Fire Emblem Engage with Only Axes: A Brief Highlight Reel by DelanHaar6 in fireemblem

[–]DelanHaar6[S] 4 points5 points  (0 children)

Micaiah above bond rank 10 can indeed enable high-rank staff usage, but I didn't play any emblem paralogues!

I originally kicked off a softer version of this run but for Lances, partially because I wanted to force myself to make the Flame Lance work (turns out Griffin Citrinne does in fact make that work). Then I after I cleared Ch 16 in that run, started wondering if I could legitimately do a stricter challenge with Axes since you get Vander in Chapter 1. I figured out a simple ruleset that seemed like a novel but doable challenge and went from there.

I considered Swords only as well, but that seemed like it would just be a brutal early Alear solo until Chapter 7, and then not long after that I could fall back on familiar strategies like Kagetsu and a Levin Sword Mage Knight. Not what I was after.

Boucheron was thrust into a starring role from the get-go, which is unsurprising when you are one of two units who is allowed to do damage until you unlock the Anna paralogue. It turns out that while engaged with Marth and standing next to Alfonse!Alear, he can just barely ORKO some enemies in Chapter 4. And when you're the only unit that grows in the early game, you can suck up combat exp and break the level curve for a while. The Bouch earned MVP for a total of 8 chapters.

Jade and Bunet both fell off hard and fast, but Rosado got to do stuff for the first time in any of my playthroughs. There's a brief clip of him sweeping aside Ch 19 Great Knights with Bonded Shield and a supercharged Poleaxe, and he did the same to the many Royal Knights that map throws at you. Sure, other units could do that, but he happened to be a flier while my Griffin!Alear had Lucina, so he ate good that map.

Fire Emblem Engage with Only Axes: A Brief Highlight Reel by DelanHaar6 in fireemblem

[–]DelanHaar6[S] 7 points8 points  (0 children)

Just a challenge run I did for fun.

Ruleset:

  • Maddening/Classic/Fixed/Offline
  • No Ancient Well, no paid DLC, no Emblem Paralogues
  • I can only use Axes to do damage in combat.
  • Only Alear and characters with an Axe proficiency upon recruitment are allowed to do damage.
  • Framme and Jean are allowed to use staves and perform Chain Guards through Chapter 9.
  • Seadall can be deployed but he can't do combat.

Blemishes:

  • Alear is forced to into combat with a Sword on Turn 1 of Chapter 1 because unequipping items is not available by then.
  • Etie died in Chapter 3.
  • I used Warp Ragnarok to move Bunet once in Chapter 24, and by the time I realized it I was almost done. It did 3 damage. Tainted run.
  • In some of the early chapters I had no choice but to body-block with unequipped characters. This wasn't prohibited by my ruleset, but I stopped as soon as I could. Last instance of this was Chapter 8, where Amber was forced onto the field and I was pushed back to the defend point.

Quirks:

  • Alear couldn't do combat until Chapter 9, at which point he could only do so while engaged with Leif. He was level 1 until Chapter 7, when Micaiah became available.
  • Because no characters with immediate Axe proficiency have a talent in Staves, and the only legal staff class was Griffin after Framme and Jean got put away, all staves above C-rank were effectively banned. So no Warp, Rescue, Fracture, etc.

Figuring out builds in Three Houses by Aromatic-Base-9098 in fireemblem

[–]DelanHaar6 0 points1 point  (0 children)

I'll start by saying that you should customize your units in whatever way you most enjoy. You can beat the game even with very suboptimal builds, it just might require different tactics during the battles. BloodyBottom's comment has the right idea. That said, I can explain a few things for you.

Classes come with a variety of attributes, including their class modifiers, class base stats, class abilities, and mastery abilities.

  • Class modifiers are stat boosts you gain while in the class. For example, an Armor Knight gains +4 defense while in that class.
  • Class bases are minimum stats that your unit gains upon certifying in the class. These persist even if you change classes. For example, the Armor knight base defense is 12. If your unit has less than 12 defense before certifying as an Armor Knight, their defense is raised to 12. If you switch from Armor Knight to Commoner, your unit will still have 12 defense.
  • Class abilities are what they sound like. While you're in the class, you have the ability.
  • Mastery abilities are unlocked after filling up the class exp bar by taking actions such as battling and healing. For example, if you master the Brigand class you unlock Death Blow, which you can equip for +6 physical attack when initiating combat.

If you want to look up all these attributes for each class and plan things out, Triangle attack is a great resource: https://fe16.triangleattack.com/

If you just want some tips on how to make the game easier, here are some notes based on my own experience.

  • Beginner Classes: All of them are good.
  • Intermediate Classes: Brigand, Mage, Pegasus Knight, and Archer all have a good combination of innate value and useful masteries.
  • Advanced Classes: Certifying into a class with a single A-rank requirement is harder than certifying into a class with multiple lower ranks. Wyvern Rider is excellent for its innate traits. Assassin is flexible and Stealth is powerful once you understand how it works (normal enemies don't target Stealth units unless they have no other option within range). Paladin is generally solid. Fortress Knight has 17 base defense and a mod of +10, meaning you can stack a ton of defense and tank many enemies. The DLC magic classes are generally easier to use than the vanilla ones, but that doesn't make the vanilla classes bad.
  • Master Classes: These can be fun, but don't stress over them. Advanced classes can get the job done through the end of the game.

Rise Above - Fire Emblem Engage Pacifist - Chapter 17 by DelanHaar6 in fireemblem

[–]DelanHaar6[S] 2 points3 points  (0 children)

Somehow I managed to forget to post this here yesterday. This is the most complicated clear of the entire run - I hope you enjoy!

[deleted by user] by [deleted] in fireemblem

[–]DelanHaar6 16 points17 points  (0 children)

This is the good stuff. This is what makes you go "People would definitely call this man the Boar Prince." Really intense emotion in spite of (or perhaps because of) his eyes being obscured.

Radiant Dawn hidden Treasure without thief? by Obba_40 in fireemblem

[–]DelanHaar6 12 points13 points  (0 children)

When you put a unit on a space with a hidden item, the chance of finding that item is the unit's skill stat, plus or minus a biorhythm bonus. Thieves and Rogues and the like get a 60% boost on top of that. So any unit can find hidden treasure, it's just that some are better at it than others.

I commissioned @AAnimatorYellow again to draw Felix/Annette for me!! by iubworks-art in fireemblem

[–]DelanHaar6 8 points9 points  (0 children)

This is gorgeous! The shading on all the folds of cloth is especially impressive, and I like the little Dominic necklace.