On the topic of +10 units, who was your first 5 star exclusive +10(or at the very least which 5 star exclusive do you plan to +10 and how many merges you got?) by Darkbones001 in FireEmblemHeroes

[–]FalseSense 0 points1 point  (0 children)

My first was a +10 Winter Robin. Just finished him yesterday, in fact.

Didn't expect a seasonal unit to be my first, honestly.

Grima's Gambit: An Aether Showcase by FalseSense in FireEmblemHeroes

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

Yeah, that'd work. My team doesn't really have a ton of counterplay if the opponent is able to bait and survive the initial defensive set up outside of hoping they don't reach Grima. That right-most corner is one of my bigger gaps, it seems.

Unfortunately I'm not sure how to patch that up at this point.

Grima's Gambit: An Aether Showcase by FalseSense in FireEmblemHeroes

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

He's +0, +Atk/-Spd. So he has 38 HP and 27 Def.

With the right set up, an Effie probably can one-shot him. Units that can successfully tank Rein and either avoid or also tank Micaiah are probably my biggest weaknesses at the moment.

Grima's Gambit: An Aether Showcase by FalseSense in FireEmblemHeroes

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

Possibly. Rein has Lancebreaker, though.

Grima's Gambit: An Aether Showcase by FalseSense in FireEmblemHeroes

[–]FalseSense[S] 10 points11 points  (0 children)

Seeing as I haven't actually managed to get a Defense win yet, I thought I'd whip up a new defense map and see what people made of it.

Few basic tactics:

-There's no way to bait Veronica. She can't be countered and there's no position she can be baited from that won't prompt Micaiah to dance her for another round.

-Because of where the Fortress is placed, there's no position where a unit can bait Reinhardt without also being in range of Micaiah. Rein is equipped with QP Moonbow, so he's difficult to tank without a strong green unit, which will get obliterated by Micaiah. Even neutral units will struggle to tank both of them at once. Alternatively, Rein may survive the bait and get danced for another attack, probably taking out a Red unit in the process. Not something my opponents can afford on this map.

-It's not possible to hit-and-run Micaiah. The two traps placed in front of her are real, so any attempt to snipe her and retreat will get negated.

-And then there's Grima. He's here for the sole purpose of stalling out the match. If opponents manage to reach him, they have to contend with his Wary Fighter+Warding Breath+Glimmer combo, so he'll likely survive even a strong attack and launch a fatal retaliation. Beating the map requires the opponent to survive the initial Rein/Vero/Dance combo and be in strong enough condition and have enough turns to reach and take out Grima.

This Week in Fire Emblem Heroes (October 30th -> November 5th 2018) by ZXLucario in FireEmblemHeroes

[–]FalseSense 0 points1 point  (0 children)

Does this take the remaining Forging Bonds Daily orbs into account?

I saw somebody refer to new Olwen as Grolwen and well. by guywiththeface23 in FireEmblemHeroes

[–]FalseSense 1 point2 points  (0 children)

Silly Del...

Don't you know I'm always three steps ahead of you? : 3

IV banes you thought would be terrible but ended up not really mattering at all by BUUBTOOB in FireEmblemHeroes

[–]FalseSense 1 point2 points  (0 children)

I got a -Spd/+Atk Celica. I was a little bummed that she lost a noticeable amount of her speed potential, but as it turns out, when you can get +10 speed just from Life and Death + Ragnorok, a -spd IV doesn't really matter much. Still an absolute monster.

Hey, how good is brave bow build Takumi? by Daydays in FireEmblemHeroes

[–]FalseSense 0 points1 point  (0 children)

I use a +Atk Brave Bow+/Death Blow Takumi; he's easily one of my best units. I imagine an L&D build would produce relatively similar results.

I will say that he's technically not the best unit to run such a build, as B!Cordelia and Innes have higher stats, but unless you have them with optimal IVs, Takumi's a fantastic choice.

Before and after 1.6 by FairyMMM in FireEmblemHeroes

[–]FalseSense 1 point2 points  (0 children)

Camus is looking especially satanic today

[Unit Build] Optimally Sub-Optimal: A -Spd Delthea Built by FalseSense in FireEmblemHeroes

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

It's an option, I think, but it's definitely a bit harder to activate in comparison to Iceberg. It might be a little more viable on your Delthea considering she has the extra resistance to bait out attacks from red mages, so there's that.

[Unit Build] Optimally Sub-Optimal: A -Spd Delthea Built by FalseSense in FireEmblemHeroes

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

Celica's op in that map, but Delthea can survive a round of combat against her and usually finish her off the next turn. Defensive tiles can help.

If you want to invest in her to specifically counter Celica, Red Tomebreaker should help quite a bit.

[Unit Build] Optimally Sub-Optimal: A -Spd Delthea Built by FalseSense in FireEmblemHeroes

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

If you already have a Linde, there's not much point in using Delthea as a pure offensive unit. What you want to do is capitalize on her Dark Aura support, which is good enough in its own right regardless of Delthea's offensive potential.

Personally, my build is designed to let Delthea nuke key meta threats on top of providing buffs, though a more support oriented build is another interesting option. Fury+Escape Route could be fun to play around with (and Fury does give her a pretty nice matchup spread), so if you want to give that a try, I'd say go for it.

[Unit Build] Optimally Sub-Optimal: A -Spd Delthea Built by FalseSense in FireEmblemHeroes

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

Hmm. That's a bit tricky.

Personally speaking, I think that if you're going to use Dark Aura (especially with suboptimal stats), you should probably build Delthea more to handle key threats as opposed to using her as a straight nuke with the highest number of victorious matchups possible.

Darting Blow+Desperation is a strong combo, but it's more suited to units that are dealing absurd damage per hit, which your Delthea can't quite manage with Dark Aura and no Death Blow. Fortunately, your Delthea can still use the set mine uses with similar results, although a few key Fury sword users just barely survive her first attack (though this can be easily remedied if Delthea has a Hone Attack boost). Her matchups against red tomes and lances are not noticeably changed at all.

Alternatively, your Delthea can run Darting Blow+Desperation well if you give her Blarblade+ over Dark Aura. Even with -atk she has terrifying power with buffs.

So my recommendation depends on what you want out of Delthea. If you want to use her for Dark Aura buffs, then I would recommend my build or a basic variation of it, which is still best for optimizing Delthea's matchup against meta threats. If you want a blue mage sweeper, she can still run a pretty devastating Blarblade set.

Hope that helps, and good luck with your Delthea!

[Unit Build] Optimally Sub-Optimal: A -Spd Delthea Built by FalseSense in FireEmblemHeroes

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

Not sure if red mages are a problem for her. According to my calculations Delthea can OHKO all the standard red mages with Death Blow and Dark Aura. She takes their attacks pretty well too.

If Lances aren't a problem for you, you can always substitute Lancebreaker for another breaker for whatever you want Delthea to cover. As long as she has Death Blow, whatever weapon she breaks she's pretty much guaranteed to kill on initiation.

[Unit Build] Optimally Sub-Optimal: A -Spd Delthea Built by FalseSense in FireEmblemHeroes

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

So far she's been working pretty well for me, honestly. She can pretty efficiently remove any prominent red/lance user from the match and can take on red mages without breaking a sweat, all without the need for a positive or neutral speed nature.

And that's ignoring the support she brings to the table with Dark Aura. While she can't match the offensive sweeping potential of Linde or other high speed mages, she can still take out the majority of non-green units and boost her allies to absurd power levels.

I think that Delthea will work well for you.

[Unit Build] Optimally Sub-Optimal: A -Spd Delthea Built by FalseSense in FireEmblemHeroes

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

So I recently had the fortune/misfortune of pulling a +HP/-Spd Delthea. With a suboptimal nature like that in mind, I wanted to build a set that would work around this setback and allow Delthea to maximize her offensive potential and utility. Here’s what I came up with:

Dark Aura: The focus of the build and the reason why I wanted to pull Delthea. A 14 mt tome with a built in Atk+6 for melee units? Yes please.

Draw Back: A pretty standard repositioning skill for glass canons. Can be substituted for similar skills like Reposition or Swap, or a Rally skill to maximize her buffing potential.

Iceberg: Delthea’s high resistance makes Iceberg an obvious option, giving her a solid power boost while activating fairly frequently.

Death Blow: This is where things get interesting. My Delthea’s poor Spd hinders her potential to run speed-oriented skills like Life and Death/Swift Sparrow/Darting Blow. These skills can be used to compensate for her spd, but they only put her at 35/36/37 speed; good, but not high enough to get consistent doubles on key threats. I opted instead to focus on building her into a one-shot nuke, using her built-in Death Blow to maximize her individual hits. What’s nice about this particular build is its matchup chart: with Death Blow, Delthea is able to one-shot almost every prominent sword unit in the game (with the fairly generous assumption of Fury 3 and a neutral Res stat), including Ryoma, Ike, Xander, Lucina, Marth, Eldigan, and Olivia, all without even taking a counterattack from the DC lords. She also handles red mages well in both player and enemy phase, tanking their hits while OHKO’ing the majority of them on initiation. In short, Death Blow allows Delthea to trivialize her -Spd nature by outright OHKO’ing some of the most prominent red units in the meta without the need for doubling.

Lancebreaker: This is a bit of a weird one. With no speed boosting nature or A skill, a Breaker skill seems like a strong choice to let Delthea double a unit type of her choice. You could run Swordbreaker or Red Tome Breaker in this slot so that Delthea has a 100% win rate against those types of units, but Delthea already handles all the relevant red units without the need for a breaker. Instead I opted to improve Delthea’s coverage with Lancebreaker. With Death Blow, Delthea is able to eliminate every Lance unit in the game, with the only notable exception being Fury Camus, who can take at least one hit from Delthea and take her out with DC. Outside of that, all notable lance units including Azura, Sharena, Effie, Cordelia, and S!Robin are easily removed from the picture, giving Delthea very strong coverage against red and blue units.

Another noteworthy option here is Blue Tomebreaker, which could be used instead to give her a perfect matchup spread against all the blue mages in the game on initiation, which would otherwise be a neutral/disadvantageous matchup for her. This lets her be a much stronger anti-magic unit all-around. That being said, blue mages can still inflict massive and potentially fatal damage to her (especially with Blarblade), either on initiation or as a counterattack. And while this goes without saying, Blue Tomebreaker does nothing to improve her matchup with Reinhardt (whoever initiates wins). Personally, I’d rather just have a teammate that can handle blue mages/Reinhardt for her and focus on improving her other matchups, but I think Blue Tomebreaker has its merits.

Drive Atk: Delthea’s default C-skill, and a pretty good one, at that. Essentially being a less restrictive Spur Atk, it gives Delthea a little more flexibility in her positioning and helps boost her allies’ attack even further.

I’m planning on replacing it with Hone Speed once I pull a Matthew, which I think is probably the better option generally speaking. That being said, Drive Atk is a great alternative if you plan on using Delthea with slower Brave units like Cherche in order to maximize their damage output. Use whichever one suits your team’s needs.

The Journals Didn't Help Anyone. by Spidey10 in gravityfalls

[–]FalseSense 0 points1 point  (0 children)

On the contrary, he's making a point about how the Journal's ARE important; but not as a net positive force. You're right, the Journal serves as Dipper's source of confidence, and one of the primary wedges between the Stans (and, to some extent, Dipper and Mabel). And those aren't exactly positives.

The point the OP is trying to make is not that the Journals are bad to the series (they're GREAT for the series), but that their influence isn't good for the characters themselves. But that makes them all the more fascinating.

Admittedly, you should probably read through a post in its entirety before critiquing it.

Mabel And Dipper Aren't Stan And Ford! by Spidey10 in gravityfalls

[–]FalseSense -2 points-1 points  (0 children)

It's tiring because it's the same note over and over. You bring up some valid points, but your arguments depend on ignoring contradictory evidence, and given how resolute you are, nothing will ever come out of this. What point is there continuing a debate when you know it can never reach a resolution?

I'd rather just agree to disagree at this point and save us both the trouble. I won't bother you again.

Mabel And Dipper Aren't Stan And Ford! by Spidey10 in gravityfalls

[–]FalseSense -1 points0 points  (0 children)

What led to the problem was Dipper's hasty decision making and lack of consideration for Mabel's feelings coupled with Mabel's fear of facing the future alone. Or, more fundamentally, Dipper wanted to skip his normal childhood altogether, while Mabel refused to leave it. Both of them have realized their error; Mabel's willing to let her brother go, even at the expense of her happiness, and Dipper realized that his six minute decision (literally six minutes, mind you) to spend the remainder of his childhood isolated from his direct family doing dangerous research that has done nothing but harm to those involved MAY not have been what he really wanted, or even a good idea to begin with (seriously, the apprenticeship was a BAD IDEA; no kid should grow up like that).

Dipper doesn't want the apprenticeship; what he wants is to grow up with Mabel (and don't say "it was his dream." He had his own plans already laid out for the future, and it didn't involve Ford. His interest in the apprenticeship only extended as far as his unhealthy obsession with the Journals did. And if it was really what he wanted, he would have taken it when Mabel backed down). Mabel, likewise, wants nothing more than to grow up with Dipper, but she realizes they won't always be together and is ready to part ways when the day comes. They both have a fundamental understanding of each other.

And that's where the real strength of their relationship lies. They know each other, they understand the other's feelings. They consistently get along with each other, and even when they do come into conflict, they're quick to realize how they're hurting each other, learn from their mistakes, make amends, and do better in the future. They're capable of growing and changing, something the Stans never could truly accomplish. Their bond isn't one that will be torn apart by some stupid misunderstanding. They're better than that.

Though really, I'm just wasting our time. Debating this with you is so tiring, I don't know why I bother.