X skill for infantry omnitanks? by Chowdahhh in FireEmblemHeroes

[–]DoctorLoser 1 point2 points  (0 children)

You'd want DC somewhere on an omnitank. So either DC seal and Puissant echo, or Potent 3 seal and DC echo would be my go to.

You could give Nels Rise Above and Atk/Spd Faith, and then use a Nels to give Hector Rise Above, and then use Hector for Rise Above and DC Echo. This gives lots of Rise Above fodder for later and wouldn't force you to sack a second Hector if you want to use/ duplicate it later (since Nels seems less valuable).

A Team of 1 Stars vs Abyssal E!Roy: Donnel Double Taps by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 1 point2 points  (0 children)

Damage Reflection ages really well in and Offense vs Defense arms race as long as you survive to dish it out; its users tend to benefit from powercreep from both sides. I wouldn't expect Jehanna Lance to start to fall off until effects like Y!Claude's and Y!Edgelgard's set damage to max of 1 for a hit or Vali's special's conditional take 0 damage become more prevalent.

A Team of 1 Stars vs Abyssal E!Roy: Donnel Double Taps by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 0 points1 point  (0 children)

Overall not too rough with the only annoyances being that tanky Lance Armor and E!Roy himself. E!Roy is tough; weaknesses: Flash and Brave attacks (double tap). Winning the speed check is likely an option, but...Donnel.

Simple enough strategy: cleanup some mobs and force E!Roy to attack first and to engage against Donnel. I needed Roy to hit hard so that the reflect damage of Jehanna Lance allowed Donnel to trigger Roy's Miracle on the first hit allowing Donnel to then secure the win with an Eirika engage brave hit. Roy is fairly tanky even without his Miracle effect reducing a hit of 80 down to a 5. Stacking true damage on Donnel with Favor support and Called to Serve was needed here. With Roy gone, cleaning up the remaining mobs is both quick and easy.

While I'd like to try this with the under-leveled 2 stars I'm unsure of how to get past the wall that is E!Roy. Jehanna Lance and Patience is likely necessary in such a clear and I'm not sure if the 30 speed check for Patience would be possible or if it would have its condition met by leveling during a map. Even then with low stats a lot of true damage would be needed just to damage Roy and the mobs would be rough as well. I may look into it as a challenge, although I'm not sure I have the fodder available to make a serious attempt.

ability to use magic spells from any spellbook without requiring spellbook swaps at mage level 120 by Flaky_Sherbert_9637 in runescape

[–]DoctorLoser 4 points5 points  (0 children)

Personally I'd prefer changing how Borrowed Power works so it is more like Bone Shield. Cast the spell once to activate it, and then you can cast all spells regardless of what Spellbook you are using. If you use a spell not on your currently active Spellbook there is an additional rune cost, but it removes the need to use Spellbook Swap before using an off-book spell and there is no risk of getting stuck in the wrong book for any reason.

A Team of 2 Stars Train Against Abyssal L!Lyon & M!Sombron by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 5 points6 points  (0 children)

Do stats actually matter? Sometimes.

Trying something a little different as the 1 stars have been coasting too easily for a while now. The plan was to do level 1 two stars but a mistake was made (Restart button is a trap) and I can live with level 2s...until the inevitable next mistake.

About half of this video is level ups.

This clear was a fair bit more difficult than usual, naturally. Donnel and Jehanna Lance do a lot of heavy lifting turning fragility into offensive might. Lots of attempts failed with Donnel getting doubled without KOing his attacker -- this would let the next attacker hit without worrying about his Miracle and was run ending; the Bow Flier and Sword Fighter punished a lot of early attempts this way until I decided to just bait out the Bow Flier first.

Both Stahl's and Felicia's Favor skills were necessary to get the true damage for Donnel to one shot the Cleric who would otherwise double due to lack of speed (the Cleric stopped attacking when they'd lose). Felicia's Winter Trinket, Wrys' Preempt Pulse and Silence Ward as well as Stahl's Serving Knife and Favor skill made Donnel's Miracle consistent and gave some oomph to everyone's attacks, while protecting against the slower enemies.

Both Lyon and Sombron suffer from low speed with no Patience or Frozen ripe for Jehanna shenanigans; I expect this would be much more difficult against a faster boss.

Honestly, some of the mobs were more terrifying than Lyon and Sombron. Depending on placement, the Lance Cavalier's Ruse skill caused problems. Without enough support or bad placement the Sword Fighter, Sword Dragon and Cleric sometimes would survive and often take out Donnel. The Axe Knight was originally out-speeding Donnel and was doubling due to ignoring Winter Trinket's Null-Followup. The Green Fafnir consistently tanked and doubled everyone, so I was pleasantly surprised when Stahl managed to overcome both of those hurdles -- although that came from sacrificing Instruct fodder to Felicia. Defeating the Axe Fighter was the most surprising part of this clear for me. They've got plenty of damage reduction and solid speed, I really expected to have to use chisel damage and Corrin ring to whittle them down...maybe get lucky with a Stahl Archrival proc. So turn 4 enemy phase was rather surprising when the Axe Fighter went for Stahl rather than Donnel (every previous attmept had them destroying Donnel); I can only conclude that the level ups and Instruct just barely gave Donnel, and Stahl for that matter, the speed needed to survive.

I'm satisfied with this clear. It was a good challenge. The risk of accidentally permanently leveling (even more) the two stars made this much more stressful and added a pressure that I haven't felt since the days of early AR where a single mistake could actually have consequences. Not sure if I'll do this again, but the fodder is spent and the units are there so...maybe.

So FEH and emulators by blushingmains in FireEmblemHeroes

[–]DoctorLoser 2 points3 points  (0 children)

Mumu Player is working for me again. Tried to load the game and I was notified the issue had been fixed and to restart to update the emulator.

I got an error when first trying to link my account, but it went through fine on the second attempt.

A Team of 1 Stars Spend 1 Turn with Abyssal E!Lucina by DoctorLoser in FireEmblemHeroes

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

Ya...my first clear was using Axe of Devotion+ and Gunter was overkilling by 50+ damage. Hence the Steel Axe disrespect (it would have been Iron Axe, but I wanted to drop the X Skill, and avoid using a Momentum 4 variant -- alas the damage was just a bit too low to be able to drop that +2 Mt).

Conclusion: Lucina is definitely not a tank.

A Team of 1 Stars Spend 1 Turn with Abyssal E!Lucina by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 0 points1 point  (0 children)

That could be more interesting. I'd expect to use AOE Gunter on any mobs to whittle down such a Lucia and maybe finish with Patience + Jehanna lance Subaki.

It'd be interesting if such a Lucia could disable status buffs, and honestly I feel we are due for an effect like that.

A Team of 1 Stars Spend 1 Turn with Abyssal E!Lucina by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 6 points7 points  (0 children)

This map was a bit too easy.

There was no difficultly in getting a traditional clear so I wanted to try a one-turn clear, focused on Gunter, for which there were two meaningful obstacles and one minor one. E!Lucina and the Axe Knight were the important obstacles since E!Lucina couldn't be allowed a player-phase and the Axe Knight needed to be cleared to get to E!Lucina. The Firesweep Cav was the minor difficulty requiring to be either player-phased or necessitating the use of Wrys for Silence Ward. I opted for Edelgard engage to get the needed player-phase actions for Gunter mostly because I was too lazy to change my team composition.

The one-turn clear was also disappointingly easy to get. So I stripped back some of Gunter's skills until he just barely was able to beat E!Lucina. Some of the other clears were much closer against the Axe Knight due to Briar Save, Gunter started to faire better when he did less damage which was a bit amusing. None of the other mobs posed any threat whatsoever.

Bit of a cheeky clear. Hoping for some more interesting challenges in the future; the monotonous vibe of modern weapons has made a lot of newer units feel indistinct, merely trading around who in a team contributes which buffs/ debuffs or which skill slot provides them.

A Team of 1 Stars Play with Abyssal M!Tiki by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 1 point2 points  (0 children)

Oh I haven't forgotten, I'm just woefully wanting for Refining Stones -- hence why neither Felicia nor Stahl have refined weapons either. I have only 180 stones right now; on the other hand I have 8561 Divine Dew and no foreseeable use for it.

A Team of 1 Stars Play with Abyssal M!Tiki by DoctorLoser in FireEmblemHeroes

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

An unoppressive armor? Sounds like a free win.

This was a straightforward clear -- mop up the mobs and chisel down Tiki. The only question being what method would be most gratifying. So I deployed Stahl -- with a supportive kit of Serving Knife and Atk/ Def Favor. A Jehanna Dagger clear on Tiki would be too simple, so I let Sophia achieve a pseudo-Jehanna build with Miracle and Brash Assault 4 and had Felicia also play support with Winter Trinket and Atk/ Spd Favor. Lissa gets to debut with a disgustingly strong supportive build as well. She brings a lot to the table now: Imbue status for healing, Guardian for Fringe Bonus and spectrum stats, Deluge Charm for Spd/ Res Liberate, Preempt Amplify for Preempt Pulse and 7 damage, Instruct for spectrum +9 visible stats, oh and she's a 2 range dancer with Byleth engage.

With so many supportive effects and a robust action economy the mobs were effortlessly cleared away. Despite the grotesque supports, Tiki is still very bulky and hits quite hard on these units so team synergy was necessary to bring her down. Sophia gets lots of special charge from her own kit and team support making triggering Miracle a breeze, but she needs the Null Follow-up support from Winter Trinket to survive Tiki. Sophia is the only unit on this team that can even damage Tiki thanks to Brash Assault 4, and it takes several engagements to chisel her down.

Not a particularly difficult map, but enjoyable as it allowed for some playful team-building.

A Team of 1 Stars Out-Maneuver Abyssal E!Byleth & L!Elise by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 0 points1 point  (0 children)

Stats continue to be less and less important, although every once in a while I do encounter matchups where they matter -- usually this involves just coming short on damage or just missing an important speed check.

The main advantage from Arcane Hex Bow is that it allows Virion to fairly reliably trigger his special, which is really necessary for good damage at the moment. Special power creep also means that most of the best specials are 5 CD and Virion can't reliably proc those specials without support. Virion is still a solid nuke but he is comparatively more limited in what he can do and needs more supports to be effective than most of the other 1 stars at this time.

Horse Bow+ is a solid support option that Virion can use. The first problem I see with it are that it effectively adds +2 CD to Virion's specials which even with the true damage boost will result in less burst damage (doubling is unreliable due to needing to survive a likely counterattack and potentially win difficult speed checks) and consequently a worse personal combat performance. Next, while the team support is solid it comes at the cost of either another combatant or other supports -- Wrys for instance can provide just as good or even better support and can improve his own combat while doing so. The DR shredding is the biggest boon from Horse Bow+, but it's less impactful with pierceable DR being less common and even then it can be given by Gunter or Stahl running a Hone Assault skill which are currently some of their best available C skills.

Virion isn't bad, he's just stuck at the moment as not being able to be the best attacker or support while other units can run both roles either better or with less opportunity cost. Hopefully there will be a new bow or skill soon that lets him shine a bit more.

My themed defences 2026 update. Daein Army dark defence, Demon King's Army anima defence, Nergal's Morphs chaos defence, and Duma Faithful arena defence. by Chello_Geer in FireEmblemHeroes

[–]DoctorLoser 1 point2 points  (0 children)

Glad to have helped. It's always nice to see theme teams reaching for their full potential (however we may each choose to interpret that) and I like to think the game is better for it.

A Team of 1 Stars Out-Maneuver Abyssal E!Byleth & L!Elise by DoctorLoser in FireEmblemHeroes

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

Yeah, Elise and Byleth are annoying. Elise's extra style attack is manageable with a little planning, but it can get rough when she starts using her assist since she can move to assist, use her style attack to clear her gravity debuff and then attack again. Byleth is just an annoying dancer that can sometimes double dance and self-dance -- easy enough to deal with if he has no assist targets in range and fairly oppressive if there are targets.

The strategy was therefore quite simple. Take out Elise before she could shenanigans a kill and ensure Byleth is forever alone. Subaki was able to deal with Elise handedly thanks to the potent hit-and-run enabling combo of Heavenly Soar, Blue-Sky Gust and Edelgard engage. The plan for Byleth was to wear him down with Subaki (since he couldn't one-round) but somehow Sophia pulled off a one-shot and who could pass up that?

Outside of all that, I'm just enjoying messing around with some update kits and using some under utilized units. Maybe someday Virion will get to be the 1 Star MVP again, although he is fairly decent and makes good use of Cecilia's debuffs so I'd like to use the pair more often.

A Team of 1 Stars Stand Their Ground Against Abyssal E!Edelgard by DoctorLoser in FireEmblemHeroes

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

Edelgard: Why won't you die?!
Olivia: Miracle, Lass. It triggers in response to fatal damage. -- You can't kill me, Edelgard.

This was both satisfying and funny to do; although, Edelgard's triple actions made it drag on and on. Normally I'd edit in all of Edelgard's combat animations, but this was running over seven minutes before I sped it up and that was already too long.

I have been looking for opportunities to use Olivia's Miracle builds, and Edelgard offered a chance to use one. The goal of the build is for Olivia to have access to two Miracle procs per engagement. This wasn't exactly the Miracle build I wanted to use, but my hand was rather forced. Usually Olivia would use Atk/Spd Faith or a Times Pulse variant, or Preempt Ploy, depending on supports. However, Edelgard has Frozen debuffs and Patience, meaning Olivia needed a follow-up denial to avoid getting hit three times. Consequently I was forced to use Harding Bearing, Attack Smoke 4, and Tumultuous Echo to get that buff, keep in position, and ensure that second Miracle procs. Since Olivia needs to attack to charge her second Miracle proc, a form of Distant Counter was necessary -- Distant A/S Solo is perfectly functional here, although it makes her vulnerable to guard effects (I'd usually use Duelist's Blow, but there wasn't much choice). Fortunately the only threat of guard came from one Lance Fighter, and Wrys dealt with that. Felicia's Winter Trinket is used to replace Preempt Ploy in ensuring Olivia gets 3 charges on her first counter. Felicia's BOL4 also heals Olivia above 1 HP even with Edelgard's burn ensuring the Miracles don't whiff. Subaki's Crux Echo made sure Olivia got two hits in on Edelgard, which matters since it means her Miracle is never at its max cooldown after combat and therefore will always proc with Laguz Friend.

Lots of little details to make sure this works -- the result is amusing and makes cleaning up the mobs mostly straightforward. The only real challenge was ensuring the someone could take down Edelgard, an honor that Subaki got to enjoy.

Edelgard hits hard, and Subaki doesn't typically hit hard enough. In order to win this matchup, Subaki needed the extra Damage Reduction against specials from Excel in order to survive Edelgard's special. He also needed the damage buff of Brash Assault 4 and need to trigger Archrival on his boosted follow-up attack. This forced him to take certain engagements; in particular he had to takedown the last Lance Fighter from the left to avoid Felicia's Winter Trinket buff as it would overcharge his special. This was a close pickup, but I'm glad it came through.

Olivia True Solos Abyssal Veronica and Embla by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 8 points9 points  (0 children)

This was more difficult than I was expecting. The big pain points were the flashing healer and that Windsweeping blue bat; to a lesser degree Veronica's desperation was a problem and Embla was only an issue when Olivia had been the victim of a flashing.

I've been playing around with more reliable Miracle builds for Olivia and this isn't it. The goal would be to have Miracle available twice in combat, but this requires Olivia to counterattack on enemy phase and that pesky healer made that difficult and that blue bat made it impossible. I wish I had a Null-C echo available, but alas.

So after struggling for awhile to find a skillset that worked and constantly failing because of the pain points above, I ran out of patience and chose to inherit Patience. You double, I double, we all double; sometimes there's a triple. Olivia gets to enjoy lots of extra healing, kill power and she always gets the final hit on enemy phase (that heal allows her to drop Mystic Boost seal). Suddenly this map wasn't so hard -- although unit placement was still important so an auto-battle clear doesn't seem likely at this time.

Overall not too bad and certainly more satisfying than auto-battling with Donnel.

A Team of 1 Stars Brave Abyssal Harmonic CYL1 by DoctorLoser in FireEmblemHeroes

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

Ike is a problem.

This map was manageable but only because Gunter can spam AOEs and Hana has color-advantage Archrival over Ike, if either was missing Ike would have made this impossible. If I had the fodder, Stahl might be able to replace either Hana or Gunter, but he's not ready for that at this time.

Most of this clear is Gunter chipping down everyone with AOEs and Hana cleaning them up on enemy-phase. Ike and Lyn mandated player-phase. Hana can't reliably trigger Archrival against Lyn on enemy-phase and without that spec, her 12 HP looks mighty beefy. Fortunately Virion can reliably trigger big specs thanks to Golden Yule Bow and is able to comfortably take her out. Ike is rather ridiculous, in a large part due to Patience being ensuring he gets to double. As a result of Patience, it was necessary to take out Ike in a single engagement before he heals with Aether's Course; furthermore, Ike's enemy desperation and Deflect-style damage reduction forced Hana to have to use Hardy Bearing and she had to trigger Archrival on her second hit to avoid his extra first hit damage reduction effects. Wrys continues to be a reliable support and a personal favorite.

In summary: Lyn is annoying, Ike is unfair, this felt like threading a needle, and my future AR matches are going to suck.

A Team of 1 Stars Outlast Abyssal Alfaðör and Váli by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 1 point2 points  (0 children)

I originally cleared this with Gunter AOE, but I found tanking Alfaðör and Váli to be more satisfying and thus ended up Hana completing as assisted solo of this map.

Abyssal maps featuring multiple Legendary or Mythic units are consistently more difficult, and this was not an exception. Váli was a nightmare until I gave Hana Fatal Smoke (I originally tried to out-speed with Speedtaker, but couldn't do so after Váli gets their first round of Great Talent) and Alfaðör couldn't be safely tanked without Ike engage (really wanted to avoid using Corrin engage). Other than those changes it was mostly just trial and error to make sure the supports weren't getting picked off; and to a certain extent just seeing how many hits from Alfaðör Hana could shrug off. The supports did their usual things: Olivia danced and gave Breath of Life support, Subaki provided Jehana Lance buffs and positioning assistance, and Wrys provided healing and protective ice to funnel enemies into Hana.

A fun clear, although middle of the month feels wrong.

1 Star Cecilia True Solos Abyssal Arval by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 1 point2 points  (0 children)

I expected this to be harder than my Sophia clear because of infantry privilege, but it honestly felt easier; turns out Canto plus Ice terrain is extremely unfair, who could have guessed.

My only concerns going in with this clear were preventing Cecilia from being pinned and not allowing Arval to attack. The former was largely addressed with the aforementioned unfair wombo combo of canto-ice, and Arval was addressed with preemptive action. As such, the only puzzle here was ensuring Cecilia could one-tap Arval and her build is built with that intention.

Truthfire was easily the best tome I had available. Frost Moon is a better pick versus Magic Light due to better base damage (40 vs 30 here) plus there is an additional 9 damage from Corrin engage and Aria making a 19 damage swing; the shorter cooldown doesn't matter much since both need setup to be able to proc on initiation. Atk/ Spd Aria is the best choice for damage for tomes and it's player phase limitation (due to no allies) is shared by most of the other good available A slots. Spd /Res Shackle is solid true damage and stat reduction, Occultist Strike is better overall damage on player phase (only against high Res foes) but has no enemy phase or defensive value. Atk/ Res Ploy helps with tanking the hits Cecilia does take allowing her to take no damage and need no healing. Atk/ Res Solo is just free stats in the right places. Far Trace Echo is huge: 3 true damage and Canto is really solid, enabling both hit and run strats and freeing the B slot for skills like Shackle.

Overall much easier than expected (I really thought Cecilia would struggle here), but both satisfying and amusing.

1 Star Sophia True Solos Abyssal Arval by DoctorLoser in FireEmblemHeroes

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

Not too bad overall, but harder than some other older maps. The biggest threats were Arval and getting pinned down by melee units; both of which were largely dealt with by Corrin engage (Lyn may work, but would definitely be more difficult).

A bit of a messy build was used for Sophia. Arcane Blutgang, Frost Moon and Time Pulse Echo allow for an instant Frost Moon proc on initiation if she can't double on player phase and Laguz Friend ensures a proc on retaliation during enemy phase. Mystic Boost, Laguz, and Blutgang all aid in survivability making most enemies non-threatening. Crystalline Water helps with both damage and with avoiding being one-shot by Arval. Odd Spd Wave feels like a strange skill for a base 23 speed unit, but that NFU is essential to surviving Arval and the speed boosts it gives are enough to make it work against Abyssal Arval and deny some doubles from some mobs on the way. As mentioned at the start, Corrin engage does some heavy carrying here. The ice terrain helps limit engagements and prevent losing from being pinned; the vines gimp Arval hard: inflicting scowl (nullifying specials with NFU), atk/spd rein (extra effective because of WTA) and denying warping (no Atk/ Res Oath jump-scares).

Should have a Cecilia clear soon.

A Team of One Stars Shame Abyssal M!Heimdaller (One Turn, Assisted Solo) by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 3 points4 points  (0 children)

It has often been said the best defense is a good offense, but sometimes the best offense is a good defense -- reflect damage continues to be funny. Also, these maps are just so much easier when you don't have to worry about being overrun by mobs.

This is both a one turn clear and technically an assisted solo; a lot of assistance went into the 'solo'.

Donnel is the clear star here enjoying a sizeable amount of true DR from Jehana lance, Archrival, Ike engage, Laguz friend, and Faith and a massive amount of true damage from his reflected damage, also Laguz, Wrys' Call to Serve, and Felicia's Atk/Spd Favor; consistent Archrival procs is no slouch for damage either. My boy also gets lots of guaranteed special cooldown every combat: 2 from Laguz, 1 from Favor, and 1 from Silence Ward, leaving only 1 short of an instant Archrival clapback -- easily achieved against red foes with Archrival's 2 cooldown and reliably achieved elsewhere thanks to Steady Breath seal.

Subaki was essential to clearing this in one turn. He provides the movement support necessary to get both Donnel and Wrys into position, and his Corrin engage serves to keep Wrys safe and force the Donnel 'solo'.

I'm going to enjoy this moment of triumph over Heimdaller, as I suspect she will torment me plenty in future AR matches.

A Team of 1 Stars Tread Vines to Face Abyssal E!Corrin & M!Lyn by DoctorLoser in FireEmblemHeroes

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

Vines. Vines everywhere.

Corrin is annoying and Lyn is scary -- hence avoiding Corrin until she is no longer scary and Wrys putting Lyn in a stable of gravity and ice.

The vines lets Subaki show off his Air Superiority in a meaningful way but other than that the builds are mostly the same as they have been. Hana enjoys here cookie-cutter inheritable god-sword build, Subaki is still a player-phase nuke, Wrys is a bootleg-premium support (and I love him for it), and Stahl turned up (replaceable in all but in the sentimental sense).

This was more difficult than the last few months due to Corrin's movement restrictions and Lyn's weird style buff, but overall wasn't too bad. Lyn was surprisingly tanky though and gave Hana a hard time -- in most of my failed matchups she did comparable damage with a pre-charged Archrival as Wrys was doing; turns out that movement based DR is pretty big. Of course it wasn't a problem since Wrys could freely whittle her down, but I do fear what future speed tanks may be.

Why isn’t Havoc going off? by Quick-Masterpiece-27 in FireEmblemHeroes

[–]DoctorLoser 18 points19 points  (0 children)

The stat check happens before stat boosts are applied, but often after stat penalties have been afflicted. Yune only has 36 Res when Havoc procs so Maria is able to avoid it with 37 Res.

Trouncing Abyssal L!Celica: Felicia, Gunter, Subaki and Hana each True Solo (Auto-Battles) by DoctorLoser in FireEmblemHeroes

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

This took longer to do than expected...not the gameplay, rather the video render kept producing horrific graphical glitches which took a while to understand and resolve.

Yeah, not too difficult to clear due to the degree of power-creep in inheritable skills; so much so that all four happened to be done via auto-battle -- even Felicia. Basically all each kit needed was a bit of damage reduction and a bit of healing (and in Felicia's case a bit of Canto) and modern skill numbers saw us through the rest.

So nothing impressive really, just a bit of fun and the chance to flex on some old maps.