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Fire Emblem: Awakening and more


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#251
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Homebound wrote...

Aaaand Henry is permadead in my classic Playthrough. :/

You know I never really figured out what the uses were for pegasus/darkfliers/dracoknights.
I mostly use them as a rush unit to vs their weapon synergies against enemies. And I tried using a pegasus knight to tank mages but it doesnt seem to be as useful as I thought.
Same thing with bow-users.
Am I doing it wrong?

I've had the same problem in past Fire Emblems with Pegasus and the like. To me it seems like their usefulness comes down to the weapon they have more than the unit itself. As for bow users, I plan on using them against Pegasus units and nothing else most of the time. Their usefulness also seems dependent on having a good enough weapon equipped.

#252
Shepenwepet

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Pegasus/Falcon Knights tend to have higher than average speed and resistance, so they should be decent magic tanks. They'll rarely be hit twice in one attack. If their res is still lacking, pair them up with mages. There's your tank right there.

My favorite aspect of the Pegasus knight is the range. They can cart someone from one end of the battlefield to the other in no time at all. They can stomp that sneaky thief trying to loot all the treasure chests before anyone else.

The tough part is keeping them away from bows and wind magic. That's when having a good pair-up unit comes in. Plunk them where you want and switch over to your other character. The speed and skill boost from the pegasus in reserve can help tons.

As for archers, I use them for clean up duties. Or, in some cases, (like when the enemy unit has counter,) the first hit. If the enemy can't retaliate, that's free damage. If I was to start off with a close range attack, unless I can kill the enemy in one hit, I risk damage. If an archer has pinged it, chances are my close-ranger can finish the job and thus remain untouched. I've found archers to be effective against most units, aside from generals. So much so, in fact, that sometimes I don't even realize I've forgotten to give my assassin a sword until about the final turn of a battle.

The class I just don't have a use for is Trickster. I never used Anna at all in my last playthrough, and nobody became one. I use sages for healers, and the acrobat skill isn't really necessary unless you're in the desert. If you need to get somewhere fast, you can hop on a griffon with deliverer.

#253
wsandista

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Shepenwepet wrote...

The class I just don't have a use for is Trickster. I never used Anna at all in my last playthrough, and nobody became one. I use sages for healers, and the acrobat skill isn't really necessary unless you're in the desert. If you need to get somewhere fast, you can hop on a griffon with deliverer.


I have to say that Trickster is probably the least effective promotion, maybe tied with Great Kinghts if they didn't have Luna.

Anywho, I really like the Griffon class. Very nice alternative to the Wyvrenlord(or Dragon Master or whatever). Was apprehensive at War Monk/Cleric, but that works well for ,martial classes looking to get a bit of magic. I'm a bit disappointed in the stat caps for Great Lord and Grandmaster, but it isn't as bad as Roy's were in FE6.

#254
Shepenwepet

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I'm not a big fan of Valkyrie either. Lissa stalled as soon as I changed her to one. It seemed like there was a huge defense drop, she'd been a sage and could take a hit if she had to. As a Valkyrie she couldn't. I like the extra few movement steps, but normally she's the back of a pair, so it doesn't really matter what her range is.

And now for an extremely mature joke that is in no way childish and silly.
Image IPB

Thanks for letting me know that, game, because on the list of "need to know" things, Ricken's flatulence problem is right at the top.

Well, at least there's no "Water" tome.

#255
Shepenwepet

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Has anyone else stopped receiving spotpass characters? The PoR ones got released on the 14th and I still only have three - I should have five. I wants mah Zihark.

I've tried updating, and it always says "unable to receive new data". Another odd thing to note, in my spotpass notifications on 3DS home, it's got the Awakening update from the 14th listed four times, I just got a duplicate one again.

#256
Ophir147

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Bought this Thursday, been losing a lot of sleep to this game. Currently on my second Hard-classic playthrough, and I have found a lot of strategies that work well for me and I thought I would share;

DON'T READ THIS IF YOU'RE HELL BENT ON AVOIDING ANY TYPE OF SPOILERS, EVEN GAME MECHANIC SPOILERS. This should be mostly safe to read after around Chapter 13, no story spoilers or anything.



  • Use the team up option, it is overpowered and fun. It's the only advantage you have over the AI aside from it being a bit stupid (a bit smarter than in previous games, I've noticed) on Hard. Try to go into story chapters with a buddy-system. At the beginning of every chapter I would team up all my units with their supports, and the bonuses really can save your life, not to mention allowing you to keep more squishy characters immune to damage while also being able to contribute as a buff and with dual strike damage.
  • Fight the risen every time they show up on the map. They have a chance to disappear as time passes or when you complete story chapters, and they are a lot more fun than doing the DLC over and over. They also give lots of sweet, sweet bullion.
  • There are some class combinations that suit each other insanely well, the best one I've found so far was a pairing of assassin/dark mage, with the dark mage staying in the lead. Dark mages are incredibly powerful and bulky, and assassins give a mad buff to speed and skill,  meaning that I was able to send my assassin MU along with Tharja into hordes of enemies and just have them kill themselves trying to attack me. It's incredibly satisfying, so much so that I actually made two pairs of such characters, one with MU(assassin)/tharja and one with hilarious Owain(swordmaster)/hilariously OP morgan. They were invincible, and on the offchance they actually started taking damage, switch to Nosferatu for a turn and voila! Full health.
  • Train your healers early on. Flying units make it a bit hard to defend your healers as the game progresses, so training a unit that can't defend itself and has paperthin defenses gets annoying fast. Bottlenecking is a lot easier in the earlier chapters, so use that chance to have your healers heal someone every turn, with something. They're useful units once promoted, and make the latter parts of the game a lot easier.
  • Every unit has an internal level, displayed level, and a cumulative level. The displayed level is self explanatory, but the internal level is a bit tricky. Whenever you promote a character using a Master Seal, your displayed score is set to 1 and your previous displayed level is added to your internal level. When you class-change a character, your displayed score is set to 1 and your previous displayed level has one level subtracted from it, and divided by two, then is rounded down before being added to your internal level [ (n-1)/2 rounded down]. Your cumulative level is a combination between your internal level and displayed level, and it determines how quickly you gain experience. So if you reclass a character at level 10, its internal level becomes 4 and its displayed level becomes 1, meaning it will gain experience at the rate of a level 5 unit. 
  • Before recruiting the children characters, make sure their parents are as powerful as you want them to be before you do the child's recruitment chapter, because the child inherits a stat set that is averaged from their original (base stats, usually around 5-8) and the average of their parent's stats. So if your parents' strength stats are around 35, you could end up getting a level 10 unpromoted unit with around 20 strength, which really is just the cat's meow. This is a large part of what makes the children characters so overpowered. This brings me to a second point:
  • If you're using two characters regularly, and they are married and have pretty high stats, use their child(ren). They may take a bit of training to catch up to your first generation characters, but in most cases they will develop into vastly superior versions of the parents you love to use so much. 
That's all I can think of at the moment. Forgive me if some of the math is a bit rough; it has been accumulated over the course of around three sleepless nights and browsing the internets while at work, but it still serves me exceptionally well. I hope it's been helpful, or at least that I'm posting some things that haven't already been said before in the thread.

#257
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Miriel is probably one of my favorite characters in the game so far. She's like a human "Word of the Day".

#258
Shepenwepet

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Ophir147 wrote...


Use the team up option, it is overpowered and fun
. It's the only advantage you have over the AI aside from it being a bit stupid (a bit smarter than in previous games, I've noticed) on Hard. Try to go into story chapters with a buddy-system. At the beginning of every chapter I would team up all my units with their supports, and the bonuses really can save your life, not to mention allowing you to keep more squishy characters immune to damage while also being able to contribute as a buff and with dual strike damage.

 


I honestly would find it hard to go back to an earlier game without this mechanic. I hate when you have a chapter with an odd number of units.

There are some class combinations that suit each other insanely well, the best one I've found so far was a pairing of assassin/dark mage, with the dark mage staying in the leadDark mages are incredibly powerful and bulky,


My dark mages never made it very far, as they were always the rear character in a pair. My instinct is to coddle my mages no matter what their defense stat is. I eventually got Tharja to 15 sorceror, but by then all my other mages were so far ahead of her, she got shuffled out of my active party. She eventually weaseled her way back in as my mages stepped back in favor of archers and assassins. I will never stop praising archers and assassins. And bowknights. And snipers. 

Train your healers early on. Flying units make it a bit hard to defend your healers as the game progresses, so training a unit that can't defend itself and has paperthin defenses gets annoying fast. Bottlenecking is a lot easier in the earlier chapters, so use that chance to have your healers heal someone every turn, with something. They're useful units once promoted, and make the latter parts of the game a lot easier.


The only viable healer I had for the endgame was Libra, the others just fell so far behind. But it was okay, though, I rarely had to use his healing abilities thanks to the ridiculous Sol percentage on most of my units. It's a good thing it doesn't do triple damage this time around, or you just wouldn't be able to lose.

Every unit has an internal level, displayed level, and a cumulative level. The displayed level is self explanatory, but the internal level is a bit tricky. Whenever you promote a character using a Master Seal, your displayed score is set to 1 and your previous displayed level is added to your internal level. When you class-change a character, your displayed score is set to 1 and your previous displayed level has one level subtracted from it, and divided by two, then is rounded down before being added to your internal level [ (n-1)/2 rounded down]. Your cumulative level is a combination between your internal level and displayed level, and it determines how quickly you gain experience. So if you reclass a character at level 10, its internal level becomes 4 and its displayed level becomes 1, meaning it will gain experience at the rate of a level 5 unit.


I was wondering how it worked. So I guess the optimal levels for class changes would be level 10 for a base class and level 16 for a master class. I really have to shake the old "wait until 20" mindset I have.


Before recruiting the children characters, make sure their parents are as powerful as you want them to be before you do the child's recruitment chapter, because the child inherits a stat set that is averaged from their original (base stats, usually around 5-8) and the average of their parent's stats. So if your parents' strength stats are around 35, you could end up getting a level 10 unpromoted unit with around 20 strength, which really is just the cat's meow.


This I'm afraid I can't support. I did it in my first playthrough, and only for a few of the kids, and it destroyed the difficulty. Severa became a one-woman army, Noire became untouchable, and don't get me started on Morgan. I liked the power for a little while, but after a while battles became less of a chess match and more of a "put Severa out in front, watch all the enemies keel over" exercise. Nothing wrong with grinding, just know that the enemies won't level with you. Or at least they didn't seem like they did...


If you're using two characters regularly, and they are married and have pretty high stats, use their child(ren). They may take a bit of training to catch up to your first generation characters, but in most cases they will develop into vastly superior versions of the parents you love to use so much.


Yep. Even if you don't use the parent characters and they have crummy stats, their children will explode, it'll just take a bit longer. My Inigo's father was Vaike, who I hadn't used since I'd gotten his S-support with Olivia, who I also never used. He ended up in the party for the final battle. That may have been due to the fact that I instantly reclassed him as a thief and then assassin, I just function so much better with bow-users.

That's all I can think of at the moment. Forgive me if some of the math is a bit rough; it has been accumulated over the course of around three sleepless nights and browsing the internets while at work, but it still serves me exceptionally well. I hope it's been helpful, or at least that I'm posting some things that haven't already been said before in the thread.


Welcome to the thread, Ophir. I love reading other people's strategies and whatnot. I'm a staunch believer in amelioration. ;)

This thread isn't nearly as active as it should be. Maybe people are staying away because of spoilers. Hopefully when April rolls around there'll be a fresh batch of posters. I'll no doubt still be here, working on my support conversation collection. Or trying an all-bows playthrough. 

#259
Homebound

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i found Dark Knight Tharja and War Priest Libra made paired up together with Lead tharja made the perfect Tank. Tharja could tank magic and weapons alike due to her inherent defense and libras resistance buff.

A strategy i found is "Leap-frogging" my units. Get one unit to attack an enemy in front of it then move the unit behind it to attack the next target and so on and so forth. My Vaike for example got used for these leap-frogging a lot and now has a C-rank with all my characters.
One of the downsides of pairing up is u effectively lose 1 unit to attack with. The Leap-Frog technique from my understanding, doesnt give stat-bonuses to 2 paired units but it does give the chance of a backup attack and a step-in defence. Which saves lives and can kill an unkillable unit in 1 turn.

Im starting to see how bow is useful. Im switching all my melee units to have 2 weapons. The bows really chip away melee units and the close-range weapon finishes them off the next turn.

I figured out how to use Pegasus Knights/Falcon Knights. Equip them with Rescues. You can BLITZ an entire map with a far-off pegasus that constantly teleports units around it. And yes, pairing them up with a mage makes them a dodge/magic tank.

Now Im wondering what Wyverns/Griffon Knights/Dark fliers are for. Anybody figure it out?

#260
Ophir147

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[quote]Shepenwepet wrote...
[quote]There are some class combinations that suit each other insanely well, the best one I've found so far was a pairing of assassin/dark mage, with the dark mage staying in the leadDark mages are incredibly powerful and bulky, [/quote]

My dark mages never made it very far, as they were always the rear character in a pair. My instinct is to coddle my mages no matter what their defense stat is. I eventually got Tharja to 15 sorceror, but by then all my other mages were so far ahead of her, she got shuffled out of my active party. She eventually weaseled her way back in as my mages stepped back in favor of archers and assassins. I will never stop praising archers and assassins. And bowknights. And snipers. [/quote]

I'd definitely suggest your try out Sorcerors/Dark Mages. Just a little snapshot of Tharja's stats at the endgame for me:
Mag: Capped
Skill: 35
Spd: 39
Lck: 27
Def: 28 (lolwut amirite)
Resistance: 18

I'd say that Resistance is probably their only weakness, but since they get tomebreaker they will barely get hit by them anyway. Not to mention that all that monstrous skill and speed is further complemented by my MU Assassin. I'm not sure if Henry would be similar, but I've seen a screenshot of the game with him attacking a boss with 100% chance to hit and 100% chance to crit. Soda=out of my nose. I'm not even gonna post my Morgan's stats, because the nuclear fallout would kill all of the vegetation in this thread. :P

[quote] Shepenwepet wrote...
[quote]Train your healers early on. Flying units make it a bit hard to defend your healers as the game progresses, so training a unit that can't defend itself and has paperthin defenses gets annoying fast. Bottlenecking is a lot easier in the earlier chapters, so use that chance to have your healers heal someone every turn, with something. They're useful units once promoted, and make the latter parts of the game a lot easier.[/quote]

The only viable healer I had for the endgame was Libra, the others just fell so far behind. But it was okay, though, I rarely had to use his healing abilities thanks to the ridiculous Sol percentage on most of my units. It's a good thing it doesn't do triple damage this time around, or you just wouldn't be able to lose. [/quote]

No kidding. My Severa had 44 skill by the end chapter; just put give her a hand axe or javelin and anyone that attacks her caused no damage that wasn't healed was dead by the end of the turn.

[quote] Shepenwepet wrote...
[quote]Every unit has an internal level, displayed level, and a cumulative level. The displayed level is self explanatory, but the internal level is a bit tricky. Whenever you promote a character using a Master Seal, your displayed score is set to 1 and your previous displayed level is added to your internal level. When you class-change a character, your displayed score is set to 1 and your previous displayed level has one level subtracted from it, and divided by two, then is rounded down before being added to your internal level [ (n-1)/2 rounded down]. Your cumulative level is a combination between your internal level and displayed level, and it determines how quickly you gain experience. So if you reclass a character at level 10, its internal level becomes 4 and its displayed level becomes 1, meaning it will gain experience at the rate of a level 5 unit. [/quote]

I was wondering how it worked. So I guess the optimal levels for class changes would be level 10 for a base class and level 16 for a master class. I really have to shake the old "wait until 20" mindset I have.[/quote]

As a FE veteran I found this a bit jarring as well. It's still a better idea to promote at level 20 if you're not going to do any reclassing shenanigans, but yeah, if you're going to reclass at all, try for level 10, but if you can't then wait until you hit an even level because you get a free level of stat growths technically.

[quote] Shepenwepet wrote...
[quote]Before recruiting the children characters, make sure their parents are as powerful as you want them to be before you do the child's recruitment chapter, because the child inherits a stat set that is averaged from their original (base stats, usually around 5-8) and the average of their parent's stats. So if your parents' strength stats are around 35, you could end up getting a level 10 unpromoted unit with around 20 strength, which really is just the cat's meow. [/quote]

This I'm afraid I can't support. I did it in my first playthrough, and only for a few of the kids, and it destroyed the difficulty. Severa became a one-woman army, Noire became untouchable, and don't get me started on Morgan. I liked the power for a little while, but after a while battles became less of a chess match and more of a "put Severa out in front, watch all the enemies keel over" exercise. Nothing wrong with grinding, just know that the enemies won't level with you. Or at least they didn't seem like they did... [/quote]

No kidding; I kind of lucked into getting Severa very late in the game because I was having trouble doing her recruitment mission, and she's now sitting pretty at 20/20 Hero with 41 str, 44 skl, 42 spd, and 41 def. I thought I had accidentally stumbled upon the best character in the game (i never recruited Donnel because I was young and foolish) but it turns out all child characters are OP like that. I can't wait to get them all in my current playthrough, but I'm takin my time this time, doing some support grinding like yourself.

[quote] Shepenwepet wrote...
[quote]If you're using two characters regularly, and they are married and have pretty high stats, use their child(ren). They may take a bit of training to catch up to your first generation characters, but in most cases they will develop into vastly superior versions of the parents you love to use so much. [/quote]

Yep. Even if you don't use the parent characters and they have crummy stats, their children will explode, it'll just take a bit longer. My Inigo's father was Vaike, who I hadn't used since I'd gotten his S-support with Olivia, who I also never used. He ended up in the party for the final battle. That may have been due to the fact that I instantly reclassed him as a thief and then assassin, I just function so much better with bow-users. [/quote]

Funny, I never found a good use for bows since most of my kills were from enemies attacking me on their turn, and Archers are unable to attack anyone at point blank. Sure they never got hit, but still, it's frustrating. I even regretted turning my MU into an Assassin at some points because all he ever did was use swords and Lethality kind of sucks when you're going to kill all of your opponents in one turn and never get hit anyway. I much preferred classes like Sorceror, Hero and Falcon Knight (Cordelia turned out to be surprisingly good for a first gen unit, and my only real healer around the end of the game because I neglected my healers in the early game). 

[quote] Shepenwepet wrote...

Welcome to the thread, Ophir. I love reading other people's strategies and whatnot. I'm a staunch believer in amelioration. ;)

This thread isn't nearly as active as it should be. Maybe people are staying away because of spoilers. Hopefully when April rolls around there'll be a fresh batch of posters. I'll no doubt still be here, working on my support conversation collection. Or trying an all-bows playthrough. 

[/quote]

Thanks for the warm welcome; I'll be here a while. It's really awesome to have a new game to geek out about  again. Also, sorry for the massive post. So many quotes @_@

#261
Shepenwepet

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Before I forget, (this is sliiiightly off-topic, but this game was mentioned early on in the thread) the Etrian Odyssey IV demo is on the e-shop. It's probably been there a while, as it's out next week. You can create your party, explore the dungeon, even save your game. They've even included a casual difficulty, in case you don't enjoy getting your party wiped at the drop of a hat. (Actually, the game seems a bit easier than the last ones, but I'm only on the first floor. I'm sure that'll change.)

Image IPB

There. It's now relevant. Ignore the fact that he's equipped with a dagger. Money's too tight for bows.

#262
wsandista

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Started a Lunatic+ game. Quit after chapter 1. Something is seriously wrong with that setting.

#263
Homebound

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Took a gamble and jumped to Lunatic/classic after Casual/classic. BIG MISTAKE.
figured out what the wyverns/griffons/dark fliers are for.
They're like normal units except they have more mobility. Thats pretty much it. The price for that mobility is that they can be countered by pewpews.

Modifié par Homebound, 23 février 2013 - 05:19 .


#264
TEWR

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I wish I could take part in the Awakening convos T_T.

At any rate, I managed to turn Fiona from a craptastic unit in Radiant Dawn's Act 1 to a halfway decent one by Act 1's end. All it took was 3 levels of bonus experience and some boss abuse on Jarod.

And Meg maxed out her speed as a Sword General, with all other stats at a high level as well.

In fact, I've turned the entire Dawn Brigade into powerhouses. The only problem is with Aran, as his speed is lower then it usually is upon going Halberdier. But that should sort itself out later on.

#265
Shepenwepet

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wsandista wrote...

Started a Lunatic+ game. Quit after chapter 1. Something is seriously wrong with that setting.


Is it the same as lunatic, just with enemies that have perma-pavise and luna, etc? Or are there still more enemies on the map? Seems like they couldn't fit much more on chapter 1...

@Homebound - try hard/classic. It feels more "default" than the other settings. 

@Ethereal - I rarely give the Dawn Brigade the time of day, but oddly, Aran was the only one I ever had in my endgame party (well, aside from Micaiah/Sothe). In that playthrough, he had ended with better stats than Nephenee. (possibly due to not using her, I don't remember.) You know what? I have to play this again. I have yet to get Soren's "secret conversation" with Ike in the last chapters. I thought I had it but according to the event list, I don't. 

...hmm. I have a game save that's partway through. Perhaps that was the playthrough I was going to get it.

#266
Homebound

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I want a shark unit...Its special ability is it can one-shot any unit. the downside it can only appear on water or lava because Sharks are badass. Its mastery class can be called a "Shark puncher" because Chrom hops on to its back since Sharks cant punch themselves.

#267
Shepenwepet

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I'd kill for a flying sniper. Seriously.

Image IPB



+



Image IPB


=


Image IPB


I think my brain just melted.

Modifié par Shepenwepet, 23 février 2013 - 11:12 .


#268
wsandista

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Shepenwepet wrote...

wsandista wrote...

Started a Lunatic+ game. Quit after chapter 1. Something is seriously wrong with that setting.


Is it the same as lunatic, just with enemies that have perma-pavise and luna, etc? Or are there still more enemies on the map? Seems like they couldn't fit much more on chapter 1...


You'll see what I mean. You have to get pretty lucky to survive. I would highly recommend getting the Golden Pack DLC for grinding if you attempt it.

#269
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I wasn't really planning on picking up the golden pack, I mainly wanted just EXPonential Growth, but I caved today. Not quite sure why EXPonential Growth isn't available to buy separately yet, as I can play it with the Golden Pack.

I've put my foot down and will NOT buy the Bloodlines Pack, just Alm's dlc. I kinda wanted multiple paragon scrolls, but I can live without them. I have infinite Entombed.

I'm trying to collect all the support conversations I can on this playthrough, which means a lot of reloading after s-supports. The unit select screen before battle is covered in "TALK!" "TALK!"

I already screwed up and saved over my pre- s-support Chrom save, he's locked with Sumia. Oh well.

#270
Arcadian Legend

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Pegasus/wyvern/griffon fliers really do need a bow wielding class. When it comes to horse riding units you have an oversaturation of Bow users including Bow Knights, Silver Knights, Horsemen, Rangers (not the Ike kind, obviously), Nomads and Nomadic Troopers so it's more than about time fliers got the dedicated physical ranged weapon type.

#271
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Trying to recruit Karel is such a reality check. I worked hard trying to get most of my guys' base class at or close to level 20 before Chapter 7. I've felt pretty unstoppable so far but when I went up against Karel's group... utter destruction. Didn't stand any kind of chance. In hindsight, I probably should've paired everyone I took with me up with somebody else but I thought I might be able to take everyone out solo. Nope.jpg.

#272
wsandista

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Arcadian Legend wrote...

Pegasus/wyvern/griffon fliers really do need a bow wielding class. When it comes to horse riding units you have an oversaturation of Bow users including Bow Knights, Silver Knights, Horsemen, Rangers (not the Ike kind, obviously), Nomads and Nomadic Troopers so it's more than about time fliers got the dedicated physical ranged weapon type.


To be fair, most of those have rarely been in the same game as another and are just the different name for the same class.

I'd prefer to see a Griffon rider base class myself, maybe wielding swords to balance out the fliers?

#273
Arcadian Legend

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You have a point there I guess.

#274
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Falcon Knights used to be able to wield swords, I wonder why that was changed. Now everyone and their dog are using lances, which is quite possibly the reason that the soldier class got the boot.

Here's how it stands for normal basic/master classes in Awakening...

Sword users: 16
Axe users: 11
Lance users: 10
Tome users: 10
Bow users: 5

...huh. A lot less lances than I thought. I didn't count villager and dancer, so that'd bump up swords to 17 and lances to 11. We need soldier/halberdier back, it seems.

Still. Needs more bows. I'd say that even if every class could use 'em.

On the skill front, I miss Radiant Dawn's Canto. Horse units used to be able to move after attacking to the extent of their leftover range. At least give us a Knight Ring. Just one.

#275
Arcadian Legend

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Hmm, how well do you think a bow lord would work? We know Blade Lord Lyn in FE7 gets the ability to use a bow alongside her primary swords, but what if there was a lord who specialised only in bows? (At least until promotion)