanwhile Ryoma and purple cowl man very ineffectively duke it out against one another. Ryoma's scripted to survive for the first 3 turns but once those are up he's highly likely to get himself KO'd. Not that there's any consequence in him doing so.



Now some of the units on the right side are on the move. Their range is short enough that I can have my army move left to deal with the units they engaged last turn while being safely out of reach of these dudes.



bap

I should avoid giving her kills if I can help it but it is very satisfying to KO enemies in one hit like this.



This HP tonic will increase somebody's max HP by 5 for the duration of one chapter. It won't heal them when you use it though. The enemy kindly drops this to make this chapter a little easier for you.



"Breath" is the only weapon type available to Feral Dragons, although I don't understand how that relates to straight up goring suckers with your horns. I don't know if gaining weapon experience in breath will translate to dragonstone EXP for Corrin later...



Azura warns you against letting Corrin fight enemies with Wyrmslayers, but she can tank at least one hit from them. In fact I'm pretty sure this map on lunatic difficulty outright expects her to in at least one situation.



A Kaze who could one-round these mages would make this map much easier. A Kaze who had gained resistance alongside HP could also avoid the 2 hit kill from them... Support from Sakura's personal skill is enough to let him not die, but having her near him isn't always easy to make happen.



I think he's hit his str growth twice in a row, so I shouldn't complain... But he didn't get res which I wanted so I will. Life is unfair and the RNG has it out for me!!!



Oh no, Ryoma!!! (he is fine)

This is so likely to happen it may as well be scripted. Not having to watch him fail to hit the same boss over and over helps save time so honestly I'd rather this happen as soon as it can.



Entering this danger zone will trigger 4 reinforcements in all four corners of the map, putting you on a timer of sorts. There are three Dark Mages to lure, although if you stand on the edge of their radius then only two can attack him that turn.



He actually could have survived all 3 of them. I forgot to take into account his guaranteed dual guard however so I played it safe for no reason.



There is now 1 mage in each corner, and they'll slowly begin to approach us. One single mage doesn't mean much but most of my units can be 2HKO'd by their magic, so I want them gone before they start to group up.



Their reach is marked on the map in bright red. I need to sort out this clogged chokepoint so I have somewhere to escape to before they arrive...



Kaze takes out a mage to allow Corrin to clear the blockage, and then Azura dances Corrin so she may choke the point with her large dragony self. Teamwork!

Both of those Mercs have Wyrmslayers but Corrin can tank one hit and kill in return.



Azura gains a level in the process. Leveling her up is important, but what stats she actually gets doesn't really matter.



Corrin finishes off the slayer duo and marches west to take out an encroaching mage, while Kaze takes over chokepoint duties on the other side.



He still doesn't want resistance.



Sakura's one level this chapter means nothing to me, but I may as well show it off. Her chances of gaining strength aren't all that unlikely, although her magic stat is still much higher. Statwise she's actually pretty amazing, even her bulk is decent once she gets going. A shame we cannot use her!



Aw come on, 1 HP away from a clean kill? Thanks for nothing, Ryoma! Unless...?



...thanks for nothing Ryoma!!!



Purple guy dies and Corrin becomes a little faster and bulkier. Nice.



Mother's death avenged in 10 turns. Yay! Now it's time to ditch this country forever.



Even Corrin's already sick of that song


Next time: Corrin makes a bad decision

midnight lasagna fucked around with this message at 18:29 on Oct 3, 2021

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

FoolyCharged posted:

Well in such a sad world goddess icons suffer their other clear use: getting pawned off to buy something that's actually useful.
Surely you mean "pawned off to become gold I'm too afraid to spend and never use"? My hoarding complex has layers

Walla posted:

Bow Knights are pretty drat busted in this game. Ch. 8 BK Felicia does what Niles does on that map, except better. With a Corrin pair up she can solo the entire map if you wish and it will be a long time before any enemy catches up to her in speed so she will be doubling forever. She puts in more work in Ch. 10 than Jakob does, she makes short work of Cheve and the Opera House and she's your best hope of having Shuriken Breaker for Ninja Cave without reclassing Camilla or pumping more experience than is feasible into someone else. Also her personal skill is even better for Corrin's survivability.

I've never bothered to raise her sword rank since she still dies in 2 hits and I have better uses for Arms Scrolls. Just reclass her in Ch. 8 with a bronze bow and watch her wreck poo poo.

Nyx will never be good. Dark Knight Nyx is useful for all of 3 chapters and makes a good wife glued to Odin or Leo but that's about it. But Nyx can make for a great utility unit, especially if you've already reclassed your first servant. Outlaw Nyx will have similar speed to Niles at the same level which means she can one round every unpaired pegasus in Chapter 10. Adventurer Nyx will give you a powerful staff bot who can kill any flier and will make better use of the Shining Bow than even Niles. It's not a power move, but if you want to use Nyx you can spend the resources to do so. Adventurer Nyx absolutely wants Arms Scrolls, and using her means you might lose out on a Ninja or Bow Knight who can potentially put in more work. But if you need a healer and rescue bot for Ch. 10, it's not a wrong move.

And honestly, I'd almost rather have Outlaw Nyx for Ch. 10 than Archer Mozu, since Nyx will be more immediately useful there.
Huh, interesting. I could absolutely see a Bow Knight helping out in chapter 10. I turned Selena into one immediately on one playthrough where I had no intention of using her in the longterm, but she mostly spent that chapter glued to the ballista.

That's pretty much my assessment of Nyx tbh. A surpsingly good choice for an early promote who can be a helpful support partner for a magic unit and decent support as an Outlaw type class. I do think she is capable of combat that make her useful offensively for a decent amount of time (so long as she doesn't get hit...), but the beauty of Fates's mechanics is that there's a lot of room for support units, even if a lot of that support is being the rear end of a defensive pair-up.

Am looking forward to more takes if you've got them. If you or anyone else has any more I'll put them up with my own unit analyses when I get around to making them.

loving love Fiona Apple posted:

I don't like Conquest. Or Fates in general but Conquest is especially an exercise in frustration.

Some good rear end maps (Chapter 10 especially) but having to deal with Shurikens and Swap all the time just isnt for me .

Also worth noting for people who have only played Three Houses (or Echoes) that this is the last Fire Emblem game without a rewind feature. So if you gently caress up and get a unit killed on Classic you have to restart the whole map and that really sucks on some of the later Chapters that are long af and full of strong enemies.
A sensible option that i'm admittedly too proud to try is playing on Casual mode which allows for map saves that don't get deleted when you reload them. So long as you reload when a unit dies it's basically the same as Classic but with less frustration. I'd much rather play Fates without map saves than I would a theoretical 3 Houses that didn't have them though, that game is full of ambush spawns and bosses with insanely high crit rates like the Death Knight who feel like they exist to waste your divine pulses and nothing else.

Cythereal posted:

Fortunately I started the series with Three Houses and don't at present have a 3DS, so unless this or Awakening or what have you gets ported to the Switch I'm in no danger.

I don't even know what's going on in Fates beyond the horror stories, tbh. The only proper LP of it on SA that I can think of that got anywhere was a video LP, which is a format I dislike intensely for a game like this.
I absolutely recommend the LP ajkalan posted (and I've got in the OP), even if it's unfinished. It covers the story in full detail and if you want you can read the thread itself to see all the reactions people had to this game's plot too. They were... not good.

biosterous posted:

you might have copypasted more than you intended at the beginning :v:

on a different note, just had an idle thought wondering if any of the class-change FEs would make for a good "bad classes only" LP or if it would just be painful or a dull slog or something
oops

I've done playthroughs like that before and they're a lot of fun, especially when "bad classes" turn out to be weirdly effective. An (unfinished) attempt at a terrible classes run of 3 Houses gave me a Fortress Knight Lysithea who kicked rear end despite barely getting anywhere past the class's minimum base stats, it really made me appreicate how useful a class with a minimum of 27 defense can be.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

The path is yours! Just kidding, it's actually mine. And I decided where we were going before I even made the thread.



I think I picked the worst possible frame to screenshot this, the Hoshidan side looks very goofy. This could be Nohrian propaganda if I photoshopped some flies and stink lines onto Ryoma.



The choice here isn't actually "do you want to side with your birth family or your adoptive one" (they're not even your birth family!), it's "do you want the harder route or the easier one". And unless you bought the complete edition the choice will have already been decided the moment you bought the game. I have no plans to play Birthright or Revelation (that's Revelation singular, there's no s!!!!!), but I'll give my opinions anyway.

Birthright was advertised as a more casual game meant to appeal to fans of Awakening, as opposed to Conquest which functions more like the average Fire Emblem game where you go through maps in order with no world map or repeatable chapters to grind levels in between. The map design is a lot more simple and tends more towards big open fields with large amounts of weak enemies, which isn't necessarily a bad thing but I'm not a fan of it. Every chapter with one exception is either a rout or a defeat boss objective. I'd argue that Birthright's lunatic mode is a little easier than Conquest's hard mode, although there's a rather big difficulty spike from chapter 23 onward that can be very punishing if you don't just cheese every map with Ryoma.

Revelation is... controversial. It's pretty much a "golden" route where you can recruit (almost, with some arbitrary exceptions) the entire cast and have Nohrian units support Hoshidan ones. Every single chapter has some kind of gimmick (except, ironically enough, the one gimmick map that's present in all three routes), all of which range from tedious to downright unfun. The distribution of units is massively frontloaded with Hoshidan characters and unit balance is all over the place, with half the cast joining underleveled with atrocious stats. Difficulty wise it's about halfway between BR and CQ, although it actually has the highest enemy stats of any route - enemies on Rev's hard mode will outrank their equivalents on CQ's lunatic mode. This combined with the fact that almost your entire army besides Corrin will suck until you start recruiting royals makes the earlygame a huge slog on higher difficulties.

Anyway who cares about those games I ain't playing em



The sakura blossoms have gone and now it's all dark roses. The suddenly evil colour scheme combined with "embrace the dark" gives you an immediate feeling of "did I just make a terrible decision?"



I'm sorry Ryoma, but Corrin's alligiance now lies with the purple. It's time to finish what Purple Guy started.



Jakob is now back from his union-mandated break. For all of its many flaws, Nohr is a country of social mobility, so I'd like to imagine their labour laws are pretty good too. Unfortunately he couldn't follow us to Hoshido and grab any cool 2-range healing rods, but at least he returns with a completely replinished Heal staff!



You know we're on the Conquest route now because the map objectives start getting funny. Defeat 4 enemies is 1 enemy away from a rout. but there's a reason you don't have to defeat every enemy...



That reason is to give you a choice to not have to fight one of these two. Your options are Ryoma, who's high stats make him a huge threat to everyone but Xander, and Sakura, who's far away and not worth very much EXP. And also a defenseless Cleric, but war crimes are okay because this is the evil route.



All 4 Hoshidan royals are our opponent this map, along with their tactician Yukimura. To help fight them, we've temporarily got the Norhian siblings on our side too, albiet weaker versions of what they'll eventually be when they join us for real. This Xander isn't playing around like last time, he's brought his 1-2 range laser sword. I just noticed his HP stat is actually higher than normal, I guess to let him survive 2 hits from Ryoma?



Xander's stranded on the opposite side of the river to fight Ryoma, but these three are all available to help take down the non-Ryoma enemies on this map. This Elise I'm pretty sure has the exact same stats she'll be joining with in chapter 7, but don't be fooled by the heavily nerfed Camilla and Leo - their actual stats will be much better.


Oh and Corrin got a Dragonstone so she can turn into a big beastie whenever she likes. It seems like her breath experience from last chapter turned into stone experience? That would make sense.

14 might is absolutely absurd for a magic weapon, and it comes with an assortment of stat boosts and drops that turn Corrin into a slow tanky unit. The lack of 2 range and big speed drop along with an inability to double attack limit the longterm viability of a dragon Corrin, but the stone is still an incredibly potent tool in the earlygame, both offensively and defensively. Expect to see a lot of cool OHKOs with this thing.

Also I had to chuck out my vulnerary to carry this thing. Whoops! Oh and she's also got the Yato which is like a steel katana but a little weaker and more accurate. Katanas boost speed by 1 and lower defensive stats by 1 when equipped, so Corrin's now got two weapons that both alter her stats in opposite ways. Hoshidan versions of swords/lances/axes etc. all come with weird stat boosts and drops to differentiate them from Nohrian ones.



It's easy to lure the Hoshidan units one by one to gang up on them with our own family. Only Corrin and Jakob are capable of earning EXP here so I'd prefer either one to make the finishing blows.



I hope you're ready to kick Takumi's butt! Because his butt will refuse to remain kicked. This guy might even be worse than Hubert from 3 Houses, jerk just does not stay defeated.



Camilla and Leo are both mixed attackers, for a generous definiton of "mixed". Obviously an axe is going to be more useful than magic against a Sky Knight even in a game without Fates's weapon triangle, but Camilla is less of a mixed attacker and more an axe-wielding maniac who does some light reading on the side.



Leo was... not the one I expected to hit in this altercation.



Leo's Heartseeker skill lets him lower a unit's avoid just by standing next to them. Accuracy boosting or avoid lowering abilties can be very helpful to make the most of your units. The most powerful weapons also tend to be the ones that couldn'd hit the broad side of a barn.



Magic! Speed! This will help Jakob... heal faster.



Elise's Freeze staff will have its uses replenished when she joins for real, so feel free to use it pranking your other older brother by tying his shoelaces together. A frozen unit loses both the ability to move and a hefty chunk of their avoid. The bitter irony is however you have to actually be able to hit a unit with the Freeze staff in order to do that.



75% is a respectable increase from Xander's usual 55% hit chance against his counterpart. Both his offensive and defensive stats are superior, but he's got to actually hit his attacks to win the fight.



Things aren't so great for Xander on enemy phase, where Ryoma's Duelist Blow and +30% avoid come into play. If he weren't frozen Xander would have barely any chance to hit at all...



...for example. Elise's aim is almost as bad as her brother's!



23 attack! That's not quite feral dragon power levels, but it sure feels good. A +mag Corrin can deal some truly absurd damage to earlygame enemies with their magic dragon headbutts.



bonk

That could have gone a lot more painfully. If you're really desperate to farm EXP then you can drain the riverbed using a nearby dragon vein, letting Ryoma be approached by the rest of your army. A good Corrin can potentially deal the finishing blow, but not without severe risk of missing and getting owned on counterattack.



Darkness embraced in record time. Nice.



A lovingly crafted cinematic plays shortly after, establishing us as having truly committed to the path of Nohr. This grumpy santa is the guy we're fighting in service of. Is redemption possible for Ganondad, or will we have to defeat our own father for the sake of our country...?



Just kidding you'll never find out the answer to any of that, this game is now a city management sim. Garon demands more medium density commercial zones!!!


Next time: We cut back on transport funding to bulldoze Nohr's affordable low-income housing and replace it with a golf course

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters
For the sake of not dragging out updates I'm going to be doing my unit analyses in-between chapters, alongside any My Castle content that would bloat any update I tried to include it in. I'll also be doing little writeups for each class because why not. This rapid pace of updating proooobably isn't going to continue for much longer when things start getting complicated, so don't get used to it : p



I didn't explain it before, but My Castle is where we'll be spending time between chapters. It's where you buy weapons, items, forge stuff, etc. Each Castle gets one random ore and one random food item associated with its route. Emeralds are used to forge bows, Milk is used to cook dishes that temporarily increase speed. Without access to other castles it's pretty difficult, but not impossible, to get other resources.



Feeding milk to Lilith, our friendly dragon/fish/maid, boosts her stats and will occassionally reward you with a gift of gold. Lilith can't be deployed in regular battle but she will appear as a green unit in optional battles within our castle. According to my own ruleset there are exactly 3 times I can do battle in my own castle. In all of those cases I expect Lilith to instantly get destroyed by enemies so as to not waste any of my EXP!



I had a choice between a weapons shop and a staff store, and I went with the weapon store. Someone's going to want this Bronze Axe for later... but who?



Corrin & Jakob grab a C support they unlocked during the game's early chapters. Seeing as the two of them are currently my only playable units, they'd better get along...



Here they are, the gruesome twosome. Corrin is a little slow but doing quite well in her magic. Jakob... seems fine? I don't know if he'll be seeing much more combat but I know he's gotten some nice stats.


---

Now that Corrin has reached her true potential as a human/dragon hybrid, it's time for a litte summary of the Nohr Princess class!

Nohr Princess
Promotes into: Nohr Noble
Swords (B), Dragonstones (B)
Base stats: 17 HP, 7 STR, 3 MAG, 4 SKL, 5 SPD, 2 LCK, 5 DEF, 2 RES, 5 MOV
Growths: 15% HP, 15% STR, 10% MAG, 10% SKL, 10% SPD, 10% LCK, 10% DEF, 5% RES
Skills: Nobility (20% more EXP earned), Dragon Fang (Skill x 0.75% chance adding half of user's attack power to existing damage dealt)


Nohr Noble
Swords (A), Dragonstones (A), Tomes (B)
Base stats: 18 HP, 8 STR, 6 MAG, 4 SKL, 7 SPD, 2 LCK, 6 DEF, 6 RES, 6 MOV
Growths: 15% HP, 10% STR, 15% MAG, 5% SKL, 15% SPD, 5% LCK, 5% DEF, 15% RES
Skills: Draconic Hex (lowers all enemy stats by 4 after combat), Nohrian Trust (unit can activate combat skills such as Luna owned by a supporting unit)

Very balanced stats all around for a class exclusive to your avatar, that's not too much of a surprise. Corrin's weakness to Wyrmslayers comes from a property unique to them (and their children), not this class, so you'll keep it even if you reclass out of it. This class tree works perfectly fine for your Corrin but you may want to specialise later in game. Of course if you're a tryhard you probably ditched this class the instant you could to make your Corrin a Wyvern Rider.

Nohr Noble leans heavily into magical stats and speed at the expense of physical stats and bulk, so non-magical Corrins may want to reclass to something else. Thanks to the Levin Sword you can take advantage of your magic stat without dragonstones or tomes, so don't feel like you have to raise your tome rank to use magic.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

rannum posted:

Ah yes Yukimura, who so far as Conquest is concerned is the true 4th Royal of Hoshido

I played Birthright first and my friend played Conquest first and he was baffled when I told him that Yukimura basically didn't exist on my route and you just get him at the tail end of the game through the My Castle management.
Yukimura's recruitment requirement is so dumb, if it were not for the internet I wouldn't even know he's recruitable. Apparently he's not so bad a unit but I don't think I've ever deployed him.

TheGreatEvilKing posted:

I know this is explicitly not a story LP, but man you can kinda piece together how things go from the limited context, and I'm not sure if it's more silly or less silly.
It is my hope that whatever plot can be pieced together from this run is both better than Conquest's actual plot and also not at all accurate to the original story.

Cythereal posted:

I'd probably buy Awakening, at least, if it got ported to the Switch. This kind of thing is why I prefer PC gaming, less issues with the gaming device going obsolete.
I bought my 3DS close to launch and it's old enough that I've got all the ambassador programs that were released for free as compsensation for the price drop. One day it might die and that thought fills me with dread : (

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters


If I do anything wrong this chapter then let it be known a dragon told me to do it.



Here is how the game teaches you to skip cutscenes. There's no "Press Start to skip" prompt, but faced with an insurmountable obstacle (this game's plot), the player is encouraged to seek alternate means of progression.



Okay I'll stop ragging on this game's story to say here's a chapter I love. It's an excellent introduction to the mechanics of Conquest and actual story aside, it sets the "feel" for the route very well. Corrin has just betrayed her birth family and made what is possibly the worst decision she could have... and now she is outnumbered and almost entirely alone in a very dangerous place. But it's not as bad as it seems! If you'll look at the bottom screen you'll see a very large number of enemies, but also three one-tile corridors that each could very easily be turned into a chokepoint.



The boss's stats aren't all that high, but it comes with three new skills, one of which is a giant gaping maw with sharp teeth. Already you are probably panicking.



Oh and on lunatic mode every enemy has this skill! Just entering combat with a unit that has Grisly Wound will take one fifth of your health off once the fighting is done. The skill itself cannot kill you, since damage is applied after battle (units cannot die outside of combat in this game (unless the plot kills them)), but all it takes is 5 battles with an enemy like this to drop literally any unit's HP to 1 regardless of stats.

Nasty and unique skills on enemies is a large part of how Conquest makes its difficulty. Some people like it, some people don't. This chapter "gently" introduces you to the concept by facing you with an army in which all enemies besides the boss have the exact same stats and weapon, making skills and unit formations the only thing to distinguish them.



Surviving the initial wave of enemies is our first priority. There's no reinforcements in this chapter, but the enemy will approach in waves unless you lure them out yourself.



A mixture of Jakob's personal skill, Corrin's dragonstone, and her above average defense means she actually takes 0 damage at all from each Faceless's attack. She's still taking 4 damage at the end of her turn from Grisly Wound though, but unless the boss itself can hurt her she's functionally immortal.



Jakob can die though so I do need to get rid of these things swiftly.



Corrin hears "immortal" and decides she doesn't need to gain defense. Her speed is slowly climbing back up towards average and her magic is still sky high.



...and the increase in HP increases grisly wound's damage from 4 to 5. She's actually gotten more vulnerable!



Corrin says the magic words that cause allies to suddenly appear and even the odds. Faceless don't have faces which means there's no chance there's a recruitable character being among them.



It's Silas, Corrin's childhood friend she sometimes remembers and sometimes doesn't. He's riding a horse so you know he's high tier.



Elise is also here for real, and she's holding a horse too. No more characters joining temporarily, if a unit joins us now they join for good.



Silas is an earlygame Cavalier, a unit archetype that is very rarely not useful. I have a lot to say about him but that can all wait. His growths are almost entirely 50%s across the board but his initially high bulk and mediocre speed will define his stats for a while.



Elise is a mounted healer with excellent magical stats but no defenses whatever. Her personal skill will massively increase the defenses of units she's adjacent to, so she's perfect in this chokepoint heavy chapter. She's also got her Freeze staff from last chapter at the ready, but that's a tool for emergencies.



Silas's E rank in lances is somewhat of a concern, since that limits him to only bronze weapons and no throwing ones. His official art depicts him holding a Javelin, but he can't use one yet. Many of his good reclass options use swords and not lances but that 1-2 range will come in handy in the short term so I want to boost his rank as soon as possible.



Jakob cleans up and becomes harder to kill. 3 defense procs in 4 levels ain't bad.



He also learns the immensely useful Live To Serve skill, which allows the user to restore HP equal to the damage they heal others when using a staff. I decide not to heal his single point of damage away with Elise and instead save the staff use. Healing "damage" gained from leveling up HP is a great way to award healers EXP but is also a bit of a waste of resources.



Multiple enemies have now become aggresive and started marching on our position, which means it's time for even more units! This is Arthur, one of Elise's retainers and a man can only approximate a neutral expression by rapidly switching between lots of silly ones.



Elise's two retainers are a Fighter and a Knight, two often maligned classes in the Fire Emblem series. Are these two any exception?

Arthur is a unit with mostly balanced stats but comically abysmal Luck, not just in terms of stats but in terms of his character. His personal skill leans into this even further, lowering the critical avoid of all enemies near him while also lowering his own. Without some method of sharply boosting his critical avoid he is going to face 1-5% crit chances from every single enemy he faces in combat, a trait which quickly ceases to be endearing in a game without Divine Pulse.

In every other aspect I absolutely love this guy. He's got an amazing voice actor, a lot of good lines, and somehow manages to be a genuinely appealing character despite how predictable his central personality gimmick is. You could crack a coconut on his chin.

Effie is strong. Very, very strong. 80% strength growth levels strong, and her personal skill rewards her with even more attack power if she is significantly stronger than her opponent. In terms of base stats she's your typical armoured unit, but behind all that armour is a glass cannon waiting to break free.

Designwise she gets 0/10 because she's a superhumanly strong woman with a voracious appetite who constantly dressed in bulky plate armour and yet she's just another skinny anime girl. Where's my 200 pound olympic weightlifter musclewife game : (


Both of these units can contribute to combat just fine in this chapter, but they will also give very nice stat boosts to whoever they're paired up with. Tight chokepoints might make for safe oppurtunities for dual attacks, but they also leave you with little room to have an entire army running around unpaired.



Building support points between members of my army is now a concern, which means it's good to have certain units stand next to each other when attacking even when they don't need to. Every time a unit enters combat they will build support with their adjacent allies.



...he missed and then hurt himself with grisly wound. Poor man really does have no luck.



Which is partly why I bought him this Bronze Axe last chapter. The unique properties of bronze weapons reduce your chance of taking a critical hit, but they also prevent you from making them. Giving Arthur one essentially undoes his personal skill.



One big downside of Elise's personal is that she has to be next to a unit for them to take advantage of it, which makes her a valid target to be selected as a support partner in attack formation. She does not help much in this formation when she literally cannot attack.



Corrin chokes the top point, everyone else takes the bottom. Feeding kills and weapon experience to Silas is currently top priority, but he needs help to take on all these enemies.



The 50% coinflips have chosen power and accuracy. That's alright.



The Faceless aren't all dumb, and will come both paired up and able to participate in dual attacks. Units in paired up formations can assist unpaired units in dual attacks but won't initiate them in combat themselves. The assisting Faceless is part of a defensive pair up that boosts their attack just enough to allow them to damage Corrin. Rude!



That's the first crit I've seen this run! That's enough damamge to kill a Faceless twice over.



The paired Faceless both come with Seal Speed. Combined with the speed boost their formation gives them, they will be fast enough to double attack anyone who's speed they manage to seal. Even when double attacking they're unlikely to finish a unit off in one round, but they can easily set up kills for their friends.



The chokepoint moves downward to place my best units near the approaching boss. If I get rid of him and his crony then I'll only have to fight on one single front.



Wary Fighter means this unit cannot double or be doubled. That doesn't make much difference for my army, but often you'll have to chip units with this skill to death.



The beauty of teamwork. But there's still some other guys left!



Meanwhile, Arthur tries his best. Thanks to Effie's support and Elise's protection he's not nearly getting as owned as he could be.



I'd rather Silas get the kills though. Enemies can dual guard too and it sucks. It's best to take them out in few enough hits that they can't get a full gauge.



Yep that's all the guys. I wish Doga were here to see this.



I'm glad to see Silas get speed, but his lack of bulk upsets me. I don't have any opinions on Jakob.



If Elise can get defense off of a 15% growth then I think Silas can get it off of a 50% one.



Objective complete! I may have dragged that chapter out a little with that one singular chokepoint at the end, but Silas got D rank lances and that's potentially going to help me in the next chapter.



would you believe we're not going to kill this guy for another 19 chapters


Next time: I write a load of words about the four guys we just found

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

I've been putting off talking to Jakob because my ruleset forbids the random stat boosts allies can sometimes give you in your castle, but thankfully all he had was a weapon I can store and never use. When I tried talking to him in chapter 7 he came with a stat boost instead...



Time to replace Jakob with this cheery lady as my steward. She will allow me to place and move buildings without potentially triggering a random event. I kind of love the generic unit portraits in this game.



Corrin/Silas, Elise/Arthur, & Arthur/Effie C supports. Elise thinks Arthur is the coolest guy ever and I hope no 3% crits will ever break that illusion.



effie what



Getting 20 kills with a single unit unlocks a free statue you can place to increase one of their stat caps by a single point. You can upgrade these statues further to increase the stat caps of other units but their costs start getting expensive.

...incidentally, the currency in this castle is DVP. You get one per map cleared and it costs one to build or upgrade anything that's not a statue. You can also earn them by visiting other people's castles, something I'm not allowed to do.



The currency of shops is Money. Each shop is randomly assigned a shopkeeper from your units who will give discounts on their highest ranked weapon type. Unfortunately I don't want any axes right now. I do want that Javelin, but there's something else on my mind...



I bought this Staff Shop with chapter 7's DVP. Which of my units could I possibly want to reclass?






okay quick i need to justify myself RUN THE ANALYSIS

Elise
Troubadour (HS: Wyvern Rider)
A+ Support Classes: Effie (Knight), Azura (Sky Knight), Camilla (Wyvern Rider)
Personal Skill: Lily's Poise (+1 damage dealt and -3 damage taken for allied units within 1 tile)
Growths (With Default Class):
HP: 30% (30)
STR: 5% (5)
MAG: 65% (75)
SKL: 25% (45)
SPD: 55% (65)
LCK: 70% (85)
DEF: 15% (15)
RES: 40% (55)

Wyvern Elise probably makes even less sense when you look at those growths, but I'll get around to explaining why I did soon.

Compared to Sakura's surprising okay strength and bulk, Elise is a quintessential white mage and Troubadour. Her magic is excellent, her luck is through the roof, and her speed and her resistance are both high too. Every single other stat however will proc once in a blue moon. Her high magic means she'll heal much more effectively than whatever servant you got at the start, although thanks to her abysmal skill she'll maybe struggle to hit more evasive enemies with her offensive staves.

Lily's Poise is extremely powerful and can be combined with other sources of bulk such as pair-ups to massively increase the survivability of units for the sake of luring out dangerous enemies or establishing chokepoints. You do have to stand next to a unit for it to activate, which can be problematic when dealing with enemies that can attack from a distance. It also means Elise might make herself your dual attack partner, which is not ideal when she can't actually attack.

At least until she promotes, anyway. Elise can either become a Strategist or a Maid, but unless you really, really want the extra bulk or are going for a Flame Shurriken glass cannon build then there's really no reason not to pick the superior mobility and tome access of the former. Elise's lopsided growths make her an ideal candidate for promoting early, since once she caps her magic she won't get better in any meaningful way. The ability to sling spells from her beefy magic stat makes Elise capable of both offense and support, and as a mobile healer she's suited to hiding behind stronger allies and benefitting from their dual attacks. Unfortunately her terrible skill will actually get worse when she promotes, and she will struggle to hit with any tome beyond the weak and basic E rank Fire.

So why Wyvern...? Well the answer is that I saw people better at the game than me do it and I thought it looked cool. I've never actually tried it out myself... But there are actual reasons. As an unpromoted flier Elise can coast by on her bases decently enough. After a single level she'll unlock Strength + 2 which combined with the relative power of axes will help her deal decent damage for a good while. Early flier utility is very cool and even when her own stats aren't enough she'll be able to pair up with someone more competent so they can take advantage of her mobility instead.

It's her promotion to Malig Knight that really makes her work. 8 move, tome access, high magic stats and good enough bulk. Imagine a Camilla who trades strength and some of her bulk for insane magical power. Camilla's an amazing unit but her magic really isn't her strong point, Malig Knight Elise lets you explore the magic side of that class much more. I have no experience using her as one, but I have seen some fun map clears where she absolutely demolishes enemies with a Lightning tome.

I guess you could also make Elise a Falcon Knight through Azura if you want a flying staff user with actual magic. You could also make her a General through Effie if you liked Amelia from Sacred Stones but wish she was even worse.

TL;DR

Pros
  • Super high magic for very good heals
  • Personal skill combined with Troubadour/Strategist skills and healing make her excellent at support
  • Good candidate for early promotion thanks to lopsided gains
  • Turns any child she's the mother of into a magical powerhouse
  • Can activate dragon veins
  • Can be a wyvern...?

Cons
  • Dies to a gentle breeze
  • Awful skill limits her offenses
  • Can mess up dual strikes if you're not careful

My Rating: Baby




Nobody else gained any levels so they don't get to be in this chapter's roster review. Now to write 3 more of these walls of text.......

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters


Silas
Cavalier (HS: Mercenary)
A+ Support Classes: Jakob (Troubadour), Kaze (Ninja)
Personal Skill: Vow of Friendship (+3 damage dealt and -3 damage taken if Corrin is under 50% HP, regardless of position on map)
Growths (With Default Class):
HP: 40% (50)
STR: 45% (60)
MAG: 5% (5)
SKL: 50% (60)
SPD: 40% (50)
LCK: 40% (55)
DEF: 40% (50)
RES: 25% (30)

It's me, Silas! Your old pal Silas, remember? Hey Corrin can I borrow 50 dollars

Silas is a pretty solid dude, both in that he's a great guy and a great unit. It's really hard for a Cavalier to be bad, and Silas's stats are very nice indeed. Fates especially gives Cavaliers a lot of toys to play with beyond the usual high movement and access to two weapon types.

Statwise, Silas is an all rounder with a slight tendency towards power and skill. He's not slow, but merely average joining speed makes it hard for him to make the most out of his default 50% growth, and if you're unlucky he can start to fall behind in the midgame. What truly elevates him above the competition is the class options available to him and his immensely powerful skill in Vow of Friendship. Vow of Friendship augments his already great offense and bulk when Corrin's on low HP. Actually dropping Corrin to low HP can sometimes require a decent amount of setup, and it's not really feasible to keep one of your best units on half health throughout an entire map, but it's still a relatively easy ability to activate. Pairing Corrin and Silas in defensive formation allows you to keep Corrin out in front until they get low on health and then swap them with a superpowered Silas under the effects of boosts from two personal skills at once.

The Mercenary class tree gives Silas some much needed speed that he may sorely need around the midgame. Abandoning a mount and bulk for extra speed isn't a perfect tradeoff, but it's an entirely viable one. Stacking Elbow Room and Quick Riposte equals a Silas who's doing +6 damage on enemy phase, +9 taking into account VoF. As a Hero, Silas can also pick up the Sol skill, which then leads into his most OP build: the Sol Master Ninja.

Becoming a MN requires Silas to A+ support Kaze, which will take a few chapters starting from Kaze's return after chapter 11. What it does is give him access to a speedy class with a consistent 1-2 range option in Knives, which combined with his good natural bulk and Sol results in a fast and hard to kill unit with a chance to heal himself every hit. Dual guards make builds like this a lot more reliable than they sound, especially when the unit in question is attacking twice every round of combat. A Sol Master Ninja Silas with a good support partner and a few tonics and meals can defeat lategame maps entirely by himself with little chance on failure, even on Lunatic!

Otherwise he's still a solid mounted unit who will only start to slow down around the time Xander joins to replace him. You can also promote him early and then swap him out for his own daughter if you want.

TL;DR:

Pros
  • An amazing, if situational personal skill
  • Great class selection
  • Solid growths all around
  • A great (if not the only) user of the Sol/Master Ninja combo
  • Can be replaced by his daughter if she's well optimised and he's not working out or has been early promoted

Cons
  • Somewhat reliant on level up RNG for longterm viability
  • Mediocre speed can hold him back in his base class
  • Best strategies are reliant on specific supports for class access or certain conditions for VoF activation


My Rating: Probably gaslighting you



Arthur
Fighter (HS: Cavalier)
A+ Support Classes: Niles (Outlaw), Keaton (Outlaw*), Benny (Knight)
*even though keaton does not have access to this class himself
Personal Skill: Misfortunate (Reduces critical evade of enemies within two tiles by 15, reduces own by 5. Cannot reduce below 0)
Growths (With Default Class):
HP: 50%(70)
STR: 45% (65)
MAG: 0% (0)
SKL 55% (70)
SPD: 35% (50)
LCK: 5% (10)
DEF: 45% (50)
RES: 20% (25)

BEWARE MY FISTS OF JUSTICE!

JUSTICE STRIIIIKES!

YOU'RE OUT OF LUCK, FRIEND!

NO HOLDING BACK!

Arthur's not really a unit I've explored to his full potential, so forgive me if I'm overlooking some of his best aspects. He's... okay. His base stats are serviceable, and his mediocre base growths compensated for by his class. I think his biggest problem is that the stat bonuses he offers as a support partner are better than his actual contributions in combat. The fighter class awards +4 str and +2 speed, and that's before factoring in extra bonuses from support levels!

Misfortunate really hurts him more than it helps him. Critical hits and cool and fun but it's never really practical to rely on them, and getting a surprise crit every now and then does not make up for the 1% death chance constantly hovering over Arthur's head. What's important to note is that Misfortunate cannot reduce crit avoid below 0, and that before support & weapon bonuses crit evade is calculated from Luck / 2. This means that an unsupported Arthur with a non-bronze weapon will need at least 12 luck before his personal skill stops cancelling out his natural crit avoid entirely! Without Goddess Icons he is never going to reach that value.

Combatwise I always find him to be just short of whatever I want him to do. His strength is good but not great, his skill is high but he still struggles with hits sometimes, he's never really fast enough to double, and his surprisingly good bulk for a fighter is overshadowed by threat of crits. Keeping a Bronze Axe on him at all times isn't always convenient. He can go Hero to boost his luck and gain access to swords, or he can go Berserker to boost his offensively massively and give himself even more crit at the cost of losing what measly luck he has and getting an even bigger penalty to crit evade (Berserkers lose 5 crit evade just by being Berserkers...). But if you do go Berserker and give him a Killer Axe then you can be sure to see some big crit numbers, both on your opponents and yourself.

Oh and Cavalier is a fine reclass option with a load of cool skills if you want to do that. Great Knights can use axes so Arthur can keep his axe rank if he wants. He can also go Outlaw if you want to shoot dudes from far away where you can't get crit. Really though Arthur's not a unit I'm 100% familiar with so any Arthur defenders out there please give me your opinions, I feel bad for slandering the hero of justice like this.

TL;DR:

Pros
  • Amazing selection of classes by default
  • Excellent pair-up bonuses, provides the amazing Fighter class to his spouse
  • Personal skill can help units around him without needing to enter combat himself
  • Can reach very high chances of critting with little effort

Cons
  • Mediocre bases, mediocre growths
  • Terrible luck and crit avoid lowering personal skill makes using him a constant danger
  • Struggles with hit rates in spite of his high skill

My Rating: Chin/10



Effie
Knight (HS: Troubadour)
A+ Support Classes: Elise (Troubadour), Mozu (Archer), Nyx (Dark Mage)
Personal Skill: Puissance (If user's strength > enemy strength + 5, deal 3 more damage in battle per attack)
Growths (With Default Class):
HP: 35% (55)
STR: 60% (80)
MAG: 0% (0)
SKL: 35% (50)
SPD: 50% (55)
LCK: 50% (60)
DEF: 35% (55)
RES: 30% (30)

It's Effie, it's Effie, it's Effie! Her strength growth is 80%.

If you looked at Effie's growths you'd think she's the best unit ever made, but unfortunately you've got to consider her join situation too. Her base stats are fine, but low speed and 4 move can put a damper on even the best stats. What's even more dire is her reclass options - Troubadour is absolutely 0 help to her at all, and she gets it not only from heart seals but also her easiest A+ support to unlock. Dark Mage is also completely useless for a unit with infinite str and no magic. The Archer class however is a surprisingly good option for her, and not one that's too difficult to unlock either.

As a Knight Effie can still be pretty great. Her defenses aren't unimpeachable (if you want a tanky unit then just pair her up with someone else, she'll give them +4 defense), but they're still pretty great and they let her safely approach an enemy to absolutely thwomp them to death. Achieving OHKOs is entirely within Effie's power and given a good enough weapon she can even continute to make them into the endgame. General sacrifices any pretense of doubling with her naturally high speed growth for even better offense and defense, while Great Knight massively increases her mobility and lets her bring the pain straight to her foes.

The Fighter & Cavalier classes are both options she can grab from marrying either Arthur or Silas, the former leaning into her high speed and power and the latter allowing her to get the Elbow Room and Defender skills to stack her potential damage even higher while keeping her lance rank. Alternatively, the Archer class allows Effie to be a deadly force from far away, and gives her the Kinshi Knight promotion option, a flying archer that can also make use of her lance rank. Archer Effie has surpisingly similar stats to Archer Mozu except without the bad earlygame and the nonexistant bulk.

TL;DR:

Pros
  • Absurd strength growth and damage boosting personal skill allows for potential OHKOs, potentially bypassing tricky skills
  • One of the few units to be able to access the Archer class without marrying an Archer talent Corrin
  • Provides great pair-up bonuses and will prodive almost any child with high growths
  • Solidly defensive thanks to her class even if her natural bulk is mediocre

Cons
  • Only 4 move
  • Slow in her default class, bad luck with speed can keep her slow forever
  • Terrible class selection
  • Can struggle to take hits outside of her default class


My Rating: I don't know what "puissance" means

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Faillen Angel posted:

I'm of the opinion that Fates is largely Good, Actually, but Revelation (singular) is a waste of 20 dollars. The story is so :allears:, I can't help but love it, and the OST is legendary.

Maybe it's because I'm a Heroes player and one of like three people who bought Warriors, where these characters are put to much better use. Did you know Ryoma could cook? Or that Elise sasses Takumi for his constant use of "nohrian scum"? They're so fun to be around.

Faillen Angel posted:

elise's comically bad skill will never not be funny to me, losing skill on promotion feels like something a romhack would do out of spite but it's real
I never played Warriors, maybe I should... or at least I should read the supports. I do think Fates has some genuinely great supports but you have to sift through a lot of mediocre to bad ones to find them.

I guess they wanted Maids & Butlers to be the premier staff users so they made Strategists less accurate with offensive ones to compensate...? It does feel pointlessly petty though, like they give you a negative number to scare you away from the obvious best choice.

FoolyCharged posted:

:getin:

We'll see how this works on lunatic. When I did it on hard for an all wyvern gimmick run it was surprisingly effective and she turns into a goddamn monster even before promotion when that bolt axe shows up. Ironically the biggest downside to turning your staff bot into an axe murderer is that for a long while we're stuck with Jacob and consumables for healing.
Oh yeah I forgot to mention that part. Hmm, when do I actually get my next healer...?

theshim posted:

Silas is generically good in an almost offensively bland way. Sol Master Ninja aside he's just reliable without being super exciting most of the time, though the pairup with Corrin trick gives him +5/-5 on damage before bonuses are taken into account, so he's just a very good frontliner. His biggest weakness starting out is one that Fates really leans on - only 22 hp and coinflip odds means he really relies on those extra passives to help him tank damage for a while. And while Sol Master Ninja is cool and all, it takes a good long while before you can get that running and it costs a few seals.

Arthur...oh dear. For such a unique design and personal skill, he always seems to end up just below mediocre in everything. Can't reliably OHKO, can't reliably double, can't reliably tank, and is always in constant crit danger. If he had something like +2 to all his bases it would go a long way towards making him a more stable unit, but with his start as low as it is, you need a lot of luck for him to shine. I end up benching him in almost every single run, and even in my Bad Units Run of Conquest he was one of the weaker units.

Effie has incredibly stupid growths and is hobbled only by her awful class selection. Three of her four default options are magic classes for a unit with literally 0 magic growth, for some inexplicable reason. Marry her off well and she can turn into a terrifying monster, though she is deceptively fragile when you class her out of the Knight branch. Her bases are honestly not very good and are largely held together by the Knight's bases on top of them, but her growths tend to be so good that she's easily able to round the corner into excellence that Arthur so often crashes facefirst into (on brand, I suppose).

One of the issues with some of the considerations for characters is that many of them require reclassing, often as soon as possible, and seals are very much at a premium for Conquest's earlygame. You can get one or two units moved around okay, but past that it becomes impractical until a good ways into the game. If you're using DLC/Castle rewards/visiting other castles this all goes out the window, of course.
The limited number of seals is why I'm going to try my best to play around with Friendship & Partner seals, not just Heart ones. I used to wonder why units could get A+ supports that gave them their heart seal option but they can potentially be useful if other units want the heart seals instead.

Manic_Misanthrope posted:

Yeah, why'd they give the character who doesn't have a 60% strength growth before class modifiers noticeable abs and not the one who does? That's a ridiculous amount of strength for anything.
Rinkah and her 20% base strength growth rear end being the only one with abs really annoys me. If this were a Birthright run I'd complain about her a lot more. Honestly if they wanted to make a fast and weak Oni that's fine but they made the only Oni in the series completely non-indicative of what the class is like!!! Like they could have given her a brother or a sister and done a Red Oni Blue Oni thing, that's a thing that exists in Japan right?

Walla posted:

Elise: Wyvern Elise is a bit of a meme really. I actually feel it's a bit of a waste to reclass her now since she does just fine waiting until she's level 10 and instantly promoting, and by then you'll probably have a free Fire tome. Though at least now she has one of the highest defenses on your team and her strength will be on par once she gains a level. Bolt Axe and Lightning Tome will be fun but she will always want a Fire Tome as well, and her magic and speed will always be high enough that she won't need anything else. She's probably the 3rd best user of Calamity Gate as well if you get it. Her skill will always be horrible no matter how you build her.

Effie: She will always be strong. A lesser meme is Maid Effie. At 10/1 she will usually have around 18 strength and the early promotion means she should have Tomebreaker well before end game. She will also be fast enough to double most enemies and still be relatively tanky. You don't do it because it's optimal but because it's funny, and it works as long as you don't need her to heal or use offensive staves. Knight to Great Knight is a perfectly fine path for her, but Archer and Kinshi completely breaks large parts of the endgame. I almost always marry her to Arthur and dump both for their kid.

Silas: Silas is either completely mediocre or horribly broken depending on how much you rely on Vow of Friendship and what seals you want to use. Sol Master Ninja has been mentioned, but you could do the same with three other characters and two will use one less seal to get there. He's also probably your best natural Bow Knight. I will always pimp bows in Conquest, especially Bow Knights and doubly so on Lunatic where Inevitable End is a thing. It's not a bad idea to have at least 2 Bow Knights, and Silas will retain everything that makes him good as a Cavalier and only be better. Also for the same amount of seals as Sol Master Ninja you can have Quick Draw + Strong Riposte + Air Superiority + Shurikenbreaker. Add in Vow of Friendship and Elbow Room and he's doing +11 damage on Player Phase, +10 on Enemy Phase with +50 hit/avoid against fliers and ninjas. It's not impossible to have this by the time you fight Hinoka and Ryoma when you need it most.

Arthur: He sucks. I love him as a character and you can use him if you want to and make him work, but it takes a lot of work and effort compared to almost anyone else. That said he's probably your second or third best natural Berserker, and if you're not throwing a seal on your servant then it wouldn't hurt to make him a Cavalier so he could catch up in speed and weapon ranks before the penalty is too severe. But if you are using him, he needs to end up a Hero. Also that Goddess Icon and a Bronze Axe immediately cancel out the drawbacks of his personal, and his son was made to be glued to his side.

Honestly, I don't think I would use a seal on anyone you have now unless you're building towards something specific. Elise and Silas both benefit by waiting until promotion and it's nearly useless on Arthur and Effie unless you want a second Cavalier now. And Jakob would be better in that role, and Corrin wants to wait until at least level 10. There's an actual good use in the upcoming Paralogue and a decent gimmick in the next chapter, and lately I've soured on Mozu as a unit.
Oh that BK Silas build actually sounds really fun. I've only recently learned the power of marrying units to Mozu for Archer access so I've barely been able to experiment with it but there's so much cool stuff you can do.

(don't worry about too many words, I'm genuinely interested and I will read them all!)

SloppyDoughnuts posted:

Puissance (pwee sonse) is french for POWER


P O W E R
Oh, it's French. Pwee-sonse... That sounds less romantic than it looks in spelling.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters


Freezing winds! Don't worry, this isn't the wind chapter. The emphasis is on the freezing.



Jakob's level ups are the hardest to think of inciteful commentary for so I'm going to use this whenever he gets speed. And maybe sometimes when he doesn't for ironic purposes.



The objective of this chapter is to defeat the boss, although there's a lot more going on than just that - there's also a race against the enemy to visit villages before they can. Every village we visit first adds to our gold reward at the end of the chapter. 1000 gold for one, 5000 gold for two, and 10000 gold for free. Every village the enemy visits first will spawn a large amount of units, some of which will aggro immediately, although none of them will move on the enemy phase they were spawned in on.


My incredibly helpful diagram shows which three villages I'll be aiming for, and one village that the enemy is all but guaranteed to visit before we can. Visiting any more than 3 villages doesn't reward us with anything but less enemies, and less enemies = less exp!



One soldier starts near the boss, another starts right within range of the village above us. Both of them have only 3 move so they're pretty easy to intercept.

It is possible to save the village above us, although I'm pretty sure that requires either wasting a use of the Freeze staff or doing something like reclassing Jakob or Felicia to a promoted mount and also giving them a pair of Boots you can get if you've previously cleared another route on your save file. Neither of these things are worth doing.

Also speaking of things that aren't worth doing, I forgot to mention that it is technically possible to clear Chapter 7 before Effie and Arthur show up, thus dooming them to wander the Forlorn Forest forever! Doing so requires buying paid DLC and grinding your units to very high levels while also reclassing them into fliers, and possibly even doing the DLC chapter that gives you Anna as a unit as its reward. Otherwise you cannot rout the chapter fast enough.



Flora is here as a sub-boss to harass us with her Freeze staff, and possibly her knives if we stand close enough to her. She's a bit of a nuissance, but fairly trivial to play around if you know what you're doing. She's also consequence free EXP!!



Pairing up units is vital to reach the villages in time. Someone has to stay behind to visit the first village, and in this case it's Effie. As Elise's retainer I assume she has lots of experience lying to children.



Once again, unpairing units at the end of their movement is vital for gaining a little extra ground. It's also nice in general to have as many units unpaired as possible at the end of your turn, it gives you flexibility in positioning for the turn after.



That's 1-1 for villages visited. Some of these reinforcements will start moving, some won't. I don't know which ones.



Oh hey there. The darkness seeths and says "hmmm", indicating it is upset but unsure exactly of what it is upset at.



Well if the darkness is mad then at least we have two more guys to fight it with. Meet Odin and Niles, Leo's retainers! Leo himself is not here yet. I'll be a fair few chapters yet before he graces us with his presence.

Odin is a Dark Mage, and also that Myrmidon kid from Awakening but with a different name. He is our first offensive magic user although looking at his stats you might think he's a bit crap. For the sake of this chapter that is entirely true, but there's more to him than meets the eye...

Niles is everybody's favourite problematic bisexual pirate. He's an Outlaw, which is like a thief that uses bows instead of swords. They specialise in Resistance. A veteran Fire Emblem player would probably hear all that and disregard the class as complete garbage for combat, but Niles is a very nice unit to have for a variety of reasons. Right now there are no chests for him to open but lots of mages to shoot. He's also one of the only Outlaws we're ever getting, this game was really stingy with access to the outlaw class for some reason.



There's 21 enemies on the map right now, but it's not as dangerous as it appears. The trick is not to overextend. The enemies who's movement I've highlighted will only approach when we enter their danger radius, leaving a relatively safe path for our units if we hug the bottom. There's no need to aggro any of them until we want to fight them on our own terms.



Niles immediately makes himself useful by attaching himself to Jakob. As a promoted class Jakob has more move than my other units, and as an Outlaw Niles gives him an extra + 1. Latching onto him gets them both closer to the action faster.



Bows and Tomes are both part of the weapon triangle, and unfortunately tomes > bows. Niles's usefulness as a mage killer can depend a little on the RNG.



Thanks to Arthur's pair-up bonuses, Elise can become a pretty great combat unit. Of course any unit with a physical weapon will become good with these stats, but it means Elise can earn EXP and be useful without having to be fed it as a Wyvern.



I can take out both remaining mages safely so long as Elise hits, but if she doesn't then the survivor can act on enemy phase.



The trick is to move Silas first, so Elise can increase her accuracy through suppports and he can take out the one with Malefic Aura, lowering the straggler's damage output. Elise's personal also gives Silas enough bulk to be safe just in case she does miss. Teamwork!



But as we all know 80% is basically 100%



Odin grabs Jakob from Niles and separates him, ensuring I can both use Niles in combat and heal with Jakob next turn if I want to. I'll stop making a note of every time I do this but little things like this make me appreciate pair-up a lot more. I never really bother doing it in Awakening where you want all your units to be paired up juggernauts all the time, but it's very useful in Fates.



Flora will freeze any unit in range, making it tricky to reach the villages by going this way. The trick is to have as many units as possible rushing for the houses so no matter who gets frozen, someone else can pick up the pace. I assume she always goes for the least resistant?



This guy is closing in, but the superhero duo is on his tail. By splitting up Elise and Arthur I make sure that if one of them gets frozen, the other can save the village. Arthur is the more likely target which is good because I don't really want him to do much anyway.



Unfortunately without adult supervision she is... not particularly effective. Decently bulky though!



That's villages 2 and 3 secured! 10,000 gold in the bank. These people don't seem all too happy to see us... I wonder if we might not be the good guys in this scenario? Nahhhh.



The boss would be our next objective, but there's still half a map's worth of units left to extract sweet EXP from. Hmm okay maybe we are the baddies

Quick Draw is a skill that gives +4 damage dealt on player phase. Some of these fighters come with it equipped so they hit hard. In future FE games this skill would be called "Death Blow", a name that makes a little more intuitive sense.



Allegedly this Corrin has a res bane.

Reaching level 10 grants Corrin Dragon Fang, a skill with a 0.75*Skill% chance of activating. It boosts damage dealt by half of your attack power. It can be more or less useful than a crit depending on how bulky the enemy is. It's nice enough, but not really reliable. Best not to assume it'll proc (unless it proccing could kill you) and treat it as a nice surprise every now and then.



Niles is great at slinking around the battlefield to grab kills he couldn't normally get with dual guards. It's usually best to leave bow users unpaired for this reason!



Now that all the villages on this half of the map are gone, this guy is making a tactical retreat. We can't have that.



Oh and now they're all gone. That's 3 to us, 2 to them! That means 66% of you get to live



Flora is all out of Freeze staff uses, so now it's a lot easier to approach her. Freeze staves come with 4 in total, although if they really want a staff to hit you on Lunatic mode they'll give enemies multiple copies of one... or worse.



First Effie gets village duty, now she gets to act as body armour for this loser. I'm sorry, I know you deserve better! Last time I played this game she ended up as a Sniper who capped half of her stats so she can't be too mad.



Oh it's also possible to melt the frozen lake temporarily if you want to block enemies or buy time to reach the villages. I personally never bother with this.

This image's filename is just "pee" but I'd like to think I've become a more mature person than I was when I took it.



Having lost his purpose in life, the cold-caller Soldier turns to bloodshed and attacks Elise on his own turn. I think that's the first time he's managed to hit her.



Odin... isn't being particularly helpful right now. His only purpose here is to gain EXP and maybe chip the occassional enemy into KO range for Niles. I think this terrible introduction is partly why some people think so little of him in this game, but he will be useful later!



You could take all these enemies suddenly approaching from the village as a sign to hurry up and kill the boss, but with my forces all grouped up it's easy to dual attack them to death.



Congrats on finally getting defense, Silas! Oh and Jakob leveled up too.



Shelter, the level 10 Cavalier skill, is potentially one of the most useful tools in the game you'll have. It gives you the option to pull an ally into a pair-up formation with you, as opposed to you joining in formation with them. So they'll move onto your tile and join you as a support partner rather than you moving onto their tile and joining them. It's fairly nice as a reactive tool to save fragile units from danger if you've made a misplay, but if you make plans around it then you can do some truly insane combos, the best of which allow dancers (so, Azura) to dance multiple times in one turn! Unfortunately all of this requires you to remember that the skill exists and that you have it. For me, this is a problem.



Congrats on the skill? I guess it's nice when Elise gets that. Even as a Wyvern Rider Elise only has a 20% strength growth, so Str+2 gives her as much strength as she would normally get in 10 levels on average.



Time to commit herbicide against the local Flora. I really don't like skills like Icy Blood, they're always a pain. It's important to note that the damage taken applies during battle, not after, so it can kill you.



Boss conversations are rare in this game but not absent. Corrin and Jakob weaken up Flora for the KO...



more like "iced tribe" am i right



Nobody else on the map will move unless provoked. There's no time limit or anything, so let's clean up!



...not all of them will aggro when you enter their range though. Jerks.



Magic! I was wondering when you'd start getting that.



Kilma is the boss of this chapter. He's a Sorcerer, although I don't think he gives EXP like a promoted unit would. He uses a deadly Vantage/Nosferatu combo that makes him rather difficult to kill. Nosferatu might have been heavily nerfed in this game, but it's still a potent tool!



His avoid is high, he deals loads of damage, and he heals himself. I don't like him.



Elise is now capable of one-rounding Fighters with Arthur's support. Hopefully her base stats and str+2 can carry her to promotion...




Elise gets an Elise level, Niles gets an uncharacteristically bulky level, Odin... is Odin. IIRC he's got either the highest or second highest growth total in the entire game, but they're spread out somewhat thin across every stat. I promise you this guy is good








Map routed, time to destroy this guy. Behold the true power of Vow of Friendship and Supportive combined!!!



Oh and this guy also drops this. This valueable item shall form the base of my gigantic pile of unused statboosters... wait I still have the Goddess Icon OH GOD IT'S ALREADY HAPPENING



I could have maybe done that faster.



Spoiler: Conquest has like the lowest actual death count of any route


Next time: We ignore whatever the plot is to cross the border and conscript a foreign farmgirl

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters
15 new replies oh my goodness. I knew Odin's appearence would make people have opinions. He's a very polarising unit!



ODIN DARK
Dark Mage (HS: Samurai)
A+ Support Classes: Niles (Outlaw), Laslow (Mercenary), Leo (Troubadour)
Personal Skill: Aching Blood (+10 crit when equppied with a forged weapon with a name 12 characters or longer)
Growths (With Default Class):
HP: 55% (55)
STR: 35% (45)
MAG: 30% (50)
SKL: 55% (55)
SPD: 35% (45)
LCK: 60% (60)
DEF: 40% (45)
RES: 20% (30)

First of all, whatever I have to say about this guy is much better said by the videos on this channel. This person has turned using Odin into an art form. If you want to see how to make the most of your funny meme magic man then it's really worth watching some of his videos! Otherwise here's my Odin Opinions:

Looking at his bases and looking at his growths probably won't fill you with much hope for him. He's way underleveled, and despite having the highest growth total in Conquest (only beaten in Fates by Saizo, a unit you can't get in CQ) his average stats really aren't very good thanks to how terribly they're distributed. His highest growths are in skill and luck, the game's least important stats (although Nyx is a good example of what happens if you neglect those stats entirely...), and he's got a higher strength growth than his magic growth despite being a mage. He's not got the raw firepower of Elise or Nyx, he's not got the immediate useability of Leo, and as an all-rounder mage you'd be better off using your Corrin instead, even if they don't have magic as their boon. So why would you use him...?

The reason is because Nosferatu. Nosferatu was nerfed massively in Fates after Awakening's mechanics made it possible to solo almost the entire game on the hardest difficulties just by deploying a single Dark Mage with a bunch of Nosferatu tomes, and even then the tome itself was nerfed in Awakening by making it only absorb half the damage it deals instead of all of it... In Fates, Nosferatu cannot double attack, it reduces your avoid, and it cannot critical or activate in-combat offensive skills like Luna or Vengeance. It's also the only dark tome in the entire game, making it the only tome unique to the Dark Mage and Sorcerer classes. People were pretty quick to dismiss it as having been nerfed to the point of unusability.

...but it's still really useful. It's only a D rank tome, it never breaks so you'll only ever have to buy it once, and at the end of the day it's still a weapon that reliably heals your HP at the end of combat so long as you can hit with it. Odin, for all his faults, is a Dark Mage with excellent accuracy, good enough bulk, and near perfect availability. All Odin needs is a pair-up partner and maybe some tonics or some investment and you can send him away to tank powerful enemies that would otherwise wear you down. The entire left side of Chapter 10, one of the game's hardest chapters, can be trivialised by Odin and a Nosferatu tome. He's also got unique access to the normally Hoshidan exclusive Samurai class, in turn allows him to use the always great Vantage & Nosferatu combo.

Odin's poor bases and mediocre growths make it hard for him to stay relevant past the mid-game without investment, but it's pretty easy to replace him when he stops being good. Using him in combat and building supports will bring you closer to unlocking his daughter, Ophelia, who with a good enough mother can easily become a better Odin who joins just in time for him to stop being useful. Ophelia will inherit some of Odin's stats and one of his skills, so training and then abandoning him won't be a complete waste. Reclassing Odin into Samurai to get Vantage, having Ophelia inherit it, and then benching Odin is a good way to save on Heart Seals. And even if you have no plans on using her, her paralogue comes with one very useful tome you can't get elsewhere.

Otherwise Odin is kind of just okay. His personal skill & high skill stat can work for funny crit builds. You can take advantage of his high strength growth by making him a Dark Knight or a Samurai (although reclassing him into a Samurai won't actually increase his strength growth). If you're not using him to Nostank or taking advantage of his high critical hit then there's not much point in using him at all, unless you want to relive the days of Awakening with Samurai Odin.

Oh and all his quotes are Arthur tier of good so it is vital that you play with the volume turned all the way up and with animations turned on if you're going to use him.

TL;DR:

Pros
  • Incredibly useful as a Nosferatu tank in the early chapters with relatively little investment
  • High skill & personal skill allow for fun crit builds (that aren't as risky as Arthur's)
  • Access to the Samurai tree and all the great skills it has
  • You need to use him to get Ophelia's paralogue so you may as well

Cons
  • Atrocious base stats and underwhelming growths make it easy for him to be RNG screwed
  • Not much long-term viablity without investment
  • Will need to use at least two Heart Seals for his Vantage & Nosferatu combo

My Rating: WELCOME TO MY FELL STOREFRONT... thank you for your dark business.


Niles
Outlaw (HS: Dark Mage)
A+ Support Classes: Odin (Dark Mage), Arthur (Fighter), Leo (Dark Mage)
Personal Skill: Kidnap (Allows use of the Capture command to send a defeated generic enemy or boss to your castle's prison)
Growths (With Default Class):
HP: 40% (40)
STR: 35% (45)
MAG: 20% (25)
SKL: 40% (50)
SPD: 50% (70)
LCK: 30% (30)
DEF: 30% (30)
RES: 40% (60)

Niles! Niles is a unit I use pretty much every time I play this game. A big part of his utility comes from his personal skill, but even without that he's a solidly good guy.

First of all, Kidnap. The Capture mechanic is not really something I tend to make much use of, and I'll probably explain it more later, but if you want to make use of it then it can be game changing. Niles is uniquely capable of capturing enemy units and sending them to your castle's prison where they can later be recruited with either bribes of food & minerals or spamming the once-per-chapter (or change in time of day) Persuade command. Captured units don't get to keep their inventories or enemy-only skills, but they do keep everything else, including the boosted stats and skills they get from higher difficulties. Most captured generics are merely okay, but there's a few stand-outs like the infamous Rallyman, a Master of Arms with 4 different rally skills.

Otherwise Niles is just a thief with the valueable niche of being the only person in Conquest's earlygame who can use bows without a class change. Bows aren't always good weapons in Fire Emblem games, but Conquest's big focus on player phase combat and relative lack of useful 1-2 range weapons make archers actually useful. Bows also have an advantage against knives in the weapon triangle, which makes archers your best shot for taking down the always-troublesome ninja enemies, especially since the only other weapon with WTA against them (axes) tend to be somewhat inaccurate. Until Kaze comes along Niles will be your only unit with Locktouch, so you'll be bringing him along for most chapters anyway.

Statwise he's pretty okay. His bases are solid and his high speed will carry him for a while, although his bulk isn't great and his low luck can make him susceptible to crits and the occassional miss. If you're not using Arthur then he is imo your second best candidate for Goddess Icons. His attack is a little low, but his decent magic growth and the existence of the Shining Bow means he can promote into an Adventurer if his strength stat gets screwed (or his magic stat gets blessed), although in most cases I'd prefer to have the mobility and physical stats of a Bow Knight.

Niles is perfectly fine in his base class. He's functional as a Dark Mage but I personally wouldn't make him one unless you really want to. Fighter is a great class in terms of skills so it's worth dipping into briefly just to get HP + 5 and Rally Strength once he's promoted and close to level 5, and even Gamble isn't awful in Niles's hands if you want that. He can also marry Mozu for access to the Archer class, which in addition to fixing his accuracy problems can also give him either a flying mount as a Kinshi or excellent combat stats as a Sniper. Otherwise you can leave him as he his and never reclass him and he'll do just fine.

Pros
  • Always useful utility as a thief and pair-up partner for extra movement
  • Exclusive access to the Capture skill
  • Solid bases and decent growths, requires very little investment to be useful throughout the game
  • High speed lets him make up for potentially bad strength with Steel weapons
  • Bows and access to the Shurrikenbreaker skill through Bow Knight make him excellent at dealing with ninjas

Cons
  • Low luck gives him slightly shaky accuracy and makes him susceptible to crits
  • Locked to 2 range only without either the Mini Bow, the Shining Bow, or promoting into Bow Knight
  • Being a marriage option for Male Corrin means he cannot give them access to the Outlaw class through an A support

My Rating: I literally cannot hear one of his combat quotes as anything but "Oh, holy gently caress..."

midnight lasagna fucked around with this message at 20:11 on Oct 6, 2021

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters
My contribution to the Awakening discussion is that I am weirdly fond of the Awakening kids that migrated to this game even if I think it's weird that they're there. The Birthright clones on the other hand I really don't like, with the possible exception of Caeldori since I think she plays really well off of her father. The other two are just wastes of good potential parent-child dynamics. In a better world Hayato would have an Oni Savage son who's like 7 foot tall and muscled as hell for the sole purpose of making him feel inadequate.


Walla posted:

Part of what makes it great is that Silas is one of the few people who can get those skills. Outside of Corrin, your only other options are Xander and Laslow and both require A+ with the other as well as marriage to Mozu.

If you still want Sol Master Ninja, you can achieve that with Kaze, Laslow, Selena, Beruka, Camilla and Charlotte, and maybe others. If I'm remembering how marriage works, I think Laslow and Selena pass their secondary classes to each other so you could have 4 units with that setup if you want. Hell, even Arthur, Keaton and their friends could do it with a female Corrin with Ninja talent. :)

Birthright classes in Conquest can be extremely good, not just Archer and Ninja. I typically give Corrin something like Spear Fighter or even Apothecary just to pass some fun builds to their spouse, and even something like Shrine Maiden can be good for a fun Great Master build on Jakob. Also if you want you can create a second gen Onmyoji by marrying Niles and Nyx, but it's the definition of sub optimal.

Also, Odin is good. He makes a good use of an early Heart Seal if you want him to go physical, though he does want Dark Mage's second skill first.
Laslow & Selena do indeed pass their heart seal classes to one another. As for Hoshidan classes, I think my second favourite besides Samurai for Corrin is Oni Savage, mostly because Swordbreaker Corrin is hilarious for the Ryoma fight. Shove is probably great too but I never remember that it exists.

theshim posted:

Thanks to your offhand comment I now know that you're naming your images. This is a terrible curse because now I have to know what each one is called.

Odin can be a good enough mage, not least because he has no real competition for the Spirit Dusts you pick up and those can go a long way towards keeping his magic high enough to be good.
Most of my images are just named after whatever I was thinking when I took them so I know what to write when I upload them. All you'll find there are first drafts of my commentary and really weird mispellings of people's names.

I forgot to mention the spirit dust thing but yeah that's a point in his favour. I think I gave Camilla all of mine one time so she could use her mixed stats a bit better but I don't know how good of a decision that actually is.

Faillen Angel posted:

honestly i think the best "pure" mage in gen 1 is hayato and that's real sad considering his whopping level 1 start in br

i'm sure orochi is fine but i've never liked how slow she is, and the cq mages are cq mages
My favourite use for Hayato & Orochi is pairing them up with someone who can promote into a mixed class and giving them a magic weapon. Oboro might have like no magic at all but BR enemies suck and she can do a lot with a Bolt Naginata and Hayato as a magic stat backpack.

SloppyDoughnuts posted:

Odin is great as a character so it is a real shame that he sucks so bad as a unit. Your pros amounted to "has access to a broken spell" and "gives you Ophelia". Which, being good because using him gets you someone gooder is lol.
Odin and I will prove the haters wrong... Just you wait...

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters


Time for a brief diversion! A girl in a "nearby" village that's not even in the same country as us needs saving, so save her we must. But not before I mess around in my castle a bit.



"Limited funds" is actually a lie, you can farm infinite gold by repeatedly giving food to your weird fish dragon thing. You can only give food after either each chapter or waiting for a certain amount of irl time to pass though so it would take a lot of waiting or a lot of 3DS clock fiddling-with.



Oh and you can also get infinite gold by selling the items you get from the lottery shop which I just bought. There are 3 tiers of prizes: Bronze gives food and minerals, Silver gives low-rarity weapons and items, Gold gives high-rarity ones. Just like feeding your fish you can only do this between chapters or after waiting a while.

I agonised over whether using this was "cheating" for a short while but honestly who even cares. I crave the thrill of chance!!! This was the Fire Emblem gatcha before Heroes, except for the part where you don't spend any money or even "gamble" anything



Silas thinks he'll be fired for buying weapons from the his own shop, but I'll actually fire him for not discounting lances even though he knows I want them. Aren't we friends, Silas? Surely you can give your old friend a half price Javelin...



May as well buy a Steel Sword while they're cheap. Nobody can use it just yet, but you've got to buy things when they're cheap, you know? Oh no this is how they rip you off isn't it

Also got a Nosferatu tome for Odin. I don't even know if he'll be a longterm unit or not but at the very least I'd like access to his daughter's paralogue for the cool tomes it gives.




B supports for Corrin/Silas & Arthur/Elise, C supports for the other two. Odin wants to be a sword user again but I won't let him.



One girl with a stick versus an army of Faceless. Does she even need saving? I've seen enough action movies to know she'll hand every single of of them their own rear end.



I could have done this chapter anytime after 7 but there are reasons to delay it, namely that it is free EXP and you might not have the units you want to give free EXP when you first unlock it. The enemies are a little low leveled so they're not worth a tonne, but weapon EXP and support levels will always rise at the same rate no matter who you're fighting.



This is not a Conquest map which means none of the enemies have personal skills. They are, however, a bit stronger than the Faceless in Chapter 7 despite being the exact same level. So I guess it's not quite free EXP.



"They slaughtered the Ice Tribe and now they're coming to recruit me!"



Corrin is the only one who can recruit Mozu, so she pairs up with Silas and heads for her, hopefully activating VoF along the way. This chapter should be a good place to raise her sword rank a little.



Meanwhile Elise & Odin block the bridge for extraction of delicious EXP. I'm not going to marry the pair of them even though Elise/Odin is one of those great pairings everyone does. I'm also probably not going to marry Odin & Effie unless I decide that Odin's not working out and I don't care about Ophelia being good either. Effie might have great growths but she does not make very magically adept children.



Behold, the power of Nosferatu!!!

...he's good i swear



Mozu's safe for the first few turns but the enemies will start to aggro around turn 6 or 7. Thankfully Silas was able to break through this little blockade with a crit, but I had plenty of time anyway.



Unlike Donnel, who gets a heroic tale of a farm boy taking up arms to defend his mother, Mozu has her entire family slaughtered before her eyes and then joins up with the army of the country that created the monsters that killed them in the first place. This poor girl has it rough.



Mozu is like Donnel from Awakening, except either much better or much worse depending on your view. She doesn't turn into an unkillable juggernaut like he can, but that's also a thing nearly every unit can do in Awakening. Mozu will remain fragile even when raised but she has a genuine niche as a good Archer if reclassed, and so long as you can spare her a Heart Seal she can be a lot more self-sufficient at lower levels than Donnel.

She also gets absolutely destroyed by the enemies like Donnel does, but at least there's no weapon triangle disadvantage to make her miss!



Steadily replacing her axes with better ones is how Elise will get stronger before promotion seeing as her strength growth doesn't exist. The shift from Iron to Bronze should help her a lot!



Niles doesn't appreciate this open field of 1 range enemies quite as much as the rest of the army. At least he looks very cool here.



Don't worry Mozu, Niles is your family now! And he can capture lots of generic units to replace all your friends that died.



Chapter's halfway done and only now does someone level up. I certainly can't complain about this level.



As you can probably guess I'm trying to support Niles & Mozu, but unfortunately she's a bit of a crappy support partner thanks to the awful pair-up bonuses that Villagers give. She might fix his accuracy issues a little but she's not helping his damage output... It might be better to keep them unpaired so Niles can still benefit from dual strikes...



Well I've reached the boss but somehow I don't think Elise or Odin will be defeating it any time soon, and the rest of my army is halfway across the map. Maybe by the time they've reached it Elise will have finally chipped the boss to death.



Elise is a Troubadour in a Wyvern Rider costume.



Lunge is like Shelter in that it's a great skill that I am too dumb to use. It gives you the option to swap position with your foe after initiating combat, which is great for extending your own movement range and messing up enemy formations. It is also good for making you tear your hair out when the enemy uses 5 lunge units in a row to take your defensive tank for a ride across the entire map and dump them in front of a super strong enemy that kills them.



Good job Odin! That boss that Elise spent like 6 turns weakening didn't stand a chance.



no res terrible unit 0/10



I could have spent 30 turns grinding up Mozu but I didn't. Know that I totally would have if I were planning on using her though.



None of this chapter makes sense in Conquest, but I guess it's good we saved some random little girl. Mozu having access to Hoshidan classes is part of her appeal and all but part of me thinks it would have been cool to have a Nohrian villager class that uses swords and promotes to either Paladin or Dark Knight. Then again I did also spend time theorising a Clown class that uses Tomes and Knives so maybe I shouldn't be allowed to add classes to Fire Emblem games.



...okay i'm sorry mozu i burst out laughing irl. HAPPY BIRTHDAY EVERYBODY YOU KNOW AND LOVE IS DEAD


Next time: Lunatic mode stops pulling its punches

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Aw yeah, Berries. Berries increase magic when cooked into a dish. The lottery will be one of my only ways of obtaining ingredients not native to my castle, so bronze tier rewards are actually what I want the most.



Actually capturing enemy units requires a place to put them in, so we must build a Prison. I'd say it's less cruel to capture enemy soldiers than to kill them, but in this game we don't actually kill anybody half the time. So we're just collecting soldiers like they're Pokemon because we can.



The EXP gained from using staves is dependent on the level different between who you're healing and who's doing the healing. Spamming heal staves to level up units stops being particularly effective at higher levels and heal staves are expensive so I'm going to try and not waste them when I don't need to.



Okay fine I'll use my statboosters. Niles's luck is quite low but this should keep away those nasty 1 or 2% crits he tends to face in the early game. Given Niles's irreverent nature and status as the army's main pervert it's best not to think about what he's going to do with said icon.




B support for Corrin & Silas, C support for everyone else. I wanted to make a joke about a particularly buggy FE game for that first screenshot, but honestly I think this series is pretty bug free. I guess the GBA games have the mine glitch?




Here's the stats of every unit in the army to have leveled up so far. On the whole, I feel like my units are doing better than average? I think my Corrin is a little slow and my Silas is a little physically fragile but they seem to be doing well in every other area.




Not included with them are the stats of Mozu, who is not getting used but is getting an analysis:

Mozu
Villager (HS: Archer)
Heart Seal Classes: Effie (Knight), Nyx (Dark Mage)
Personal Skill: Forager (Recover 20% of max HP at start of turn if on Woods, Mountain, Waste, or Field terrain)
Growths* (With Base Class):
HP: 40% (50)
STR: 50% (60)
MAG: 15% (15)
SKL: 60% (70)
SPD: 65% (75)
LCK: 55% (75)
DEF: 45% (55)
RES: 40% (40)
*With Aptitude's 10% boost

Mozu is this game's villager/trainee archetype, which is to say a helpless child with atrocious base stats who when forced to fight will grow stronger at an incredibly fast pace. Or well I guess she might not be a child? The localisation of Fates aged every character up an adult, I'm not sure how old she was originally.

If you've ever played Awakening then don't expect Mozu to function much like Donnel. Villager is an actual class in this game with competent bases and promotion options, rather than a joke option you're meant to reclass out of the instant you can. This means you can keep Mozu as one all the way up to level 20 and promote her into an actually good class that uses lances, but it also means that unlike Donnel Mozu won't suddenly become great the moment you reclass her. She is also unlike Donnel in that even with her high growths she's still got the stats of a glass cannon, so unless you reclass her into something bulky she'll always be strong and fast yet fragile, unlike Donnel who will soon turn into a giant ball of capped stats.

I still think she's way better than Donnel is though, at least in Conquest! Donnel is a unit that starts off bad and ends up good in a game where every unit ends up good but most don't start off bad, but in CQ Mozu has a proper niche of her own thanks to her access to four different Hoshidan classes. As an Archer she'll quickly grow into a unit with amazing power and speed when attacking on player phase, and even passable enemy phase thanks to Conquest's love of tight maps full of corridors to attack over. She'll definitely outclass Niles in terms of raw stats once she gets going, although she does have to actually get going which is easier said than done. She can promote into either a Sniper for more sheer power and excellent skills, or a Kinshi Knight for flying mobility and the ability to use lances in exchange for slightly underwhelming stats and a bow weakness. If you keep her as a Villager she can eventually promote into a Merchant to gain access to the Profiteer skill, which gives her a luck% chance of finding Gold Bars at the end of the first 7 turns of a map. Given her high luck stat she's likely to find at least one or two per map, which is helpful in a game with otherwise limited funds. She can also combine the Quick Draw, Bowfaire, Spendthrift, and Life and Death skills from all across her class tree to make a build that does absolutely insane damage in certain situations and straight up one round or one shot bosses if you have the EXP and resources to swap around her class a bunch.

Mozu's biggest problem is, as hinted by her paralogue, her Tragic Start. Her bases are awful and her best class option requires spending a Heart Seal on her, something you won't have a lot of for a while. She'll need some combination of tonics, forges, and support partners to do any real damage on her own, and even with a bow to attack safely from a distance she's not going to have an easy time killing anything. Her joining chapter isn't a bad place to feed her EXP considering how little EXP anyone else will get from defeating the underleveled enemies there, but even if you don't care about turncounts or anything it's still a lot of time and effort. But a Mozu who's been chipping away at enemies with her bow should start to come into her own in Chapter 10, conveniently one of the game's hardest chapters where bow users are most appreciated. And even a level 1 Mozu can one shot Pegasus Knights with a forged Bronze Bow and maybe a tonic or a good support partner, so if nothing else you can use that chapter to train her up.

As for her reclasses, Knight is very fun if you want a bulkier Mozu, and Dark Mage sucks. Although I did make her one once when I did a silly reclasses run on Normal mode. She wasn't very good but I had a great time using her, and that's the real battle.

Oh and Forager is a skill that exists I guess? Situational healing skills are never great, especially on a squishy unit like her, but it's better than nothing.

TL;DR:

Pros
  • Amazing growths make her very useful in the endgame
  • Unique access to many different Hoshidan classes, all of which provide her with great skills
  • One of the few units in CQ able to learn the Profiteer skill
  • Likely to be your strongest bow user once she escapes from her bad bases
  • A great mother for any non-magical child thanks to Aptitude
  • Passes the Archer class to her husband or Effie (or Nyx but why would you do that...)

Cons
  • Atrocious bases, requires babying or forged weapons & tonics to become self sufficient
  • Needs a Heart Seal to be properly useful
  • Terrible pair-up stats in her base class and bad dual attacks make it somewhat annoying to raise her support level if you're not using her as a combat unit
  • Unlikely to be very good defensively even in lategame

My Rating: You're a good apple!

midnight lasagna fucked around with this message at 19:39 on Oct 8, 2021

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Cythereal posted:

Let me guess, it's never going to come up that Mozu just joined up with the leaders of the empire that got her home and family massacred?

That would probably make for awkward supports with the Nohrian royals, I suppose. Though my immediate instinct would be to pair her with Xander. Congratulations, Mozu. You are now the queen-to-be of the empire that got your home and family wiped off the map. Don't you feel special?
Supports being the same across all routes mean that there's an unfortunate lack of interesting interactions between Nohrians and Hoshidans. A conversation between Mozu and Niles has to take into account that it could happen either after Mozu joins the Nohrian army, or Niles joins an army that Mozu has already been in for a while that started out as a bunch of Hoshidans.

I've married Mozu and Ryoma before, haven't tried her and Xander yet. I've love to do that but part of Mozu's appeal is how good her children end up and oh my god is Xander's kid a nightmare to recruit.

theshim posted:

Niles tends to have serious issues with durability and killing power in my runs, and his niche as a mage killer is undercut by weapon triangle disadvantage meaning he takes a lot of hits back. He also only really has Arthur's A+ to expand his class selection, as he's badly wasted as a dark mage. Overall he's not one of my favorites, and Nina...well, let's just say she depends wildly on her mother to determine how good she is.

Mozu is cool though. Does need babying, and compared to Donnel she suffers doubly thanks to not being able to reclass and gain 5-8 points in every stat and her growths with Aptitude merely being great instead of ludicrous, but she's generally a worthy investment for me. Doubt I would go for it on Lunatic, though, she'll have a lot of trouble getting up to a point where she isn't constantly exploding. Archer access in Conquest is real good and she can pass it along to quite a few people who would also greatly appreciate it, and she makes one of the best moms thanks to being able to pass down Aptitude. My first run of each route I made her Queen, because it amused me to do so, and because she deserves it.
I think I'd actually be more inclined to use Mozu on Lunatic, just because her great stats would mean more. I feel like she starts out just as terrible no matter which route you're on. Donnel's the unit I'd never try using above Hard but Awakening is kind of a different beast in regards to how it does difficulty.

Now I kind of want to make Queen Mozu. Have her enact a law that banes the creation of Faceless because seriously those things are a liability.

Walla posted:

I've soured on Mozu as a unit. She just takes too much investment compared to others. If you Heart Seal her immediately then she's much more capable, but she'll still want tonics and forges to be competent for several levels still. She grows into an insane unit if you put in the work, but I prefer units who are immediately useful. Passing on Archer to Niles, Effie and even Nyx can be great, but it's a shame her kids are stuck with Villager.

On the subject of Camilla's magic, a magic tonic in Chapter 10 is enough to let her 1 turn every single Oni Savage in the south on Hard, and it should still be true here.
Huh, after reading this I guess Nyx would actually like all the Archer skills a lot. Hell even a Dark Mage Nyx would love Sure Shot so she could actually hit things. Probably wouldn't be too much pain to suffer through a couple of levels in it if she had a magic bow... Now I feel silly for making a joke about it in my analysis!

I think I did the Camilla thing with an Odin pair-up once, didn't know you could use a tonic and save him for something else. Neat.

Faillen Angel posted:

Rhajat is a neat character because of how she compares to herself pre-Localization, as well as Tharja pre-and-post flanderization, but I can agree that her being Hayato's kid is a waste.

Meanwhile, as someone who really hated Severa in Awakening, Selena is refreshingly...tame. She's less aggro and more on the defensive in her supports, and that makes her more entertaining. Shame about her stats, though.
I barely remember any of Severa's supports in Awakening. I don't think I even read that many in the first place. I always assumed she was pretty much the same but now I want to go back and compare...

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters


Another day, another location on the map to conquer. The first two chapters were definitely tougher than hard mode, but this is where lunatic mode starts adding new enemies and weapons for the specific purpose of foiling easy solutions that would have worked on lower difficulties.



Just like me, Corrin is suffering for the amusement of others...



Mozu is an optional unit and therefore not accounted for by the chapter's deployment slots. Effie trades away her Bronze Lance to Mozu and hits the bench... I'm not planning on having Mozu attack anyone, but it's generally wise to make sure everybody has a weapon. The reason why she didn't have a weapon is because Silas took her Brass Naginata.

If you don't recruit Mozu then you'll be able to deploy your entire army until you reach Chapter 11, which is plenty enough time for a first time player to learn who they do and do not want to use. I do wish they let you bring along Mozu without having to bench someone else. This gets especially annoying in Revelation where Mozu will most likely be the fifth addition to your crappy 4 person army and you still have to get rid of someone to bring her along.



Here we have our first Seize map of the game. The throne and the boss sat upon it are right in the middle of the map which is actually kind of cool. Seize maps are weird in Fates in that literally any of your units can seize the point and end the map. This is most likely because the edition of Casual mode means that you could have your main characters be defeated and still continue playing the map. I don't think I even realised Corrin wasn't the only one who could seize until I had played the game a few times already.



This handy map (image links to the guide I took it from) shows the location of reinforcements that will spawn in on the red squares when we enter the giant green square. Reinforcements in Fates are different from other games in that they are almost always linked to your progression through the map, not the number of turns that have passed. This stops you from waiting out troublesome ambushes, and it also means the game can hit you with some really nasty kaizo traps that can end a run if you're not prepared. They might not be same turn reinforcements but they're still a pain and honestly they're one of my least favourite parts of the game. You can at least block them from appearing if you stand on the stairs (despite what the FE wiki says!), but that doesn't always work for every chapter.



Helpfully labelled by the above image are these two. Nyx is a recruitable unit who will do nothing and be in no danger until spoken to by Corrin, Azura is playable from the start. If you do not realise Azura is playable then she can potentially end up being killed!



Lunatic change number one: this Shining Bow Archer. The Shining Bow deals magical damage instead of physical, and also does a lot more damage in general. The unit who's wielding it has a magic stat above the usual generic enemy value of 0 to make sure they are actually threatening. This change isn't particularly hard to deal with if you know it's there, but it can lead to a dead Effie or Silas if you try luring Archers over the wall with a physical tank holding a Javelin like you could in normal or hard.



There's also this jerk, who's got a basic healing rod as well as an Enfeeble staff. Enfeeble is a ranged staff that hits the target with -4 to every stat, recovering at a rate of 1 point per turn like all debuffs do. She won't move but her range is enough to cover many vital chokepoints or otherwise safe places to lure enemies from.



The most direct entrance to the fort is through 5 decently powerful units, two of which come with Seal Defense. It is usually best to ignore them and go around, optionally baiting them from the back if you want the EXP. Although, hmm, looking at their stats... It would only take a 31 might magic attack to kill this Spear Fighter in one hit, denying him a chance to activate his skill. But who could possibly deal that much damage?



Corrin is only 4 points short. Odin gives 3 from a pair-up, but I think I can reach the magic 31 without a tonic...



Anyway, time to start. Nyx has been reading this thread and she is not happy to hear what people have been saying about her.



Azura has been skipping cutscenes like I have so she doesn't know why she's here either. There's currently a large amount of enemies between us and her, but the game is obviously hinting at something she could do to help us.



It turns out the + 1 might from being next to Elise will push Corrin up to 31 attack without the need for spending any money on tonics. This means I can lure out one spearman and defeat them on enemy phase. Unfortunately reliance on Elise prevents Corrin from standing any closer...



...the Spear Fighter moves right up to Corrin and does nothing. This is a great introduction to another mechanic of Conquest, which is enemies that will not bother attacking units they cannot damage or hit. The combination of Elise's personal, Jakob's Gentilihomme skill, and the forest tile Corrin's standing on make her too bulky to damage... That's annoying! In fact that's so annoying I'm going to restart and place my units more sensibly.



There we go. 1 damage makes much more sense to go for than 0 and so this brave soldier gleefully rides to his demise. That's... 1 enemy out of 4 dealt with!



Azura begins her stealth mission towards that chest in the room above her. For some reason they decided to imprison her with a Chest Key, but you could always pretend it's like a hair pin or something. Azura is the type of mysterious girl who would know how to pick a lock.



In my last playthrough of my game I was able to take out every single one of these enemies with an Effie holding a Javelin who had procced defense and HP every single level. Both that solution and my high damage magical Corrin ones aren't really as likely to work if you didn't have as good luck with stat growth RNG...



Silas sure is a strong boy. I'm hoping he can put that strength to good use in Chapter 10, maybe even one-shot a Ninja or two.



Corrin then ruins my whole strategy by whiffing a 90% and getting her defense sealed anyway. It happens...



Thankfully the rest of my army was able to clean up almost every other combatant, leaving only a single spearman who can't kill anyone on his turn.



Another uncharacteristically bulky level for Niles! Please keep those up.

He also grabs Movement + 1, a skill that gives... one extra point of movement. Obviously it is very useful.



The lone spearman predictably goes for the guy who can't fight back, failing to damage him but somehow sealing his defense anyway because skills are jerks.



Azura manages to reclaim her stolen goods. There is one extremely bad enemy in this chapter whose stats are low enough for Azura to use this weapon against him.



He will patrol the hallways near Azura in a fixed pattern. Unlike every other generic he does not have maxed weapon rank. On my last playthrough I captured him because I thought it would be funny to own the worst unit in all of Conquest. And it was!



This is not that guy but Silas does annihilate him in one hit. Next time pair up with a guy who gives you defense!



Arthur uses his powers as a lightning rod for misfortune by standing in range of the Enfeeble Shrine Maiden who will gladly waste its uses against him. She has four in total, all of which can be wasted like this. Units will not target somebody who has been recently hit with an Enfeeble however so if you do want to turtle through a cleric who's using it then you'll have to cycle between a couple of targets.



Uusually I go south instead of east from the start, so Nyx is just kinda stood there waiting for someone to notice her. Normally she'll tell you you can break down the wall north of her after recruitment, but in this case I'm breaking it down to recruit her so she won't bother.



This is the purpose of Azura's stealth infiltration: turning on the sprinkler system to distract the guards. Or melt them, in this case. This dragon vein will hurt everybody, not just the enemies, but that's no issue here. It will however not effect the defensive support partners of units standing in it, so those paired up spearmen will switch to their full health buddy when they go to attack me.



I cannot reach the boss of this chapter yet, but he's nevertheless now relevant because of his Rally Defense skill. He'll use his every turn to boost the bulk of the archers in his throne room, making it hard to beat them through the walls. Compounded with the Enfeeble cleric, you'll struggle to hurt them at all. It is however nice to be rid of them now rather than later so I will suffer through the slow and painful process of luring them out.



Jakob level



I create an optimal formation to bait out Archers while the rest of my gang recruits Nyx. I was sort of hoping I could beat this chapter without turtling through all the Enfeeble uses but the way it's going I seem to be doing that anyway.



Now that Azura's done all the damage she can, I want her to head towards the rest of my party. She can't reach them without going through enemies that will kill her in one round of combat but she can at least get a little closer.



Nyx is yet another "looks like a little girl but is actually a legal adult and like a thousand years old" character. Her design is nowhere near as gross as Nowi's though, she does at least look like she could be an adult. When I first saw her I just thought she was small and grouchy and not cursed to be forever young.



Anyway, here she is, the infamous Nyx! She's decently fast and pretty powerful, although compared to my RNG blessed Odin that's a little hard to see. Otherwise if a stat isn't speed or magic she's not interested. She is... not very good.

Incidentally the lore behind her is she's an incredibly gifted mage who accidentally cursed herself to never age, something she's not very happy about. As a character she's actually quite interesting, and unlike Nowi who is a 1,000 year old baby, Nyx is a cranky old woman who looks like a teenager. She's a bit less gross than this type of character usually is.



At some point somebody is going to have to venture into this meat grinder corridor. A lot of the Spear Fighters have Seal Def so the Enfeeble being gone or not barely even matters. All of them will aggro when you enter their range so you have to be prepared to commit to your assualt.



Niles eats the last Enfeeble and shows you what your combat looks like when somebody takes away all your stats. At least it's gone now.



Azura could trigger enemy reinforcements if you're not careful with where you put her. 9 units suddenly appearing on the map will overwhelm your entire army and absolutely get her killed!



She has no choice... but to fight... It's the only fight she'll ever win so may as well let her.



Okay fine, time to engage the enemy in the most cowardly way possible. I could be more aggressive but seal skills that lower stats mid-phase shut down the part of my brain that does numbers so I'm not convinced I wouldn't screw up my maths.



...okay that wasn't so bad. I couldn't get somebody in the chokepoint but I did manage to keep all my squishy units out of range.



Azura's one and only kill. It' a shame that tight corridors force a specific angle that makes it hard to see anything but her weird wedding dress veil thing.



I had jokes for both of these levels, but you don't see the quotes when I only post the bottom screen so there wouldn't be context for either of them. Booo.



This skill lowers the resistance of enemies around you. In most cases it's a slightly better Magic + 2.



At last, Azura is here! Victory dance to celebrate! I don't think she gets to talk to anybody until the map ends.



Occupying two sets of stairs lets me trigger the reinforcements without dumping half the population of Hoshido on top of me. The four spear fighters that did spawn however are still a little tricky...



Dual weapons reverse the weapon triangle and double its effects, and there's also a jerk with a magic weapon too. At least these weapons actually come from Hoshido unlike the Shining Bow and the Enfeeble staff.



Niles does Niles things and gets a Niles level. Don't be fooled by the last two, this is what his levels usually look like.



Jakob does a Jakob thing and gets... these stats are all meaningless to me, all he's doing is healing!



It took my whole army to contain four guys, and one of them is still alive on enemy phase. This is why I chose to not let the others spawn!



Strength does matter a little for Azura. Since she's holding a weapon she can partake in dual strikes, and as a Dancer she'll often be standing near your other units. It's pretty hilarious when she does manage to assist in kills!



Oh yeah right the treasure. Some people choose to enter the fort from this direction instead of the other two. Maybe it's a better strategy?



HP, nice. I feel as if she's slacking on the magic front a little.



You only get two of these staves in the entirity of Conquest and you really, really do not want to miss a single one. Annoyingly enough, they're most useful in the game's final map, which means I tend to not use them at all until literally the last possible moment. But you really do want to make sure you grab the chests they're in!



Time for the boss! This guy sucks. Most bosses get special enemy-only weapons that are 1-2 range with no penalties at all. Haitaka has Seal Defense and he's on a throne, making him annoying to hit and dangerous to engage twice with the same unit.



I want to throw my Pokeball at him but attempting to capture a unit lowers Niles's already shaky accuracy, and he's barely able to hurt him at all! This will be a team effort.



Arthur participates in a dual guard and becomes even more angular. What a hero.



Odin can take a single hit, allowing him to do the Dark Mage strategy of standing next to an enemy and making them feel so uncomfortable that they become easier to hit. That's basically what the Heartseeker skill is.



Time for the winning throw!







Now this is Elise's fort!



I guess the Hoshidans aren't perfect after all. This does seem especially petty, but I'd hate to have to fight an enemy Dancer.



Just jangle a pair of keys in front of her face until she gets tired Azura.


Next time: I do an invasion to put off Chapter 10.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Blaze Dragon posted:

You're incorrect in how Casual Mode works. If your Lord gets taken down, you still lose (or a Mila's Turnwheel/Divine Pulse is forcefully triggered if you have any). I'm not sure why Seize was changed, I imagine it's just to make it less annoying, since ferrying the Lord to a specific spot was a pain and genuinely added little to nothing beyond tedium to gameplay.
I'm kind of mixed on how they changed seize maps. Getting the lord to the end was kind of annoying sometimes, but being able to seize with anybody makes seize maps feel like defeat boss maps with one pointless extra step. Although I am the type of player who will rout most maps anyway so maybe it doesn't matter.

No comment on the lord thing, the wiki and other people seem to disagree but I've never actually checked for myself...

Walla posted:

I appreciate Odin as a unit because in the places he's useful he lets me not have to think. There's so many things that go on in some maps that with Odin and Nosferatu I just have to make sure he can survive the next turn, and it takes much less mental math to do so. The sustain that provides means I can just let him handle a portion of a map and place my mental energy elsewhere. He does often need tonics and a pair up to pull it off, but that's true of everyone.

I still need to actually try Archer Nyx, but I imagine she would perform well as long as you have the proper expectations. Level 9 Nyx sealed to Outlaw will be able to one round every unpaired pegasus in Chapter 10, meaning she is equally as effective as Niles and twice as effective as Mozu in this task. I just don't think her speed will be as high as an Archer, and her strength definitely won't be enough. But Adventurer Nyx with Quick Draw and Sure Shot would wreck poo poo with a Shining Bow.

Also, I'm disappointed you didn't use Odin to bait units on turn 1. Standing in the woods with Elise next to him he could have baited both an Archer and Spear Fighter and survived.
Not thinking is nice. Conquest sometimes makes you use your brain too much. As for Odin, maybe I should have used him, I haven't really gotten to show off Nosferatu yet... but I am glad I got to show off Dragonstone Corrin's OHKO potential.

Keldulas posted:

As bad as the writing in this game is, I actually like the writing on this map. Azura got screwed by your defection, so the Hoshidans try to kill her. She's fleeing/hiding, and has to sneak to a chest to grab a weapon so she can fend for herself. It's reasonable map-based story-telling, which is neat to see.

I think Conquest overloads on the gimmicky maps, but there are some real interesting ideas that were executed competently enough in the process. Far better than Birthright, which just goes for over-huge tedious maps that get boring really quickly.

I used Azura in dual-attacks a LOT. Mainly because it was funny, but her also being actually reasonably competent at it. Still remember her most common combat bark. "Look me in the eyes!".

Sadly, I never finished Conquest, which I find a pity. I blame playing it right after Birthright and the hot steaming garbage that was. So the parts of Conquest which were similar to Birthright had way less tolerance from me, and I just kind of said 'gently caress it'.
Azura's little stealth adventure is definitely a fun idea, but it does get a bit tedious when you're doing it on subsequent playthroughs since you're always doing the same thing.

All the Conquest maps I've done so far are really bad in their BR equivalents. I don't hate all of Birthright's maps but compare Fort Dragonfall or the Ice Tribe to their Birthright versions and the difference in quality really is huge.

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midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

We are loving under attack!!!

To allow every player to experience battles in their castle even if they don't have friends or an internet connection, Fates gives you 3 optional "invasions" that you will unlock as you progress through the game. Each invasion is a battle in which you must defend your castle's throne from a variety of enemies, although what enemies you'll face in each one depends on the route you're playing. Not surprisingly, Conquest gives you the hardest ones.

Normally castle battles are worth 0 EXP in Conquest, but because there's a set amount of these invasions and they can't be farmed for EXP, the game lets you gain EXP from defeating enemies as normal. The first invasion is basically a free win and a great chance to build supports and feed kills to your weaker units. But the second two...



Anyway who cares about that because we got some Cabbages!!! Cabbages boost Resistance when cooked in the Mess Hall. They're also good for you, which is why they don't taste particularly exciting.



In prepartion for this invasion I shall try to arrange my castle a little more defensively. There's not really a lot you can do in the first place since enemies can easily destroy any buildings you place in their way, but it's at the very least handy to put in some effort since the location of buildings will determine where your units can be placed.



Haitaka won't join our army unless we give him some jewelry and a steak dinner. My only other option is to constantly attempt to persuade him between chapters. I don't really care about actually using him so I'll just yell at him until he joins and then bench him.



Silas & Jakob get a C support, Arthur and Elise get an A one. I'm not transcribing these supports but some of them are genuinely good. Elise and Arthur's was very sweet! I bet their eventual S support will completely ruin that sweetness.



Oh I didn't mention this before, but Naginata weapons (Hoshidan lances) provide +1 def and res to the user, at the cost of being a little weaker than Nohrian lances. Mozu's Brass Naginata has gone to Silas in case he ever needs to sacrifice power for more bulk.



Time for the invasion. At the bottom we have a bunch of paired up Mercenaries. The boss is slightly stronger than his cohorts and is carrying a Goddess Icon, which may or may not go to Niles again.



On the left and on the right are some generally unimpressive mounted units. As a general rule, the enemies at the left and right of an invasion will be much less weaker than the ones at the bottom, but they will also be closer to the throne.



Oh and here's Lilith, positioned in the middle. She won't move but she will attack enemies with her long-range breath. If this were Birthright she would have a long-range heal, and if this were Rev she would have both. I've been giving her all my Malk between missions so she's full of Vitamin R.



Every building is a deployment slot, which means you'll need to have placed at least 10 units to bring the maximum amount of people. Which is just enough to leave Effie behind...

I've piled all my buildings at the left and right, so I can immediately handle the invaders on either side and then have my army meet in the middle to handle the boss and his cronies.



Some buildings will boost the stats of your units so long as they're intact, so you might see some big damage numbers that don't quite make sense. A smart player can position those buildings as far away from the enemies as possible to ensure they last throughout the whole fight, but I kinda just placed them wherever.



Maybe I should skip some of these levels. I like posting them as they happen to give a sense of the flow of the battle, but I'm already out of commentary for Azura.



The problem with having your deployment slots scattered everywhere is sometimes you forget people are even there. Jakob... can go find someone to heal.



Behold, OHKOs! Odin Dark's true power is revealed...!

(he's got +6 attack from nyx & the treehouse building and wyverns have terrible res)



Property damage! The prison is destroyed, and all my captives get sweet, sweet freedom!!!

Nah just kidding it'll be back when the map is over. Enemies will destroy buildings if they can, generally prefering to do so over attacking your units. But sometimes they won't? Honestly, the AI's unpredictability makes me not like these battles. Sometimes they'll ignore both targets and rush straight for your throne.



Here's an example of the AI's weird behaviour. I guess these Mercs wanted to avoid Lilith's range so they go to the right for some reason. How annoying.



The demise of my damage-boosting treehouse makes everybody suddenly stop being so OP. This is fine, it means two people can get combat experience from this enemy!



GO UP NOT RIGHT YOU'RE INVADING WRONG!!! I swear, medieval invaders have had hot oil dumped on them for less.



Oh, I... might have blocked off these bridges by placing this building in the wrong place. I blame the contractors, my designs were perfect!



Hmm, Azura levels up pretty fast. Much faster than dancers normally do!



All is now right in the world, the invaders are coming back up the middle. All my army is gathered to take down and Lilith can take potshots at them.



bap

If only I could bring her on missions : (



I forgot to mention this earlier, but this is a big part of how Conquest makes invasions tricky. You place your unit on the throne to defend it, the enemy Lunges themselves into your position and then captures it the next turn. Any invasion without a Lunge or an Entrap unit can just be cheesed by putting your best tank on the throne and not deploying anyone else.



Bye bye boss. Corrin and Silas form a chokepoint on a two tile bridge and everybody else attacks over it.



Aw yeah. I hadn't mentioned it before, but Corrin's doing really will with HP. Most units in this game have pretty awful HP growths but she seems to be proccing it a lot.



Noooo, he missed strength!!! I guess that streak couldn't last forever. Good job on everything else though.



This guy has an Armourslayer as well as the Steel Sword he's got equipped. That's the type of thing that can trip you up and get someone killed, although I didn't actually bring anyone vulnerable to it.



Having helpfully chipped a couple of enemies, Lilith gracefully exits the map. Don't worry, she'll come back. She respawns just like buildings do.



An important thing to note in this game is that the multiplier for Killer weapon crits is actually x4, not x3! So a crit from this guy would have killed Odin, had he the chance to hit him in the first place. I once got a unit killed by a killer weapon crit from an attack that would have otherwise done 1 damage when my own unit had 4 HP left. It was humiliating.



Odin really wants to be a good unit this run. Who am I to stop him?



Niles becomes more Nileslike. Yay Niles.



Oh I forgot to screencap the end slate but I think that was 12 turns? I also got two DVP which means I can afford two buildings! Invasions give 2 and a half DVP as a reward for completing them which is very cool.


...invasions are short and the next update will likely be quite long so I'm getting a load of castle stuff out of the way here.




Silas x Corrin A, Niles x Mozu & Odin x Niles B, everyone else C. All of these conversations were genuinely interesting, I'm a little sad I'm not posting them. You can probably find them pretty easily if you search though.





Am I ready for Chapter 10? Maybe... I'll definitely be buying a tonic or two before then.




Azura
Songstress (HS: Sky Knight)
A+ Support Classes: Elise (Troubadour)
Personal Skill: Healing Descant (Allies within 2 tiles recover up to 10% of their HP at the start of player phase)
Growths (With Default Class):
HP: 25% (25)
STR: 50% (60)
MAG: 25% (25)
SKL: 60% (70)
SPD: 60% (70)
LCK: 40% (60)
DEF: 15% (15)
RES: 35% (35)

Azura is this game's Dancer unit, although what she actually does is sing. There is no FE game in which a Dancer is not, at the very least, one of your best units. Letting one of your units move again is just a really really useful thing! It lets you move units farther than they normally could in a turn, it allows your best combatant to attack twice, it lets you fix positioning errors... No matter how you play the game, you're always going to want to make room in your army for your dancer.

Azura however is special in that the mechanics of Fates are really kind to her. There are three things she has going for her that most other dancers don't, and those are: Special Dance, Dual Attacks, and the Shelter skill.

Special Dance is a skill that Azura gets at level 10 that boosts the Skill, Luck, and Speed stats of the unit she dances by 3 points for a turn. Thanks to her early join time and the high rate at which she earns EXP, she'll probably unlock it quite soon. Dual Attacks allow Azura to make use of her weirdly high strength growth without ever initating combat herself, something a dancer pretty much never wants to do. It also lets her contribute to combat without ever getting hit, something that would otherwise spell doom for her. Lastly, the Shelter skill can let her dance more than a single term per turn, although it takes some setup and isn't easy to pull off. An unpaired Azura dances a unit, another unit Shelters her, a third unit swaps Azura from the Shelter unit's formation to their own and then swaps their formation, putting Azura in front so she can dance again. She won't be able to move from where she is without ending her turn, but if you plan carefully you can absolutely do some neat tricks with two dances in a turn regardless.

Combatwise, Azura hits fast and hard and dies if anything ever hits her back. Some Dancers can be weirdly tanky when fed EXP, Azura is not one of them. She's also quite viable as a combat unit, especially as a Kinshi Knight where she can take advantage of high mobility and ranged weapons to strike without being hit, but the waste of her refresh ability is absolutely not worth the cost unless you're just messing around. If you want then you can grind Azura to level 40 in Chapter 5 if you have like 3 hours spare to get a briefly monstrous combat unit, but you should never do this.

Azura's growths matter more when considering her as a mother. Her kids will be fast and strong and not impacted too hard in the magic department if they're meant to be magical attackers, but they will be a bit squishy. Regardless of husband she will always have a unique child of her own, Shigure, so you will need to consider the stats of her husband when marrying her off if you want to optimise your child units.

Friendship sealing her with Elise is absolutely not worth it so don't bother unless you really don't want a Dancer. I guess Azura could make use of some of the class's passive abilities, but even then you'd be depriving yourself of refreshes for at least a chapter...

TL;DR:
Pros
  • She is a Dancer
  • Surprisngly good dual attack utility
  • Heals close allies with her personal skill
  • Will always have twins, giving you two child paralogues, one of which is easy EXP
  • Can dance twice in one turn with careful use of Shelter
  • Seriously she's a dancer what else do you need

Cons
  • Squishy

My Rating: Should maybe consider learning a second song to sing


Nyx
Dark Mage (HS: Outlaw)
A+ Support Classes: Mozu (Archer), Effie (Knight), Charlotte (Fighter)
Personal Skill: Countercurse (Enemies receive half the magical damage they inflict on enemy phase)
Growths (With Default Class):
HP: 30% (30)
STR: 5% (15)
MAG: 50% (70)
SKL: 35% (35)
SPD: 50% (60)
LCK: 20% (20)
DEF: 15% (20)
RES: 30% (40)

Oh boy, it's time for the worst unit in Conquest...? Second worst, perhaps? Maybe third or fourth? I think there's some not so good prepromotes and kids with awkward recruitment chapters that you could say are less useful. If you don't consider pair-up stats to be part of a unit's useabiliy then I think you could argue she's better than Charlotte...? Maybe Benny too if you're super into good turncounts?

Anyway. Nyx has exactly two good stats, magic and speed. And they are both pretty good, although I don't think a natural 50% in two good stats is enough to justify a complete lack of growths anywhere else. She hits fast and hard and can do so with relative safety. Odin, who is otherwise a great Nosferatu tank, struggles a little in the "actually dealing magical damage" department, so she's definitely got that over him. Elise requires a Master Seal in order to make use of her great offensive stats, Camilla's magic is pretty bad, and Leo won't be showing up for a while, so Nyx does have some time as the best user of tomes to deal actual damage. Otherwise... she's not very good.

Nyx's absolute non-existant bulk makes her rather hard to use. Her HP and defense will rise once in a blue moon, and her average resistance fails to tank much when her HP is so low. Countercurse, while a cool ability in theory, does not do very well when the target barely has any HP to countercurse with in the first place. Nyx will die if anybody so much as thinks mean thoughts in her direction. Her skill and luck are also atrocious so she's going to have trouble hitting a lot, and be in danger of getting crit to death by any attack that isn't already one-shotting her. Her bad accuracy can be fixed somehwhat by Heartseeker, but standing right next to an enemy more often than not means eating a counterattack she really can't afford to face. It is safe to say that she will really struggle tanking with Nosferatu without tonics or a great support partner.

Otherwise, Nyx is mostly there for her utility. As a support partner she gives magic and speed, making her a great wife for Odin or Leo. Her stats mean any kid she has will be fast and magical, although even glass cannons like Ophelia don't appreciate Nyx making their defenses even worse. As an Outlaw she can open locks and shoot enemies from far away with the Shining Bow, and maybe even kill some flying units with regular ones if her weapon is good enough. Adventurer Nyx can make use of her magic stat to heal, too. A Nyx who's going to be a support partner and nothing else is a good candidate for early promotion, something she'll only need to earn a single level to qualify for. As a Dark Knight or Sorcerer she can even contribute fairly well to early game combat before eventually turning into a stat backpack.

Nyx is definitely an underwhelming unit, but even she has ways to contribute even without seeing any combat at all. I think that makes her better than a lot of other games's bad characters. That's pretty cool! And if you really want, you can give her a good support partner, some statboosters, and maybe a tonic or two, and she'll be a cool offensive mage who can last into the lategame. She's certainly not unusable!

Friendship seal wise, Nyx can potentially appreciate the Archer class. It'll make her more accurate and give her some cool skills she can take back into classes that suit her more. She can also get HP + 5 from Fighter if you really want...? And if you really, really want, you can make her a General and slap a Bolt Axe on her. I'm sure that would at the very least be pretty funny.

TL;DR:
Pros
  • Passable base stats, high tome rank, and proximity to level 10 make her able to be useful offensively right after joining
  • Probably your best offensive mage for the earlygame without reclassing Elise
  • A very good wife for the magically inclined

Cons
  • Poor accuracy limits her offensive capability
  • Terrible bulk, dies to almost anything
  • Needs reclasses to function as a support unit beyond being a stat backpack
  • Requires heavy investment to be worth using over mages such as Leo past the earlygame

My Rating: The third best girl in Hades?


Next time: Camilla.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

theshim posted:

It says something about Nyx that even in the Bad Units Run I was doing of Conquest on Hard, I was legitimately unable to find a use for Nyx past Chapter 10. She's simply too squishy to ever see combat in any amount, and even her killing power is unimpressive. She was relegated to permanent backpack duty immediately after finishing off one or two enemies in the next level, while every other unit (yes, even Charlotte and Felicia) still saw plenty of combat.
If I could change unit stats in this game I'd love to give Nyx a little boost. Like maybe give her a little more HP so she can do some countercursing... And give her like +20% in magic and speed. Go all out with the glass cannon thing. I think either her or Setsuna have the lowest growths of any non-prepromote unit in this game?

FoolyCharged posted:

But Charlotte is good?
okay maybe saying charlotte was worse in combat than nyx was mean : (

I like Charlotte and she's fun but her poor bases make her feel frustrating to use, and she's quite a late joiner too. It doesn't help that her join chapter saddles her with a Steel Axe she can't hit anything with and Gamble to make her accuracy even worse. I think if they made her join 3 levels higher and bumped her stats up to match I'd like her a lot more.

Walla posted:

Thanks to this lp I'm playing along, but on Hard mode. I've got Bow Knight Felicia, Cavalier Arthur and Archer Nyx and I'm also about to do Chapter 10.
Nice! Good luck, I hope Archer Nyx turns out well.

Keldulas posted:

Well, to be fair to myself, I never looked at the world map for Fates because Fates generally sucks on the writing coherency.

To be less fair to myself, I don't generally look at video game world maps anyways.

When it comes to Fates, the best the writing can really be is good on an individual scale. But your points made, even ignoring the world map thing, kind of make this one fall apart even on that level. A pity, I was actually trying to give the game some credit and look where that got me.
I'll be honest I kind of just assumed Fort Dragonfall was on the border too. I have 0 idea where anything is in this game.

Faillen Angel posted:

i did kinshi knight azura just to get her amaterasu and she capped all of her offensive stats by the time she got it LOL

She's such a menace and possibly worth feeding your Seraph Robes to

Unfortunately unlike Olivia who can be fed Spirit Dust and given Swordfaire to make the Levin Sword a usable ranged option, Azura can never get Lancefaire without specifically marrying Corrin exactly.
I considered mentioning Amaterasu in my analysis of her, it stacks nicely with her innate healing and is cool. I just wasn't really sure it was worth the grind to get it.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters


It's time for the most infamous chapter in all of Conquest. Either it's the best chapter in the entire game and possibly the best defend chapter in the entire series, or it's a horrible nightmarish slog that can get you stuck for hours. Or maybe it's both of those things.



Some prep work must be done for this chapter. Green is the best colour in the weapon triangle for this chapter (I really hope they keep colour coding it, it's very nice and makes it more intuitive if you know that grass (green) beats water (blue), and so on).

The Steel Bow is for Niles so he can do more damage, the Iron Axe is a mystery tool that will help us later. I do already have one but Elise is using it.



Silas is a firm believer in Wyvern Rider Elise, although she's a way off of being one woman stampede yet. Seeing a port with a cracked wall makes me nostalgic for Paper Mario 2. When does Bobbery join our party, I want the treasure behind it.



Takumi is here and he is upset. Understandably so, considering the circumstances in which we left Hoshido.



Okay! Time for this absolute doozy of a chapter. There's a lot going on here, but it's hard to properly understand what needs doing until you've played it through once before.

The objective is to stop any enemy from seizing the four green tiles at the top of the map. The best way to do this is not to pile all your best units at the top and make a big wall like some defend chapters want you to do, but rather to go on the offensive early to wipe out as many enemies as you can and keep the front line as far away from the objective as possible. Trying to play this map any other way will get you overwhelmed in the last few turns when all the enemies begin to aggro and the reinforcements start pouring in in huge numbers.

Alternatively if you're a pro you can just rout the map with a load of carefully built units. It is possible to do this but I have never managed it!


There's also 4 houses that aren't in any danger, besides the danger of the map ending before we can reach them. Two of them are basically free, the other two require some aggression on your part. The hardest one to visit is also the least vital, but it's still in your best interests to grab them all.



Takumi is here too. He won't move, and you can't end the map early or stop reinforcements by defeating him, but he will activate a dragon vein on turn 6 or so which will make things harder for you. You can either ignore him the entire map or you can play super aggressively to take him out before he activates his thing. He drops an Elixir if you beat him but honestly it's not worth defeating him for that alone.

He's equipped with the enemy (or paid DLC) only skill Point Blank, allowing him to attack at 1 range so he's not a complete sitting duck. He's also got Wary Fighter to prevent you from doubling him (and the other way around but he's too slow for that anyway), as well as his own personal weapon Fujin Yumi, which hurts and gives him a not-insignificant crit rate. Unless you know what you're doing I would leave him be.



His retainers are also here, and they serve as minibosses for the map. Hinata guards the left side, Oboro guards the right (and also a village). Nither one will move until either Takumi activates his dragon vein or you enter their range, but they will move to assist enemies in dual strikes and then retreat after that if nobody else is in their range.

Hinata gets + 6 speed and + 10 def when attacking, and Oboro gets both Seal Def and Strength. They also get move + 1 thanks to Lunatic. Keep away from them unless you've got a plan to defeat them.



This little square where we start comes with 3 different siege weapons, 2 bow ones and a magic one. They can't kill units and they don't give EXP to the user, but they can weaken them and they deal damage in an area of effect around where you aimed. It might seem strange that the game gives you one Fire Orb and two Ballistae when you've got two Dark Mages and only one Outlaw, but there's a few reclasses you could have done up to this point that would let you shoot both Ballistae at once.



A good Effie could one-shot these Ninjas, as well as Silas if he's got a good weapon or pair-up. Unfortunately mine cannot do that even with a tonic, and I don't have any partners to spare for him. Considering how blessed mine was in strength I think he'd need to be able to wield a Steel Lance to do it.



All that said and done, the best way to play this chapter is to just wing it, fail horribly, and then patch up your mistakes on the second attempt. I gave Odin a defense tonic, Niles a defense and HP tonic, and Elise a skill and strength tonic. A little expensive, but they should come in handy!



Oh and this is most important of all. Trust me!



Before I begin: a lesson on overextending, and the deceitful nature of the 83% hit. Seriously never trust 83 or 87 in this game those two numbers are evil. This happened when I made an incredibly aggresive play that relied on Corrin hitting a good but not perfect hit. Moves like this aren't so bad early in the chapter, but the more painful a reset would be the less of a great idea they become! Good thing this wasn't an ironman.



First of all, Niles visits the village on the right. This is nice, but I won't be promoting anyone just yet.



Silas drops Corrin into range of these Onis. Sometimes a Corrin can double and kill these enemies with the Yato, but mine is a bit too slow for that so she has to rely on the Dragonstone and dual strikes instead.



Elise flies over the wall to defeat some Spear Fighters on enemy phase. She could do so with an Iron Axe, but taking a tonic allows her to do it with a Bronze one while still having passable accuracy.



Passable as in "82%", which when she needs to hit twice to kill is not perfect.



Here come the Sky Knights. Some of these are aggressive and will target your units, some will ignore them and head straight for the objective, although I think those ones will still attack your units if they can do so while also expending all of their movement in the direction of the objective? I think this first wave will always try to attack you if they can.



Odin finds that one good house that gives money instead of chocolate. He and Nyx will be handling the left side by themselves.



Niles softens up the approaching Archers so he can finish them off when they attack him. The enemy archers will use your Ballistae against you if they can so it's important to make sure they don't get that far.



Sometimes numbers work out in your favour by sheer coincidence. What a lovely clean kill.



Silas and Corrin really have been making a great team. If Corrin missed then Elise could fly over to mop up, but she didn't.



Careful positioning lets Azura be safe from the approaching Sky Knights. They can't double her and don't deal enough damage to kill, but I'd still prefer they attacked my stronger units who could hit them harder in retaliation.



Silas's position allows him to take out a second Ninja on enemy phase, but at the cost of eating a direct shurriken hit and a debuff. Steel Shurrikens lower strength so this does inconvenience me quite a bit,



I don't think it would be impossible for an Elise with C rank axes to one-shot these Sky Knights, so long as she had a strength boosting meal in addition to the pair-up and tonics she has now. She would probably miss them though.


...what I probably should have gone for was making her fast enough to double instead. Too late for that now!



Some reinforcements of your own will show up around turn 3. Don't listen to Beruka, she's an assassin so her moral judgements are questionable at best.



Some reinforcements and also the best unit in the entire game. They did make me cry, Camilla... They ruined my first attempt by killing Silas : (



Big sister is here to save the day! Some prepromoted units come with "flaws", for "balance". Camilla is unfamiliar with the concept. There is a lot to say about Camilla but right now what you need to know is that she flies, she one-rounds nearly every single enemy on the map, and she barely takes any damage in return. She will also earn about 1 EXP per kill but don't let that make you reluctant to use her, this map is absolutely balanced around the introduction of Camilla and you are going to have a horrible time if you don't use her.

Watch out for Archers though. They still two-shot her.



Beruka joins at the exact same time as Camilla, doing her no favours as far as first impressions go. Once she gets going she's a very distinct unit with her own niche, but right now she's effectively a Camilla with less range and much worse stats. She won't be one-rounding anything but her great mobility and flight still make her a good option for dealing with Sky Knights. Let Camilla lead the charge while Beruka mops up stray enemies and defends the point.

Selena is here too, although she's definitely the least useful of the three. Just like Beruka she can assist in mopping up stragglers, or she can be paired up with someone else who might need the extra speed. If you want then you can have her visit the rightmost house right next to her joining location to have her pick up the Master Seal, promote her with it, and then have her shoot things with a ballista or a Bronze Bow if you've got one going spare. Doing so will ruin her longterm viability but if you know she's going to end up benched or as a pair-up partner it's not a bad option.



The three of them are a bit far from the action. At least they're in position to wipe out that Sky Knight!



Camilla shows up to grab the Iron Axe and Azura dancers her to send her off on her merry way. Knowing that Camilla and her gang will show up lets you plan around her, which is part of why this map can be so much trickier on a blind playthrough.



Camilla can double Sky Knights with Iron, or one-shot them with Steel. I'm not actually sure how the maths works out here, but I always assumed the Iron option was safer. With a 1 RN system that probably wouldn't be the case, but with Conquest's 1.5 RN one then maybe...?



It sure is taking a long time for these Onis to break down this wall. Odin shall give them a slurp of encouragement.



Waiting on the ballista will make sure the Archers can't take it for themselves. It also lets Niles shoot everyone who's coming to approach him. The Archers he can counterattack, not not the Spear Fighters...



Selena makes herself useful and cleans up the targets Elise failed to hit. High accuracy trumps weapon triangle advantage in this case.



Beruka will help Niles take down the Spear Fighters once the Archers are gone.



Jakob would never miss a target with his 20 skill. It's a shame he stopped getting strength...



Silas hides behind a wall to attack so he doesn't get himself killed in the same way he did last time. Of course this time Corrin hits a 3% crit instead of missing like she did before.



oh you will, will you

Camilla gets a clean kill on Oboro when equipped with an Iron Axe. Otherwise she'd need extra support to make the double, and a unit who does not kill Oboro will find themselves saddled with -6 strength and defense. Taking out Oboro like this early in the chapter is extremely helpful, and it also means every other enemy in her posse will throw themselves against Camilla and die too. A Camilla who whiffs either of her 88% hits however is going to get saddled with -6 attack and defense, so be warned!



Tonics let Niles tank these Archers without dying. Normally I'd give him a strength tonic too, but with the Steel Bow or prior ballista damage he can still make the kill.



It is in fact possible for Camilla to be worn down by mere mortals, and some of these Onis have a 1% crit chance against her. You'd have to be unlucky for it to happen, but it can.



Now this is the true power of Odin. Takes a hit, counterattacks and restores all the damage back. Odin can tank this single tile chokepoint with ease.



This map is starting to get crowded. Can't we just do a Robin and set their boats on fire?



Beruka can take these fighters out with dual strike assistance. Niles takes the oppurunity to heal with a Vulnerary.



Camilla might be the MVP, but Azura allows her to be Camilla twice in one turn.



Silas's job is now to hide behind a wall and throw things at ninjas. It's not glamorous, but it's helpful.



Selena doesn't need this vulnerary. It was awfully kind of her to bring it with her.



> : (



Oops, there goes the wall! And there goes Silas's job.



The paired-up Sky Knights have arrived. This formation doesn't make them much more effective in combat, but it does force you to defeat two units instead of one to halt their advance.



Camilla once again demonstrates that the enemy cannot seal your stats if they are dead. The first round of Spear Fighters from the left didn't have this skill, but these ones do.



The Dual Club is a normally Hoshido-exclusive axe that reverses the weapon triangle. Useless in this chapter, but very handy otherwise. This villager portrait is cute...



All tribute has been gathered. I don't know who this will go to. + 2 defense is nice but missing this statbooster isn't the end of the world. If I had to choose I'd take the club over it.



Oh no you don't! Sending Niles up to the right means he can't shoot all the Sky Knights, but some are dumb enough to get close.



The worst thing about the sky duos is that they both lower Camilla's accuracy and become too fast to get doubled by the Iron Axe, making her prone to unlikely but still possible chapter ruining misses. Thankfully none of them are close enough to the objective for a miss to be fatal.



Wiping out this Sky Knight in addition to all those Spear Fighters on enemy phase will be worth luring Hinata over. Camilla won't be much good against him, but my other units should be able to take him out...



I don't think these ones are aggressive but Azura gets a protective wall build around her just in case.



Some of these Onis have Lunge to prevent you from cheesing this one-tile chokepoint. Thankfully it's nothing but a nuissance here.



He's not exactly threatening to Camilla but he's also not dead, which means my other units will have to deal with him.







Takumi demonstrates the immense power of dragon veins and drains the entire ocean to stop us... Or maybe he just swaps it from high tide to low tide. Either way, the map is now looking very empty, and what used to be chokepoints is now empty space for the enemies to run through unobstructed.



Dual guard means Niles can tank these Archers without dying. The ability to counterattack and build dual guard gage twice as fast makes units significantly tankier.



Not great, but being bulkier will help Odin a lot right now.



The always helpful Silas turns a gamble into much less of a risk. If I had planned this better I would be using VoF Silas to rout the map instead of just having him chuck Javelins.



It could be over if Corrin just walked those weird dragony hooves a couple of feet forward and stepped on his neck. Go on, do it! You're evil now.



Three 15s in a row. A very appealing stat spread. Oh and also a pretty great level.



Finally hit that 20% strength. Might even see a couple more of those before she promotes...



The last wave of reinforcements is here and it is a big one. This group might look far away, but with no water to block their approach they will quickly become a problem. As was pointed out earlier in the thread, a Camilla with a magic tonic and a thunder tome could one-round all of these Oni Savages even if they attacked from a distance. Unfortunately I forgot to give her one.



The appearence of this Ninja messes with my plans a little. Odin can tank these other guys, but the Ninja complicates things... He retreats just out of range of both the Ninja and an Oni with lunge who could drag him back in range.



Pairing up Beruka with Camilla is a bit of a tradeoff. An unpaired Camilla is at risk of being worn down or crit by Onis, but with the defense boost she also becomes too bulky for some of them to bother attacking. I'd rather play it safe though.



Very nice.



Niles helps weaken the oncoming invaders a little. It is in fact possible to shoot your own allies so don't do that.



Hmm, maybe Odin needed an HP tonic to make this a bit safer. He can still retreat but he is rapidly running out of retreat room.



It doesn't help that half my army is all the way down here. Maybe I overextended a little.



It's fine, this is looking more manageable. An Effie pair-up might have benefitted Odin more than a Nyx one - his bulk is a little flimsy and hitting enemies too hard with Nosferatu means there will be less HP to steal back on the second hit.



3D maps are cool and all but I didn't even notice that guy was there, hiding behind his friend and under the bridge.



Ooooh I don't like this. It kills, but there's that 1% chance of death...



It went fine, but Silas still ate a counterattack I didn't want him to.



I managed to untangle this mess, but that was scary! I think I focused so hard on pushing forward that I forgot to defend the actual objective, it was a mad dash to get my army back in time to back up Odin.



One more turn. I can win this! Don't worry about that Sky Knight, they are absolutely going to die.



If only Elise had reached this earlier! Then she could have missed all those Sky Knights with a Steel Axe instead of a Bronze one.



Last level before the end, and it's a good one. Bulk is rare for Azura and any point she gets might end up being a hit she survives on one HP.



That... was stressful. Always is!

I think I could have done this better. Corrin and Silas were two of my best units and yet they didn't do much beyond the first few turns, and Niles might have been better used in the middle where he could have shot down more Sky Knights. I don't know who would have fought all the Archers in his stead though.



I didn't! But one day I'll pull off the Takumi boss kill flex.


Next time: Hexing Rod

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Effie bends the bars of Haitaka's cell and grants him his freedom. He's so grateful that he joins our group. Possibly because anybody who could bend steel bars could easily do the same or worse to human bones.



As I said before I'm not planning on using him, but Haitaka could easily be slotted into your army as an actual unit for the long term. I won't post his growths because if I did that for every generic I'd be here forever, but he's got 65% str, 60% speed, and 45% def as a Spear Fighter, and combined with his great bases that's pretty nuts! Definitely makes up for his complete lack of supports. Unfortunately he's only got 20% luck and his base isn't good either.

He also has Quick Riposte, Rally Defense, and Seal Defense. Rally Defense is the biggest part of his appeal, and even if it is a Wyvern Lord skill that's easily accessible in Conquest it's not something you'd be able to get this early in the game. He would also get the Swap skill if you leveled him up once, a nice positioning tool that's otherwise unavailable without a specific talent from Corrin.



Maybe you can't gamble at the Lottery, but you can gamble in the Arena. Cabbages don't grow in my castle so I'm betting the one I got at the Lottery to get more. Units can't die here, but you do lose whatever you bet if they don't win. The potential loss of dinner doesn't quite inspire that mix of excitement and fear that a potential loss of life does.



Nice. I have three of these now. Considering Odin's personal revolves around forges, maybe I should forge him a Thunder tome... He did just win in the arena after all.



Forging in this game requires you combine 2 of the same item along with giving up some materials. My castle's material is Emeralds, which is used to forge bows. To forge anything else I'll have to swap it for another ore at a rather terrible exchange rate.



You don't get to choose what stats you forge like you do in most other games. Each level of forge increases stats a little. Other attributes such as accuracy won't start going up until we reach higher forge levels, and they scale rather weirdly. A level 2 forge would only put 2 extra hit on this thing despire also giving it 4 extra might.

To forge a level 2 tome I'd need to combine 2 level 1 forged tomes. So the amount of tomes needed goes up in powers of 2. The maximum level of forge would require 256 tomes, which is... expensive.



Can you guess what I've been playing recently? Naming weapons after video game references feels a little lame but it's the type of thing Odin would want. All that stops him from being a Gamer is that video games don't exist in his world. I need to give the tome 12 characters or more so it will activate his personal skill and give him extra crit when he uses it.

...upon editing I feel the need to clarify that's capital G Gamer like in the way Gamemaster Anthony is a gamer, not in the way someone like Notch is a Gamer. I wouldn't slander my boy Odin like that.



Beruka x Camilla C. Not many supports this time around. Beruka is Camilla's retainer so their support builds very fast. But there is one more I can unlock...



Arthur x Elise S. They are married now. This would be very sweet if it weren't also a bit creepy. Again, liege x retainer supports build faster than others which is why this one unlocked so fast.



Just like Awakening, S supports make babies! Unlike Awakening, there is absolutely no good reason why they make babies. Everybody who's played Fates knows about the Deeprealms, everybody who's played Fates hates the Deeprealms. I won't beat that dead horse.

Instead I'll say that story contrivances aside, I actually like the child units in Fates more than Awakening! From a gameplay perspective, anyway. Somehow the kids in Awakening all feel a bit samey to me - they're all Est/Villager style units who start out bad but end up amazing. Not particularly helpful when they first join, but they become super good when you feed them EXP. Unfortunately that's kind of everyone in Awakening, it's a game where the best way to play is to pick a very small handful of units, feed them all your EXP, and demolish every map with them. I never really understood why you'd replace the parents with their kids in the first place, since they've most likely already gone through the "start off bad but rapidly snowball into amazing" stage. Maybe that's just because I've played too much Lunatic mode.

Well besides "because they're cool". Optimising kids and giving them fun hair colours and silly skills is the entire point and it is very fun grind them up and demolish the game with silly big numbers. There is a degree of min-maxing silliness that's not really possible in Fates. I just think that outside of the super hard paid DLC there's nothing the kids can do that their parents can't already, and they take more effort to get there.

The join level of child units in Fates scales with your story progress, so they'll likely join around the same level as the rest of your army. Fates's exp formula is much less friendly to overleveling than Awakening's too, so it's not really possible to overlevel a parent and have them far beyond the power of their kids by the time they join. Instead of starting off bad and being able to grow past their parents and replace them, they're more on the same power level and tend to be different rather than strictly better. It's up to personal preference which system you prefer, but I like how Fates does it more.



All that aside, let's take a peak at this child's joining chapter. I'm not going to recruit them just yet, but there's no harm in taking a look. Visiting this chapter now and then backing out won't stop both the kid and the map itself from being different if we come back later.



All that stuff aside, I... don't actually want to use Percy. I might change my mind later, I might not. Elise's influence as a mother will turn any unit into a magical glass cannon, a thing which is good for magic users but less so for physical attackers. Percy's access to a mixed class in Malig Knight make it plausible for him to mixed, so he's one of the few physical-leaning units who won't be ruined by having Elise's genes. Unfortunately I'm planning on using both Malig Elise and Malig Camilla so Percy's going to be a kind of weird middle ground between the two who will have trouble fitting onto my team.



Unlike Awakening, the map difficulty also scales with game progress. Or at least the enemy levels do. The enemies are all level 9 or 10, but they're still equipped with super good skills and there's absolutely loads of them to fight. Camilla could probably take on most of the map herself since she's still very powerful compared to the enemies we're fighting, but I'm going to delay the map just a little so I've got more of the units recruited that I would want to give EXP to.





Here is everyone. No Camilla because she hasn't gained a single level, but I am planning on using her!




Camilla
Malig Knight (HS: Dark Mage)
A+ Support Classes: Elise (Troubadour), Selena (Mercenary), Beruka (Fighter)
Personal Skill: Rose's Thorns (+3 damage dealt and -1 damage taken for allies within 1 space)
Growths (With Default Class):
HP: 40% (40)
STR: 50% (65)
MAG: 25% (40)
SKL: 50% (60)
SPD: 55% (60)
LCK: 25% (25)
DEF: 35% (45)
RES: 45% (60)

It's Camilla! From the title of this LP! She's famous!

Camilla... is good. Really really good. Easily the best unit in the game, unless you value Azura's dancing abilities more. There's a lot to say about why she's so good, but she is really, really... good.

Malig Knight is an amazing class to have this early, and possibly one of the best classes in the game. 8 move, high stats all around, an amazing set of skills, and access to two very good weapon types that allow her to attack from both sides of the spectrum. Camilla's magic stat isn't particularly great, but she loses absolutely nothing from having the option to use it regardless. Not only are her base stats high for how early in the game she joins, they'd be good even if she joined at a time where all your other units had been promoted, too. Take away Camilla's promotion gains and she's got 18 strength, 18 speed, and 17 defense, a combination that's easily on par with some unit's level 20 unpromoted stats...

...except Camilla was actually promoted at level 10. Camilla's internal level is that of a unit who promoted the instant she was able to, which means she earns EXP at the rate a level 15 unpromoted unit would. Normally promoting this early would come at the cost of performance in the lategame, but Camilla absolutely gets to have her cake and eat it too. She still won't earn any EXP in her joining chapter, but from that point onwards she will level up noticeably faster than a 20/1 promoted unit would, meaning she can demolish foes much weaker than her and still earn a decent enough reward for it. I personally wouldn't feed Camilla kills she doesn't need to make until chapter 13 or so, but there's nothing stopping you from demolishing entire maps with her if you want. She's not invincible, thanks to her weakness to bows and wyrmslayers, but enemies will otherwise struggle to get through her solid defenses.

Much like Elise's, Camilla's personal skill is also an amazing support tool, although it won't actually benefit her in any way. Unlike Elise however she's much more capable of fighting on the front line, making it much easier to grant the bonuses it gives to other units in the thick of battle. A great way to feed EXP to other units is to have Camilla weaken an enemy with a weak magical attack, and then have another unit stand next to her to receieve +3 to their damage output and deal the finishing blow.

Camilla's growths are absolutely through the roof, which is usually a rare thing for a prepromote. 50% strength and 55% speed put her on a level similar to units like Mozu, Charlotte, and Peri, except unlike them Camilla doesn't have to suffer through mediocre bulk or bad base stats. Any child she's the mother of is going to have high growths, and likely will inherit a great Malig Knight skill too. There is pretty much no child in this game who would not appreciate her as a mother, which makes it all the more a shame there's only one of her to marry off.

Camilla does have some flaws, beyond those of the class she joins in. Her starting skill is a little shaky and her luck stat is mediocre, and won't be getting any better thanks to her bad 25% growth. That's nothing a Goddess Icon can't fix, but it's still a minor issue. Camilla might start off completely indistructable, but as you progress through the game she'll slowly come down to earth and end up a "merely" above average unit as the difference between her and the rest of your army lessens. An earlygame Camilla is unstoppable, a lategame Camilla starts to lean towards being more of a fast but slightly fragile attacker with some accuracy issues.

Camilla has a few reclass options, although she's still a great unit even if she never leaves her base class. Wyvern Lord is the most obvious, trading her mediocre magic for better stats elsewhere. It's not a bad option, but reclassing her will make her miss out on Savage Blow and Trample, so you might end up reclassing her back at some point just to grab them. Sorcerer can be fun but isn't really an optimal choice, especially since her magic isn't so hot. Bow Breaker can be a useful unlock late in the game, although bow users have so many ways to raise their hit rate and will most likely kill her in a single hit if they hit her in a flying class, so it might just be better not to let her near any archers. Heartseeker and Malefic Aura can fix her accuracy issues and help her magic damage output as a Malig Knight a little. Dark Knight is just going to be a worse Malig Knight.

Camilla can also A+ support Beruka to snag the Fighter class. Berserker Camilla will bring her strength and speed through the roof and make her a much better Charlotte, although it will also make her luck issues even worse. At the very least it's not a bad idea to swap into Fighter briefly to grab HP + 5. Supporting her with Selena is also an option, but unless you really want her to be a Bow Knight for whatever reason it's better to go with Beruka instead. Her A+ support with Elise isn't worth it unless you want to dress her up as a maid, which, you know, fair enough. You do that if you want to!

TL;DR:

Pros:
  • Amazing join class and amazing base stats
  • Brilliant growths that can easily be specialised further with reclasses
  • Earns EXP faster than the average prepromote
  • A great mother to any child
  • Highest natural mobility out of any dragon vein user
  • Amazing even as a support unit thanks to her personal skill, can use weak tomes to set up kills for others

Cons:
  • Mediocre skill base and bad luck base and growths hamper her accuracy
  • Is merely mortal and still vulnerable to specialised weaponry

My Rating: booby


Selena
Mercenary (HS: Sky Knight)
A+ Support Classes: Camilla (Wyvern Rider), Beruka (Wyvern Rider), Peri (Cavalier)
Personal Skill: Fierce Rival (If user is supporting a character in attack stance and the lead units gets a critical hit, this unit will also crit (attack can still miss, does not activate for weapons that cannot crit))
Growths (With Default Class):
HP: 40% (50)
STR: 30% (45)
MAG: 5% (5)
SKL: 25% (45)
SPD: 45% (60)
LCK: 30% (35)
DEF: 45% (55)
RES: 30% (35)

Selena... well she's not awful, and she's got some things going for that nobody else does, but the two units she joins with really don't do her any favours by comparison. Neither does her personality...

Selena's got a strange stat distribution that makes her a weird sort of mix between a dodge tank and a regular tank. Defense as a second highest growth is odd to see for an infantry sword unit. Her base stats are actually pretty decent for her join level, and she's fast enough to double most enemy types with no help. Unfortunately, while her high speed and defense make her good at surviving combat, she's not so good at actually hurting the enemy.

Selena's growths aren't very good in a lot of areas, and without the solid boosts that the Mercenary class gives she's just a unit with okay bulk and speed and not much else. As a Hero she'll be pretty balanced all round with capable enough offenses. As a Bow Knight she'll be fine too, although both her offenses and defenses will take a hit. A prepromote Bow Knight Selena can be useful enough in the short term, and will make a great support partner for whoever she marries, or even Camilla.

What is interesting about Selena is her access to the Sky Knight class. Excellent mobility aside, the class doesn't do her any favours in terms of combat. It sticks her with E rank lances, it makes her offense even worse and takes away some of her bulk, and mostly just makes her fast and nothing else. She will at least have good resistance in addition to decent defense! Sky Knight Selena however will have access to the amazing Rally Speed skill, otherwise only available through Azura and her children or Corrin (or a Percy with Beruka as his mother thanks to Conquest's weird way of dealing with inheritance). What you can do if you want is reclass Selena into a Sky Knight, raise her to level 5 promoted, and then use a Friendship Seal to grab Wyvern Lord from Camilla or Beruka and end up with a fast, bulky Wyvern Lord with two different rallies (3 if you dip into Bow Knight for Rally Skill) and an already build lance rank. The Wyvern Rider class is not a bad fit all for Selena, it shores up her mediocre offense, it compliments her already good bulk, and she'll still keep her good speed. You may instead prefer to reclass her into a wyvern as soon as possible and only dip into Sky Knight for the rally skill, which is probably better for her stats but will use up an extra seal.

Otherwise she's a perfectly fine support partner and not a terrible mother. Oh and her personal skill is an excellent example of integrating a character's personality into their gameplay... and also is pretty much useless. I'm sure you can get some good use out of it if you try, but I don't think I've ever had it activate.

TL;DR:

Pros:
  • Has a niche as a fast and bulky unit
  • Has another niche in being able to access the normally Hoshidan Sky Knight class
  • Can be promoted early very easily in Chapter 10 to provide temporary combat utility and good support bonuses

Cons:
  • Bad offenses and mediocre growths
  • Her best reclass options don't make any use of her sword rank
  • Mediocre growths make her not great as a mother for some children

My Rating: The Hatsune Miku hair colour should have been canon.


Beruka
Wyvern Rider (HS: Fighter)
A+ Support Classes: Camilla (Dark Mage), Selena (Mercenary), Charlotte (Fighter)
Personal Skill Opportunist (+4 damage dealt when attacking an enemy that cannot counterattack)
Growths (With Default Class):
HP: 45% (55)
STR: 30% (45)
MAG: 10% (15)
SKL: 55% (65)
SPD: 30% (40)
LCK: 45% (50)
DEF: 40% (60)
RES: 20% (20)

Beruka is a unit that's easy to overlook thanks to joining at the exact same time as Camilla, while on all fronts appearing to be a worse version of her. That is definitely not true in practice, but even if it were, a worse version of the best unit in the game would still be a good unit.

Beruka is bulky. As a professional assassin you might expect her to be fast and strong but die to a stiff breeze, but Beruka is a Knight with wings. High bulk, skill, and luck is a rather weird combination of stats for a flying unit, and it's part of what makes her such a unique and interesting character. Beruka makes an incredibly good "bait" unit. Fly her ahead into a swarm of enemies, watch her not die, and then pick off the weakened soldiers that attacked her with the rest of your army. Her strength growth might be pretty awful, but her solid base and strength + 2 skill means she'll still be hitting hard for a while.

Opportunist is a fun skill, and is effectively Quick Draw but for cowards. Beruka's super high skill and luck mean she'll have high accuracy even with awful ranged weapons such as Hand Axes, so she can chuck those from range to insure she gets the damage bonuses. The +4 damage bonus, Beruka's... not non-existant magic growth, and her mediocre strength make Malig Knight not a terrible promotion option for her. She will be doing okay damage slinging tomes thanks to Opportunist, and Savage Blow will make her player phase contributions even more useful. I wouldn't recommend it unless her growths work out weirdly or you really want a good Savage Blow player phase unit, but it's not an awful alternative to Wyvern Lord.

In any other Fire Emblem game, reclassing your Wyvern Rider into a Fighter would be the worst deal imaginable, but Fighter's base stats and growths complement Beruka's weird stat spread extremely well. It'll shore up her bad strength and speed, while her naturally great accuracy and bulk will make up for the class's inherent flaws. Beruka is probably the only unit in the entire game who would want to run Gamble 100% of the time, thanks to how naturally accurate she is. HP + 5 will help her bulk even more, and Rally Strength from Berserker will compliment Wyvern Lord's Rally Defense nicely, so it's worth dipping into at least temporarily.

Otherwise Beruka makes a good pair-up partner and a not great mother. Her A+ support options aren't worth much, although she might like Quick Riposte from Mercenary. Also did you know that Beruka in Revelation is the only first gen unit able to fill all five of her skill slots with rallies without having to marry Corrin?

TL;DR:

Pros:
  • Flying brick who can be supported either to have good offenses in addition to defenses, or to make her nigh-unkillable
  • Amazing personal skill lets her hit hard despite mediocre offensive stats
  • Wyvern Rider & Fighter is possibly one of the best class combinations in the entire game, both compliment her natural stats excellently
  • Great accuracy makes her a reliable attacker

Cons:
  • Underwhelming offenses and speed limit her combat potential when not attacking on player phase
  • Low strength and speed make her a dubious choice for a mother when optimising children
  • Weakness to bows and wyrmslayers limit her defensive capability in her default class


My Rating: "..."

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters
A lot of people have said they're trying out Conquest again because of this LP, and that makes me very happy. I wish you all the best of luck!


Obligatum VII posted:

Dump all those performance enhancing drugs you've been pointlessly hoarding on her. Charlotte would absolutely use them without a second thought.

They're actually curled up hands with like... fingers. The design is awful and creepy and I hate it so much.
If I had plans to use Charlotte this run I'd maybe consider doing that, although speedwings are what I'd want her to have the most and I don't think you get any until she's already been in your army for a little while.

I forgot about the fingers. Dragon Corrin is extremely creepy but I kind of like how they look just because of how weird the design is.

Natural 20 posted:

This is the peak of Conquest. This map is absolutely incredible, the Dragon Vein gimmick is brilliant and I beat this the first time by opting to kill Takumi early to stop the activation because I couldn't figure out how to win it defensively. Camilla in particular also feels great to use as you have this monster of a unit flying around murdering everything in sight. It felt amazing to do and I left feeling incredibly proud of myself for coming up with that as a solution.

To me, at least on Lunatic, the game is all downhill from here. Where maps like and of this difficulty are great, they need to be placed sparsely lest a player begins to feel exhausted by the game. Going forward, almost every single map is going to be as hard as or more difficult than this map, with gimmicks that aren't nearly as good. And it is mentally exhausting, Quickly, the triumph of a hard fought victory, like here becomes relief that you don't have to do x map again. There is a balance between difficulty and enjoyable play and Conquest Lunatic unfortunately doesn't get that balance right going forward. (I say as someone LPing Three Houses Maddening right now and loving it)

It's probably unfortunate for me that Selena is my favourite character in Fire Emblem by miles because I was never ever going to give up on her and holy poo poo did she turn out badly for me, even classed into Great Lord with the DLC.
I do get what you mean about the high density of difficult maps, but what stops them from being overwhelming for me is how few of them require you to play fast. Even some of the trickiest ones like Takumi's Great Wall will let you sit still and reorganise your army for as long as you want to deal with the next obstacle. A long string of chapters like 10 and 12 would definitely get exhausting, so I appreciate slow turtley chapters like the one I'm about to do.

Walla posted:

This is my favorite map in the game, and it's up there for favorite in the series. One thing that's great is there isn't a right way to do it. I usually route everyone except Takumi, though I didn't manage it on my current run.

Odin always handles the archers. With a pair up and some tonics he's in no danger from them and counters at range. A sword guy with an attack pair up can handle the onis to the left: usually Servant and Corrin/Silas since the first pair are free kills and the first Throwing Club jerk will always go for maximum damage, which is usually your servant. Niles softens the Onis in the south twice and the remaining sword guy with an attack pair up can bait and kill for easy cleanup. Hold the middle, Odin takes right and someone else takes left while Camilla controls the southeast.

2 archers make this map a breeze. Archer Nyx with a +1 Bronze Bow can one-shot every single pegasus on the map, so level 1 Mozu should be able to do the same? But maybe Nyx gets more strength from Archer than Mozu does, I don't have a spare Heart Seal to check.

Walla posted:

I don't like the kids in Fates. With few exceptions their personalities are horrid, and unless you go out of your way to put some powerful skills on them they often end up the same or worse than the units you already have.

Percy is a great example. You can throw Elbow Room on him easily and give him a great mom like Effie and he'll do maybe 1 point more damage than Beruka at base with less defense. So he's a worse Beruka, and that's true for all of them.

Velouria and Ophelia are pretty much the only kids who have worked out for me. The rest are only good for the rewards their paralogues bring.

Also if you're going to instantly promote Selena, you may as well make her a Kinshi Knight. She'll basically be a copy of Reina from Birthright.
I think what I like about Chapter 10 is how it feels like it's designed exactly with the units you could have in mind, yet it's also very flexible in how you can do it. As difficult as it is, it never feels like you're being asked to do anything unreasonable, and there's lots of ways to approach it. It would probably suck in an Ironman though.

I still prefer the Fates kids even if they're easier to screw up with a mediocre parent. Some kids like Sophie can be worse versions of their father if you're not careful but I still appreciate that they can be immediately useful if they join promoted unlike the Awakening kids who are hard to make work in no-grind runs, at least on the higher difficulties. Ones gated behind high difficulty maps like Noire and Inigo while still having bad joining stats are the worst.

theshim posted:

Not much to add other than the fact that every time I've used Selena she's turned out to be extremely solid, for some reason.


No idea what that drawing is a reference to but I love it. Do you have a source?

Cythereal posted:

I've been reading Fates' supports and mission scripts.

Ryoma doesn't even tell his kid where Hoshido is. He is quite possibly the worst dad in the entire game, and boy is that saying something.
God Ryoma is absolutely the world's worst father. Shiro deserves a cooler dad!

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters


Time to visit the Rainbow Sage. This is something that happens in every route, and every time there's a different gimmick. In Birthright, you face a bunch of enemies that have one stat capped and one at 0, with some really weird setups like a capped res no defense General. In Revelation, the gimmick is... there isn't a gimmick, unlike every other map in that route.



Awesome.



Sorry Selena & Beruka, I have no plans to use either of you... besides as support partners, maybe. Camilla's coming along since even if she won't be earning much EXP, she will help me not die.



This is a very strange map even before you get into the weird gimmicks it has. It consists of 6 different rooms, each linked by flights of stairs. Your units can warp between rooms using the stair tiles, which is a free action that costs no movement and doesn't end your turn. You can even use any excess movement you had left over when you entered the stairs. The left and righthand rooms are each separate paths that branch off of the starting room and meet back in the middle.

While normally a little tricky, this map is very easy to turtle your way through thanks to the amazing defensive utility of stairs and the complete lack of any sort of time pressure. The enemies in each room cannot use the stairs and will only aggro if one of your units enters a room or enters their range, and will walk back to their starting positions if you leave. Lunatic mode however throws a few curveballs...



The lunge ninja room now has an Oni with a Hammer. He's meant to make it a lot harder to beat this room with Effie and a Javelin, who takes little damage and can potentially one-shot a Ninja before it can Lunge her.



The room with the Hexing Rod and all the miracle Diviners now has an Archer. Camilla cheeses this room really easily and barely minds the Hexing Rod at all, but this Archer can easily kill her.



The room with all the Onis has a Seal Speed Ninja to slow down any speedy sword or tome user you were planning on beating the room with. Normally you could throw Corrin or Selena or Odin into this room and be fine.



Lastly, the Counter Archer room has a Diviner to, uhh... well I'll be honest he doesn't really do much of anything. I guess he's there to be able to attack Niles without being counterattacked, but Niles barely fears him at all. He's just there to complete the pattern.



Oh and the Samurai room has a Diviner and a Ninja to mess with your physically defensive units. This room is the deadliest of all, and also the only one that's non-optional. Fun!



There's no real need to split your army, but it makes things go a little faster. Corrin is going with the right gang but can't change her starting position. Camilla, Jakob, and Azura really want to be on both sides, but they're going on the right since I think they'll be more useful there. There's also a chest to grab on both sides but with no time limit Niles can swing by to grab both when the chapter's nearly over.



Nosferatu Odin is a no brain strat that clears out this room easily. Almost every unit here has Counter, but unlike Awakening it does not trigger on enemy phase, meaning the enemy cannot run straight at you to kill you with it. If it did work like that then the Diviner would be a lot harder to deal with!




Corrin and Silas wait just outside the Ninja's range. Unfortunately this also puts them in range of Rinkah, who hits hard and attacks at a distance.



Odin's brief streak of glory is over. Back to these types of levels...



Vow of Friendship activates to allow Silas to absolutely annihilate this ninja. Once again, the best way to deal with debuffs is to one-shot the unit that gives them.



Jakob and Camilla were standing here as backup but they can easily escape back up the stairs now they're not needed.



When Azura's got nothing else to do she should ideally be building supports with someone, who in this case is Jakob. Both of them are support units who don't contribute much to combat, so they have a lot in common!



Who needs careful positioning when you have Nosferatu? This Archer has counter but you can't counter when you're dead.



Oh and Setsuna is here too. She does not have counter, but she does have a special bow that lets her attack at either range, as well as Quick Riposte. Much like her playable self in Birthright she's not very threatening here.



Can't let Odin get all the EXP. Heartseeker lowers Setsuna's avoid so Elise doesn't miss her and get turned into a fine red mist in retaliation.



Decent.



Camilla will spoon feed her sister kills by heckling the enemy from a distance. Clubs are weaker than Axes but have higher crit rates, but Camilla doesn't care even if she does get crit.



...immediately I regret this because Camilla eats a -6 res debuff. All the Onis have Seal Resistance to soften up your units for the next room. You can just wait 6 turns for the buffs to go away though.



I do wish Rinkah would join you after this chapter, if only so someone else could grab her cool class. What's Hoshido ever done for her?



Time to not heal Corrin because I'm saving VoF for later. I must be vigilant and not heal her reflexively whenever I see her low HP bar.



This room looks a little challenging. If you can one-round the Oni then he can't Lunge you and he poses no threat. But I don't think I can...



Elise could just about reach the threshold with a Steel Axe, but if she misses (and she'd have a pretty good chance to) then she'd be toast. Odin meanwhile is nowhere near fast enough to double.



Unless...?



Niles's support gives him exactly enough speed to double the Oni. Of course that's entirely unnecessary if he's just going to do this.



Meanwhile, Camilla needs to be able to one-shot this Archer and double him to dispose of him with no danger of Miracle activating. It's merely a 4% chance for this unit, but that's still a 4% chance of Camilla getting arrow'd.



Nobody here will move unless you enter their range, so I can move my units forward while I figure it out.



This jerk comes with a Hexing Rod, a Hoshidan staff that cuts a unit's max HP in half... for the rest of the chapter. It does not wear off and you cannot restore it with an item or skill. You either need to take out the wielder quickly or find some bait who doesn't mind getting their HP cut in half.

Of course Azama is very resistant to being taken out quickly, thanks to his good bulk and plethora of skills that make rushing him a bad idea. He's got Counter, Miracle, and a personal skill that acts as a slightly worse counter but only when he's unequipped. Said skill is completely useless for him as a playable character but will ruin your day when he's an enemy.



Or I could just... not put her in range of the Archer and lure all the Diviners over instead. I'll wait for her res to recover before I do that though.



Meanwhile nobody I have on the left side wants to be in the ninja room, so progress on that front is going to have to wait.



Azura gets a lot of EXP when you're just waiting around for debuffs to go away.



Then I remembered that Jakob exists and would do a better job of luring the mages than Camilla would. He also doesn't mind eating a hex rod use at all, but that doesn't matter when it misses him anyway!



This is nice. Can't double even with Corrin's help though...



Begone, foul Archer. Miracle can't save him if he takes a hit at 1 HP!



This time Azama manages to hit his target, dropping Jakob's HP to almost nothing. Thankfully he'd still need to get hit 13 times by this mage before he dies.



Incidentally, Miracle proc'd twice here. It's only a 10% chance, but it's a 10% chance that will screw you if you rely on it not happening!



Oh you are so not defenseless. You're also a big jerk so you get no sympathy from me, even if your supports are kind of funny!



This is the divine retribution you get when you strike down a servant of the gods.



Okay, so. If I have Silas use his massive power to eliminate one dangerous enemy in this formation, I should be able to have him survive the enemy phase... Unfortunately there's a Poison Strike Ninja here, so I'm going to have to do some calculations in my head. Even if he can't damage Silas, he'll take 5 HP off at the end of combat, and lower his defense by 4...



I stalled three extra turns for this vital part of my plan: Inspiring Song (and not special dance like I called it in my analysis...). It will make Silas just fast enough to avoid being doubled by a Samurai with Life and Death, a deadly skill that increases damage dealt by both parties in combat by 10. Of course Silas would be strong enough to one shot him in retaliation, so in practice he wouldn't get to double, but...

...but I guess this skill was pointless after all? Oops.



Yeah that was definitely pointless. Whoopsie.



Here goes nothing. Those Samurai pairs wouldn't be a problem normally, but thanks to the Ninja debuffs they'll hurt Silas a decent amount. They also come with Lunge which means any attempt to lure the enemies over would instead have them drag my unit in range of everyone else.


I've done the calculations, Silas can survive! I hope. Dual guards and defense drops and poison strikes make my head hurt.



You'd think I couldn't complain about this, but even 1 extra point of bulk would really help right about now.



Yep, they were correct. Silas is alive, and everyone is softened up a bit and out of formation. Now this should be easy to clean up!



Now I just need to... escape somehow... Hmm.

Don't worry, this is a teaching moment! It is important to plan more than one phase in advance sometimes. The enemy is minus one Diviner but Silas cannot reach the stairs, and thanks to my VoF strategy both he and Corrin are on death's door, and all the healing I have is a Vulnerary.



Camilla grabs Jakob, gets Inspired by Azura, and doubles this Ninja. Inspiring Song saved me after all!



I switch to Corrin, she grabs Jakob, and stands next to Camilla and chugs a Vulnerary. All of this gives her as much bulk as physically possible. I deliberated on this a while and I think this was my best option...



Everybody decides to pile on Camilla instead, which I didn't really expect. I'm glad Azama missed her with a Hex earlier, but she still would be alive without the extra HP...



Unfortunately Corrin still can't escape, but she can kill this guy to make things easier...



And then Camilla can take back Jakob, make Corrin equip her Dragonstone, and use her speed to take out the lone Samurai. That's one enemy pair taken down...



Okay yep she definitely needed that Hexing Rod miss. I sure am glad things worked out the way they did.



Corrin still cannot escape, but Camilla flies down the stairs to be danced back up and put Jakob into position to give her a passive defense boost from the safety of this corner.



The reduced damage is greatly appreciated, even if it's only a small reduction.



Ohhhh my god that took like 20 minutes of panic thinking. But everyone is safe, and now they can be healed back up to full. I maybe could have planned that better, but I also could have planned that much worse!



A quick breather while everyone heals...



DIE



Well that fiasco extended the chapter by like 12 turns, and I still haven't found out how to beat the Ninja room with these clowns. Time to cheese it.



It's Kaze! And he's level 12. He joins at level 9 normally if he didn't get any EXP in the prologue chapters... Does this mean he'll be worth more EXP because I leveled him up a lot?

He's got Vantage and Heartseeker to mess you up a little, but otherwise he's just a slightly scarier Ninja than the rest of the ones in his room. I don't think his personal (Miracle but for units next to him, not himself) works when he's an enemy himself.



Pretty much all of these rooms are a lot easier if you cheat and do them from behind. If Camilla had gone down the left side instead I'd have done this with her...



I pressed start to skip the animation and I missed a crit... And everybody else missed their EXP! Nice job, Niles.



Time to rob the Rainbow Sage of his personal possessions. The Spirit Dust boosts magic, and the Enfeeble staff will be very useful for a boss next chapter...



Now to disentangle this mess. None of these fliers can actually move, but they've all got annoying skills. In addition to her own personal skill boosting her ally's attack by 2, she's also got Inspiration adding a further +2 to attack and defense. Not only that, but she's got an enemy/DLC only skill that makes her immune to anti-flier weapons and allows her to take advantage of terrain effects. So basically there's no point to her being a flier at all...



The jerks to the left and right of her have Bolt Naginatas. They don't hit hard, but they can surprise you.



Thankfully Hinoka's reluctance to move makes her and her friends easy to gang up on. Silas gets a boost from Camilla to one round this generic.



Silas is standing next to two royal princesses and is paired up with a third, he is invincible!



Silas,



Hinoka's personal cleric heals her back up. She's got an entire army to herself tucked away behind her...



Including these Samurai with Gentilihomme. They are mostly there for moral support.



Azura getting lots of levels is generally a sign I'm not playing very fast...



Only Wyvern Riders are allowed to be Corrin's sister.



How did this even happen? That's her worst growth! This place is cursed.



Well that could have been faster. I also could have been dead, so I'll accept it.



I'd say that's a complete lie, but Corrin's miraculous ability to not kill people by hitting them with a sword seems to be unique to Conquest.



Now we have a Ninja! His stats were better when we fought him just a second ago...


Next time: Pottery is disrespected.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

It's hard to believe Elise would have the strength to even pick up a pickaxe, let alone mine with one. She's probably just playing Minecraft.



I'd prefer to win ingredients I don't have from the lottery than minerals, since you can trade for those at the smithy. I think the only ingredients I still need are Wheat (defense), and Meat (strength).



The arena is a cool place to get to see Azura fight. The mechanics of the arena seem to favour units with high strength but poor defense, or at least that's how it seems to me. The optimal arena setup is your weakest unit paired with your strongest unit, which will make you face a weak unit paired with a strong unit. Your strong unit's dual attack will KO the enemy weak unit in a single hit if the difference in power is big enough, it doesn't matter if your weak unit would die in one hit on the counterattack.



I don't think I've actually stated any of my support plans so far, but this one was probably obvious. Corrin and Silas have been this playthrough's power couple. Childhood friendship turning into a romance is cute!



Although these cutscenes are always a little awkward. Pairing up fictional characters is fun but I don't want them telling me they love me, it's weird : (




Corrin & Jakob A, Silas & Azura C, Odin & Nyx B, Niles & Mozu A.

Odin and Nyx's support is absolutely hilarious. "Odin Dark" is just Owain from Awakening's LARP identity and he's distraught to have met a Dark Mage with a cooler origin story than what he's got.



Silas can have this as a wedding gift. His bulk isn't bad, but it is below average and I do want him to try the Sol Master Ninja combo later.



Pairing off Corrin and Silas has unlocked two different paralogues, although I'm not going to do either just yet. Because both of these paralogues are for characters not exclusive to Conquest, they'll be much easier in difficulty. The AI also won't act like it does in Conquest, meaning enemies will attack your units even if they can't hurt them. Both of these paralogues will always have a few promoted enemies no matter your progress through the story, which make them great sources of EXP if you can do them early enough.

...unfortunately I don't think either of these children are going to be very good. A +magic Corrin isn't quite the optimal mother for Sophie, Silas's child. Meanwhile, Kana, Corrin's child... sucks. I think the devs overcorrected when they saw how powerful Morgan could be in Awakening.



I'll do any essential shopping I need right before I start Chapter 12, but I just want to do this while I remember. The upcoming chapter is full of a lot of powerful ranged enemies, so the tonics are for Odin and Niles who'll be fighting most of them. The Steel Axe I just bought because it was on sale, but Camilla could do with a replacement after she gave hers away to Elise.





Everybody's stats pre-chapter 12. I'm a little nervous for this one, but I'm sure things will be fine...



Kaze
Ninja (HS: Samurai)
A+ Support Classes: Silas (Cavalier), Xander (Cavalier)
Personal Skill: Miraculous Save (When a partner in a support pair, grant lead unit a Luck% chance of surviving a fatal hit with 1 HP remaining if HP > 1. In other words, it gives the lead unit the Miracle skill (luck stat used is lead unit's, not Kaze's))
Growths (With default class):
HP: 55% (60)
STR: 40% (45)
MAG: 0% (0)
SKL: 45% (65)
SPD: 65% (85)
LCK: 20% (20)
DEF: 20% (25)
RES: 35% (50)

It's Kaze! The Hoshidan counterpart to Silas, Kaze will always join you, no matter the route. And unlike in Birthright, he's not going to get killed off by the plot if you don't have an A support with him!

Sometimes classes that are very annoying when used by the enemy turn out to mediocre in your own hands, but thankfully that is not the case with the Ninja. 1-2 range, debuffs, and great speed are all things you can use with great effectiveness, and Kaze is pretty much the quintessential ninja. He's fast, he's got great skill and great res, but his strength and physical bulk are lacking. His HP growth is deceptively high for an otherwise squishy unit, but don't expect it to make him into any sort of physical tank. Do expect him to absolutely tear enemy mages apart though, "mage killers" might be a bit of a meme in the Fire Emblem community but Kaze is absolutely built for being one thanks to his amazing res, 1-2 range, and weapon triangle advantage against tomes. His Luck is pretty bad though so you might want to feed him a Goddess Icon if you can spare one.

Debuffs and Poison Strike might make Kaze well suited for player phase combat and setting up enemies for kills, but the mechanics of dual guard make him a surprisingly good enemy phase tank, so long as he's got a good partner to help shore up his defense a little. If Kaze doubles every enemy, then he'll fill up the dual guard gauge entirely after two rounds of combat, effectively blocking 1 in 3 attacks. Combine this with his high tendency to dodge, and his bad bulk might end up mattering deceptively little. Kaze makes for a pretty good user of the Sol Master Ninja combo, and unlike Silas he's got a lot more flexibility in who he can support to use it. He will however struggle to deal as much damage as Silas can, and he is quite a lot more fragile too. Charlotte is a pretty great support partner for Kaze if you want him to pull it off (although Charlotte is a great support partner for nearly everyone), but Selena can also give him Sol access while also increasing his bulk a little.

Unfortunately, Kaze is lacking some of the tools that make ninjas so good that you would normally have in abundance in any other route. Shurriken weapons all give the user + 2 speed, but the only one Kaze has access to is the Steel Shurriken he joins with, which will slightly lower his avoid and make him require 1 more point of speed to double than a knife would. There is also the Flame Shurriken, but Kaze's non-existant magic makes it pretty much a joke weapon in his hands. Not having weapons such as the Dual and Sting Shurriken make him underperform compared to his Birthright self too, although at least in Conquest he won't have to compete with the amazing Saizo.

Kaze's only Friendship Seal options both give Cavalier, but it's not a bad source of skills for him. Reclassing into Paladin and leveling until he gets Defender will give him the three skills he wants the most. As an actual combat class however he'll function pretty mediocrely. Samurai also has some interesting skills for Kaze - Vantage can help with a Sol Master Ninja build, while Seal Strength and Duellists Blow make him great for softening up foes on player phase. Again however he'll be pretty underwhelming as a Samurai in combat.

Lastly, Kaze's kid comes with a great join chapter that is both an easy source of EXP and provides exclusive access to the Dragon Herbs, a stat booster that increases every stat by one. His daughter is also one of the few units to be able to access the Spendthrift skill, and her personal skill means she'll pick up Gold Bars more often than even Mozu can. As an actual combat unit she's pretty mediocre without a good mother so don't expect much from her in that department.

TL;DR:

Pros
  • Not the only unit with Ninja access (or Lockpick access) in Conquest, but a great one and the only one with a starting Knife rank and no seal required
  • Blazingly fast speed, one of the few units who can reliably double enemy Ninjas with support
  • A good support partner for increasing speed and providing access to the Ninja class
  • One of the few units capable of easily accessing the Sol Master Ninja combo
  • Good and both tanking and defeating mages
  • Can unlock a child paralogue that comes with a unique and powerful stat booster

Cons
  • Mediocre strength and underwhelming physical bulk require tonics or certain support partners to fix
  • Bad luck undercuts dodging ability and makes him susceptible to crits

...hmm, I feel like Kaze's huge list of pros and small list of cons might make him seem a little better than he actually is. He is good though, but maybe not that good!

My Rating: More handsome than his brother but not quite as powerful.

midnight lasagna fucked around with this message at 11:13 on Oct 12, 2021

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Obligatum VII posted:

It's funny that Takumi is actually an ok dad... you know, relative to the fact that all the parents in Fates are garbage for dumping their kids in the deeprealms. At least Takumi is supportive of his goober child.

You *do* have that dracoshield from the last map... Silas has been such a trooper, he has probably earned it.

How do you think those stat inverted enemies in the Hoshido path got the way they were, huh?
Takumi's support with Azura shows that he's actually quite good with kids, although I don't know if that trait comes up anywhere else. Takumi's got some issues but he's not a bad person.

I ended up taking your suggestion and giving Silas the shield. He probably deserves it.

Walla posted:

I really hate taking Kaze out of Ninja. His bulk isn't helped much by Hero, and E swords sucks with his low strength. I guess if you glued General Effie to him it could work. I'd think getting Hero from Selena would work better since he would hit harder acting as bait.

I also really like Mechanist for Kaze. It helps his bulk and range, E bows is fine for anyone who doubles everything in sight and he still provides +1 move on pair up.

Also if Kaze gains no levels in the prologue chapters then he only has a D rank and an Iron Shuriken. The penalty from Steel doesn't affect him because he will always double everything forever.
I sometimes use an Arms Scroll on Kaze when he promotes into Master Ninja, both to get him closer to S rank knives and to raise his sword level enough for him to be able to use Armourslayers. It's probably not the most efficient use of one but it does help if I need to reclass him.

I had no idea he could come with an Iron Shurriken, that's interesting...

SloppyDoughnuts posted:

I'm really confused by your child pairings. Are you just not planning on using any kids? it's weird that you wasted Elise on Percy, and why pair Silas and Corrin if they aren't good?
My pairings are almost entirely for the adult's benefit, not the child's. I have talked about liking the kids in this game more but I'm not really planning on using them much.

You have made me realise I've not talked about my pairings at all though. I'll do that next time I do a between chapters update.

Walla posted:

Arthur was important to give Elise speed and strength. And if you're going to abuse Vow of Friendship then you're going to have Silas and Corrin paired up constantly anyway.

Besides, Sophie's Paralogue is best for getting you a free Seal and a stat booster but you need stronger units for that. And Percy's gives you free money, but again you need better units to pull it off. And Kana's gives you some good XP, especially if you let the reinforcements arrive.

That's my read on it.
Those explanations are basically correct, yeah. Arthur's probably going to be benched when Elise hits Malig Knight, and I didn't pair Odin with Elise since neither of them would have been much help to each other in their current classes.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters


Time to smash some pots. This chapter is... interesting. It might actually be one of my favourite chapters in the game? Or at least it could be, if the central gimmick it uses didn't need you to have a guide open in order to not be trial and error.



I forgot that characters dress in their class outfits during cutscenes. Wyvern Elise looks... weird. If it weren't for the boob window I'd say it suits her.



Anyway, Elise has contracted a mysterious disease and honourable big bro Ryoma is holding the cure hostage unless we either surrender or kick his butt.



The Elise thing isn't just flavour - she's out of commission entirely for this chapter. If you reclassed your servant and Elise is your only healer then this can come as a nasty surprise.

Camilla can have her inventory for now. I guess that makes the spare Steel Axe I bought pointless for this chapter...



Chapter 12 in both Conquest and Birthright is an Escape chapter, with one of your big brothers as the boss. In BR Xander is meant to be an insurmountable wall of stats you're meant to run from, but in CQ you are given the option to defeat Ryoma as an alternate objective.

There's three paths to the objective. The left and right both contain treasure chests but require you to open a locked door, the middle path is the most direct but is filled with dangerous enemies. The simple geography of the map is made more complex by the maze of pottery - each pot can be broken with an attack, but each one contains either a positive or a negative effect that will affect all units within two tiles when smashed. The game tells you which ones are good and which are bad, but that... isn't really enough information to make the informed decisions you'll need to take.



Using a dragon vein to oblierate every single pot at once is also an option... Although it's a much less viable option on Lunatic mode, which moves the dragon vein to a much more dangerous spot. The pots next to it will inflict Hex on whoever activates it, while also leaving you in range of a large group of enemies that will suddenly aggro on you. The closest of these enemies all use bows, which means tanking them with Camilla is out of the question. Unless you've already routed some of the enemies or are planning on making a mad dash for the escape point on the same turn then I wouldn't bother.



Ryoma guards one of three escape points at the top. Running straight past him is a viable option, but if you take him out you can grab some sweet EXP and a stat booster. His high stats all around and not insignificant crit rate make him a dangerous target, but that's what the Enfeeble staff from last chapter is for. Camilla can use the Dual Club against him for decent effect.



New recruits! These two are Xander's retainers. We have Inigo from Awakening with a nicer outfit and Lissa with a dye job. Only the latter of those is a joke.

Laslow is like Selena but with worse speed and defenses, but better everything else (including HP). His combat is nothing special in this chapter but he does come with a personal skill that gives him a +1 str +1 speed rally. It is deceptively useful!

Peri is a Cavalier with great strength, speed, and resistance, but mediocre to terrible anything else. Against my better judgement I am going to try using her since while I don't think she's particularly good, she is kind of fun.



Starting formations are especially important this chapter because of this one singular pot. Breaking it gives a +4 defense boost to the surrounding units, so you want to make sure the units who need it most are getting it.



The game is nice enough to tell you what could be in each pot at the start... but not what actually is. If you want to play this map well you really should just look up what exactly is in each one online.



The most important thing is to avoid the hex pots (the ones marked with a heart) if at all possible.



First things first, Odin breaks the def + 4 pot to give him and a few others the boost. I don't need him to rush ahead so he doesn't mind being the one who stays behind to break it.



The boosts stack with tonics so now he's very bulky. He'll be great at Nosferatu tanking some bow users who are going to show up as reinforcements soon...



Corrin and Silas speed up the left side. Neither of them are going to take any damage if they're paired up so I split them apart to bait the Samurai.



I really want Camilla to take this guy out but I also want her to go up the right side. If I had Elise I could try taking him out with her, but she has the flu : (. I already used Azura so I'll wait outside his range and rush him next turn.



Kaze smashes a mostly pointless magic pot and Camilla positions herself to defend him. I want Kaze to open the chest on the right side of the map and Camilla to back him up.



I guess this is Corrin and Silas's honeymoon? Marcarath is supposed to be a nice place for a holiday.



Dual attacks with weapons that debuff will debuff an enemy's stats, but skills won't activate if the unit with them is only supporting and not participating in combat fully. So Kaze can debuff with his shurriken but he can't use Poison Strike in a dual attack.



This pot slaps you with a Hex, the one next to it merely deals 30% of max HP in damage. It's a bit of a mean surprise if you don't expect it.



Laslow's rally is very helpful! I did actually calculate that the combination of it and Azura' dance would give Niles exactly enough speed to double... but I didn't work out that it would also allow him to cleanly KO. Sometimes things work out very nicely.



And now thanks to this debuff he won't ORKO any more. Oops.



A little secret is that you don't actually need to open this door to enter this room... The Shrine Maiden inside has an Entrap staff, which is like a Rescue staff except it works on enemies. You can leave a unit in her range to be grabbed by it. It can however miss the units you use it on, which means strategies that rely on it can potentially fail.



It was at this point I realised my expert strategy to speed Corrin and Silas to the west door doesn't really matter if there's nobody to actually open it for them. My plan was to have Niles fight the Ninjas in the middle and then swing to the left to open it for them, but he's not going to get there for a while...



Very nice. All stats that help with killing.



There are some of the ninjas I mean. Neither Saizo or Kagero are particularly dangerous on their own, but being paired up together makes them hard to take out. You don't have to fight either of them but Saizo drops a Flame Shurriken which you can't get elsewhere.



Peri's contributions in this chapter are normally just smashing pots and using Shelter, but I want to feed her EXP so I'm giving her the kill on these Samurai. Her growths are good but her join level is low and her base stats are a little shaky.



Peri's damage output is pretty nice. Her personal skill is the same as Shamir's from Three Houses and will boost her stats for the rest of the turn if she gets a kill.



The Entrap Maiden uses her staff, but little does she know that she's not locked Camilla in here with her... She's locked herself in here with Camilla. Also Kaze is coming too. I paired them up and had him in front since his avoid was slightly lower.



Eight of these jerks will spawn in on turn 4 and start advancing on your army. Alone they aren't dangerous, but in groups of 4 they can be deadly. Odin was given all those buffs specifically to deal with them.



It's only turn 4 but Niles isn't cutting through these ninjas as fast as I'd like. Maybe I should have sent Corrin & Silas down the middle to help deal with them...



These two Samurai are meant to defeat whoever gets warped in here, but it's not going so well for them. They won't attack Camilla on enemy phase so she can't take them out all that fast, but Kaze doesn't really want to be fighting them either.



Nice, those are all the stats I want.



Odin to the rescue! He won't take out the Apothecaries quickly, but he will distract them so they don't start shooting my other units.



These levels are great and all but where's res? Kaze's been neglecting it a little.



That's not true, I could go around you! I just want your stuff.

Despite being a ninja, skill is Kagero's dump stat. She whiffed her hit on Niles and spared him a nasty debuff.



Odin fears not these Apothecaries... What kind of class is "Apothecary", anyway? I guess it's thematically appropriate to fight medicine men in medicine land, but this is Nohr territory so these wouldn't be the local apothecaries.



Now he's even harder to kill. These are great stats for Nosferatu tanking, not so much for doing... anything else.



I sure am getting a lot of mileage out of Laslow's rally. It's a shame I have no plans to keep him on my team.



Odin's dealing with the left Apothecaries fine, but the ones on the right are approaching. If Kaze had had to open the rightmost door then they would be going after him, but thankfully being warped in means the door is still closed. If only I had a second Odin...



I really wish I'd planned this better, Corrin and Silas are just wasting time up here. I hoped I could convince a Shrine Maiden to waste Silence uses on Corrin but apparently she doesn't count as a magic user even if she can use Dragonstones. The Silence staff stops a unit from using magic throughout their next turn, it's not the worst staff but it can be annoying if it shuts down a healer or a magic user who you need to defeat someone.



Saizo's only got 17 speed without Kagero to back him up. Niles had to eat a -6 debuff to strength thanks to Saizo's seal skill, but at least he either dodged or blocked every shurriken from him and Kagero...



Now that this room's clear, I need to break this pot to advance further... Which unfortunately contains a Hex spell. One of Kaze or Camilla is going to have to eat it in order to progress.

Going back and commentating on these now makes me realise I could have had either of them stand in range of the ninjas in the room next to them so they could take out as many enemies as possible before breaking the pot. Would have made things a lot easier...



Regardless I did not do that and instead had Camilla smash the pot and eat the debuff. At least she's at full health now!



Peri steals a safe kill to allow Odin to move to the other side. Skill and speed are good! Azura also gets some useless magic.



Odin arrives in the nick of time to stop the Apothecaries from chasing down Azura and co. He's getting a lot of EXP from this!



Finally, Niles is on his way... I almost wish I'd just restarted the chapter and sent Niles to the left immediately. Oh well.



Holy crap, Nyx! If only you got levels like this all the time! Maybe I should promote her now so Odin can get better buffs from being paired up with her.



Oops, I may have aggro'd a large number of enemies by smashing that pot. Now if I were sensible I'd have had Kaze open the door and my units retreat... By this point Odin had lured all the scary bowmen outside away.



I decide to have Kaze stand on a defensive tile to bait some foes over and soften them up. I also smash a pot to heal 1 HP for... some reason??? I really don't understand why I did some of these things.



Jakob eats a mildly inconvenient Silence. Better he be Silenced now than later where it could mean life or death though.



Finally got this stupid door open!



It's looking like Camilla vs the world here. Her defense is good, but all these enemies have either Seal Defense or debuffing Shurrikens.



I'm not sure who to take out first... I really want all of these guys gone as soon as possible. I really did not think this through.



Thankfully by having Camilla stay in the corner to attack the ninja I manage to bait the Javelin guy to attack her at close range since he couldn't stand anywhere else. That was not intentional but it helped!



Every single seal def Spear Fighter who attacked her died in a counterattack. Now if I stand her here so she's not in range of every single unit she should survive another turn...



Neat, I guess.



I have 5 turns left to make progress. As you can see by the map I'm decently close to reaching the goal on the left and the right, but this really hasn't gone as well as it could have... Camilla at least is nearly safe, and my bad plan that somehow worked out ended up taking out a lot of the Spear Fighters at the top of the map. She just has to clear out the last few enemies so Kaze or Niles can grab the chest on her side.



A miss here will get Camilla killed. Please don't miss, Camilla! You defeated Oboro with hitrates like these!



Sometimes luck works out in your favour.



Now to have my units advance as fast as possible on the right. Yep, this sure is killing power I should have been using against the ninjas in the middle of the map instead of slowly chipping them down with Niles...



I'll just have to make up for lost time with some dancing. I've nearly broken through to Ryoma!



silas if you don't get defense i'm filing for divorce



These two are stuck down here with not much else left to do so I guess I'll lure over some straggler ninjas that Niles didn't take out. Owain and Inigo teaming up together, just like old times!



Time to kill a defenseless cleric for EXP. This is absolutely in character for Peri.



Treausre number one obtained. You can buy Armourslayers starting from Chapter 14, but they're expensive and there's a lot of armour units in Chapter 13 you'd want to use this on anyway.



Smashing this pot inflicts you with Freeze, which amounts to one big kaizo trap when it's right before the finish line. Silas was actually frozen in place by a Shrine Maiden with Freeze that Peri just killed, not the pot.



And this right here is why I wanted to use Enfeeble. Even without the crit chance, Silas does not want to fight this guy and that's with a VoF buff.



The Kodachi is a Hoshidan katana that functions like a Javelin. There's an enemy right near the end that drops one and you really want to grab it.



That's treasure number two. Money is important, but you can live without this.



This looks much better. Ryoma would still have a crit chance if it weren't for the Brass Naginata's crit lowering properties.



bye nerd



Elise can read this while she gets better from her illness.



Well that was... a victory.

What I should have done was send Silas and Corrin up the middle with everyone else to clear out the ninjas, and given Camilla some healing items so she could have approached the right side of the map a lot more safely. I did manage to achieve all my objectives, but otherwise this map was one big panic that did not need to happen.



Oh right, Gunter fell down a big hole after Chapter 3. He's definitely gone forever and won't be coming back to join our party, no way.



I leave you with the horrible realisation that my almost untrained Nyx is now both faster and more powerful than Odin. His Nosferatu tanking might have been essential to my victories but I checked his average stats and aside from his good bulk he's not doing so well... Maybe I'll have to replace him when Ophelia joins.

Next time: The babyrealms

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Completing Chapter 12 unlocks the option to upgrade my resource farms so they give more of each resource. Upgrading a building also gives you another "use" of it instantly, so it's better to harvest your resources and then upgrade them to immediately get another use if you can.



Only 3 supports this time around. I've never actually raised Jakob and Silas's support past B rank in all my playthroughs of this game, so I have no idea where it goes...

Incidentally, this is probably a good time to give a brief rundown of who's being paired up and why.

Corrin & Silas is mostly because of how good the combination of Corrin's Supportive and Silas's Vow of Friendship is. But I'm also doing it because it's one of the easiest marriage options for Corrin to unlock, and Corrin's child paralogue is a great source of easy EXP that's even more valuable the earlier you do it.

I think I might have over-exaggerated when I said the kids would be bad - Kana's definitely just a worse Corrin besides their potential to have very high stat caps if you combine a certain boon with a good parent, but Silas isn't a bad father for him. He'll make his strength and bulk better in exchange for making his magic and speed worse. Kana leans more towards magic than physical than a "normal" Corrin does, so he's not the ideal parent, but he's not bad either.

Sophie is a much faster and more resistant Silas with less strength and defense. With a good mother she can easily be better than him (Vow of Friendship aside), with a bad or mediocre one she's a bit worse, although even if her growths aren't optimal she can still be faster than him and avoid his issue of being too slow to function well as a Cavalier in the lategame. A +mag -res Corrin for her isn't great, but isn't awful either. Sophie's natural magic growth is weirdly high for a physical unit so a +mag Corrin could let her function as a mixed attacker if I wanted.

Elise & Arthur was just to make Elise work better as a Wyvern Rider early on. I am almost certainly ditching Arthur when she promotes, since as a mobile ranged attacker I imagine she'd rather take advantage of dual strikes than be glued to a support partner who won't boost her magic at all. Percy might be usable but I don't really care about him.

Niles & Mozu I'm doing to make Niles an Archer. Mozu's pair-up bonuses are near useless for him and as a ranged unit he'll want to go solo anyway, so she's getting benched as soon as they hit S.

Mozu is a great parent for nearly everyone thanks to Aptitude, and Niles's daughter might end up becoming a better version of him. In fact looking at her growths then with aptitude she will literally just be a better Niles, minus the ability to capture. Maybe I'll replace him, maybe I'll have two Niles running about.

Azura & Jakob is purely for the child units (and their paralogues). A support parner is almost of no help to Azura, and Azura as a support partner is just a waste of a good unit. As a staffbot, Jakob is pretty much the same way. So it's a relationship based off of mutual neglect!!!

Seriously though both Azura and Jakob's children can be made into good staffbots, and the two of them aren't bad parents for those. Azura's child can also be a great rallybot, who will have access to three different rally skills thanks to Jakob as a parent. Exactly why that happens is because of a weird quirk of Fates's inheritance system that I'll explain later.

Odin & Nyx makes a pretty decent Ophelia, not as good as she could be but not bad either. Ideally I'd use Elise but I didn't want to have Elise paired up with a unit who gives magic and nothing else while she was at her weakest. Felicia's also not a bad choice but I won't get her for a short while yet. My original plan was to pair Odin with Camilla because I wanted to use them both and they were the only units on my list who were unpaired. I decided against it since I wanted to focus on Camilla's strength rather than her magic, and gluing her to Odin in the early chapters would make it hard to use her in emergencies.

Camilla & Kaze... might not even be a pairing I do. I'm still figuring out what I want to do with Camilla. I wasn't even planning on using Kaze originally, I just liked the levels he got in chapters 4 and 5. It's possible I might drop him for Keaton when he shows up.

Peri & Xander is entirely because I want to try out Wyvern Rider Peri. It seems like a fun idea! I'll maybe talk about this more later because Peri's only just showed up and Xander won't be here for a while.

Xander's kid may as well be dead to me because the paralogue to unlock him is about as fun as undergoing dental surgery, and about as difficult as performing it. Maybe I'll do it anyway, assuming I don't get mad and give up.

Leo is the last unit I'm planning on using. Who he pairs up with is currently up in the air. Right now I'm thinking either Felicia to get a magical Forrest or Beruka to get a decently bulky one whose magic won't get completely tanked. Who knows?



Also Elise can have this cool book Ryoma had because she desperately needs the accuracy. I hope Hoshido doesn't have its own language that she cannot read.






That's everyone! Elise is at the bottom because not being available shunted her to the bottom of the list. Forgetting to deploy her for like 3 chapters is definitely not something I would ever do because of this.



Laslow
Mercenary (HS: Ninja)
A+ Support Classes: Xander (Cavalier), Odin (Dark Mage), Keaton (Fighter)
Personal Skill: Fancy Footwork (Use the "Rally" command to give Strength and Speed +1 to allies within two tiles - stacks with other rally skills, including rally str & speed)
Growths (With Default Class):
HP: 50% (60)
STR: 45% (60)
MAG: 0% (0)
SKL: 45% (65)
SPD: 30% (45)
LCK: 55% (60)
DEF: 35% (45)
RES: 25% (30)

Laslow's base speed growth isn't very high and he has slow in his name. He's not a unit I have much experience with, and I don't think he's a particularly good one, but he is still quite interesting!

Laslow's growths are actually pretty solid, beside his bad speed. Unfortunately his bad speed is somewhat of a problem. His base isn't terrible, but it's not great for a class that's meant to take advantage of its speed (although it will be improved by taking away his Steel Sword). The boost Mercenary gives to his growth is good but it's not really enough to get him out of his speed rut either. Bad speed doesn't doom a unit, but unlike other slow units like Beruka he's not quite specialised combatwise enough to make up for it.

Fancy Footwork however is a great personal skill and it allows Laslow to be useful even if he never fights anybody. +1 to arguably the most important stats can turn a lot of near misses into kills, and it even has the advantage of stacking with other rally skills. Rally Skill from Bow Knight might be the only rally Laslow gets naturally, but an A+ support with Keaton and S support with either Selena or Azura can grant him both Rally Strength and Rally Speed, turning Fancy Footwork into a plus 5 boost. He can also grab Rally Defense or Resistance by marrying a wyvern or a troubadour, although one of those class options is obviously a lot more effective than the other for him.

Laslow's also the unit who has the easiest time accessing the Sol Master Ninja combo. Promote him into Hero for Sol, and then Heart Seal him into Master Ninja and you are done. He'll need an Arms Scroll or a lot of knife practice to use anything but Bronze though, so he still needs investment and time to be able to pull it off. He's also got a worse speed growth than Silas and is quite a bit less bulky, so he might not be the best user of it.

Otherwise? I'm not really sure... I don't have a lot of experience using him. I think you can instantly promote him into a Bow Knight for decent effect, and then replace him with his daugter Soleil after he reaches an S support. Her growths are arguably better than his and her join chapter potentially rewards you with some neat stuff, so she's worth picking up.

Pros
  • Competent base stats, can promote instantly for immediate effect and then be replaced by his daughter
  • Amazing personal skill, can become a great rally bot with certain supports and reclasses
  • Easy access to the Sol Master Ninja combo
  • Hits hard and hits accurately

Cons
  • Mediocre speed limits his usefulness despite his otherwise good stats
  • Joins late enough that lack of supports may be an issue

My Rating: Should have had pink hair like his mother.


Peri
Cavalier (HS: Dark Mage)
Personal Skill: Bloodthirst (Str/Mag/Skl/Spd + 4 for one turn after defeating an opponent on Player Phase)
A+ Support Classes: Felicia (Troubadour), Charlotte (Fighter), Selena (Mercenary)
HP: 30% (40)
STR: 50% (65)
MAG: 5% (5)
SKL: 30% (40)
SPD: 50% (60)
LCK: 35% (50)
DEF: 25% (35)
RES: 45% (50)

Personality wise, Peri is bottom tier. Spoiled rich kid who murders her own servants for fun does not make for a sympathetic character, and unlike other amoral jerks throughout the series she can't even make up for it by being funny. Apparently she's got some tragic backstory but like who cares. She would not be out of place amongst the ranks of Hans and Iago.

As a unit she's not great either... But bad personality & bad unit = underdog I am bizarrely compelled to use. She's not without her uses, but she takes a little investment.

Peri's one of the many girls in this game with 50% strength and speed or over. She hits fast and hard and has weirdly good res, although the latter is only situationally useful given her lack of good 1-2 range. Cavalier's a fine class, and instant access to Elbow Room and Shelter never hurts. Her accuracy is a little shaky and her physical bulk isn't amazing either... She's also pretty underleveled for the chapter she shows up. You'll definitely have to feed her kills when she first joins, but once she gets some speed procs she'll start to shine. Paladin plays to her strengths more but Great Knight can fix her defense issues.

Bloodthirst is a very cool personal skill, albiet stuck on a unit who doesn't quite make good use of it. Peri needs to kill a unit on her turn and then either be left in range of enemies or be danced to kill again afterwards. The statboosts from Bloodthirst will easily push her into ORKO territory against most enemies, and the skill boost will help her hit too. Unfortunately her bulk's not great so she's unlikely to be able to run into a crowd and slaughter everyone on their turn, and her lack of good 1-2 range means she'll only be killing the 1 range units on enemy phase. It's very good for killing bosses and tough if you use Azura to dance her though.

Peri really wants the Heartseeker skill from Dark Mage to improve her mediocre accuracy. She would also quite like Lifetaker from Dark Knight to heal her up after she gets a kill to activate her personal ability. Otherwise, don't make her a mage. She has high strength and almost no magic, there's nothing there for her. Dark Knight's not an awful class for a physical attacker, but it really doesn't offer anything that Paladin or Great Knight don't.

As for her Friendship Seal options, Hero or Bow Knight might not be bad reclass options for her, and Quick Riposte will make her personal even better. They'll both shore up her bad skill anyway, and they can make use of her axe rank. Fighter's not bad either, and suits her good offenses quite well, but if you want her to stay as a Fighter then you may as well just use Charlotte.

Pros
  • High offensive growths combined with good mobility make her good at eliminating problem targets
  • Amazing personal skill
  • A pretty good mother for physical units, lets them inherit Elbow Room

Cons
  • Mediocre bases, struggles to be useful in her join chapter
  • Joins late enough that lack of supports may be an issue
  • Doesn't do a whole lot that other units can't do already

My Rating: Still using her though!

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midnight lasagna
Oct 15, 2016

this pit is full of stat boosters

Keldulas posted:

It’s kind of funny to me that the fan service characters are just so thoroughly unimpressive. They each have their own neat tricks and all, but they just seem weaker than what you’d expect from being returning fanservice characters.

Odin’s probably got the most use from Nosferatu, where it always gives him a purpose at least initially.
Each Awakening kid gets access to a Hoshidan class through Heart Seals, which I guess makes them unique? Tbh I'm mostly just annoyed we don't get any "new" first gen Mercenaries thanks to Selena and Laslow.

A Bystander posted:

By the way, I know it ultimately doesn't matter since you're showing how it's done, but have you had to do a lot of restarts over the course of the LP so far aside from the ones you shown?
I've restarted a few chapters because I didn't like how I did things on turn 1, but the only big failed attempt that wasn't a turn 1 fallout from bad planning was the one I'd shown in Chapter 10. I feel like there's been a few cases in my successful attempts where worse luck could have easily forced a restart though. I might start counting failed attempts later if they become more common, which they absolutely will.

LiefKatano posted:

I think Fates gets extra credit for having bows be good while still having them be locked to two range :V Echoes lets bows be 1~2 range (with further bonuses if you're using actual bows or promoted archers) and Three Houses lets you get Close Counter or whatever they call it pretty early (at least for characters good with bows, I think). Fates does have Point Blank but it's DLC/enemy exclusive and I don't think that's actually, like... part of why people like bows in Fates.

Not that that's bad I just think it's more impressive they made bows good while keeping the main "design flaw".
3 Houses had an interesting take on bows and archers, but I'm not sure it's how I'd want the series to handle them in every game from now on. Fates may have indirectly made bows better by nerfing Hand Axes and the like, but I think a big reason why they're so good in Conquest is map design - difficult enemy formations and -blow skills make player phase combat much more important, so the weaknesses of bows become less apparent. There's also a lot of walls to hide behind to force enemies to engage you from a distance. Of course this does start to fall apart when you get Xander who can demolish entire armies with his 1-2 range sword...

FoolyCharged posted:

I will never understand the thoughts of the doofus who decided that the tank unit should be near incapable of being the first unit to reach the fight. I understand even less how nobody changed this over the course of more than a dozen entries in the series.
I really wish they'd just give Knights the same move as every other class. Or maybe do a Radiant Dawn and make them decently fast but keep their bad movement.

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