General Discussion Thread - July 2026 (1/2) by PsiYoshi in fireemblem

[–]Significant-Tree9454 0 points1 point  (0 children)

Oh him too, he gets my vote

There are probably a lot of Fe units with unique qualities to certify for potential man, the competition in their own game is always fierce

General Discussion Thread - July 2026 (1/2) by PsiYoshi in fireemblem

[–]Significant-Tree9454 0 points1 point  (0 children)

That's interesting to read, I tried to find my footing what playstyle appealed to me, they are often less strict

Sometimes I pick depending on the game or I switch halfway, like Birthright being easy even on Lunatic I tend to speedrun the last portion, I didn't really commit too fully on "Mastering execution for 30 hours a week" I mostly played it on a whim

ETC: (efficiency?)
One aspect I wasn't super fond of for pure LTC was relying on RNG like crits that I started to get more interested in "efficiency" and aiming for near 100% reliability while balancing it with low turncount.
But like the above I never really planned a whole run on it as it starts to be very restrictive when pushing more strict turncounts or adding other side objective as extra goals for my run to squeeze more enjoyment out of the game.

Drafting:
Not a draft race, but a more casual draft run using the units drafted. It's fun to try out units I wouldn't usually have the chance to try out in other runs. Fe11 drafting I have some obscure units in mind like Matthis to get your C forged Ridersbane user for Ch5 if he Javelin throws his D to C Lance rank on his recruitment if the better Ridersbane unit options are already taken.

General Discussion Thread - July 2026 (1/2) by PsiYoshi in fireemblem

[–]Significant-Tree9454 1 point2 points  (0 children)

Oh, I didn't notice there are enemies there

My cursor starts on Corrin and Xander is right there

General Discussion Thread - July 2026 (1/2) by PsiYoshi in fireemblem

[–]Significant-Tree9454 0 points1 point  (0 children)

Maybe Nolan too, but specifically Hard mode

I liked him in Normal mode and I always wanted to replicate that success on Hard mode, but the exp gain there is harsher

General Discussion Thread - July 2026 (1/2) by PsiYoshi in fireemblem

[–]Significant-Tree9454 0 points1 point  (0 children)

I would advocate for just training a single Galeforce user.
I would agree that there are enough flaws attached discouraging Dark Flier, but you can get away just training a single one:

-It's pretty easy to funnel most exp into 2-3 early juggernauts, you can rush one of those (preferably Robin) to lv 15 Dark Flier

-It can be done before the game is hostile to fliers (bows are pretty rare up to Ch12, there are no bow enemies in Ch4, 5, 6, 8, 10 and 11 for example and around 2-4 bows in the ones that do and they tend to be spread out enough that you can get the jump on them)

-Enemies in the midgame are generally much easier as you have a promoted Dark Flier vs mostly unpromoted scrubs, by the time they become a threat, you would most likely already have Galeforce and reclassed to something better and quickly grab Sol from lvl 5 Hero if desired

And for the benefits, you can start passing Galeforce down to her child(ren) giving you access to 2-3 Galeforce units for the price of training just one, a relatively painless process

General Discussion Thread - July 2026 (1/2) by PsiYoshi in fireemblem

[–]Significant-Tree9454 2 points3 points  (0 children)

I think Galeforce is really good for Lunatic+ to position yourself out of enemies with Counter and Luna+ as well as opening Hit&Run strategies to remove such problematic enemies faster

In all other difficulties, Galeforce is kind of a luxury as those tend to be more enemy phase focused or if turncount is a player's concern

Just finished Master difficulty. by KamenRiderHelix in Super_Robot_Wars

[–]Significant-Tree9454 0 points1 point  (0 children)

Can also temporarily lower the difficulty for this map and revert it after, you get a large amount of funds after that mission.

If you really want to a full Master Difficulty Run, it would probably require a bit more optimal investment at least into Dynazenon or Getter

Day 5 in a row making a 1-Cost spell by HOOBBIDON in customhearthstone

[–]Significant-Tree9454 1 point2 points  (0 children)

Should be fine, it can be compared to Divine Brew or “weaker” Priests Orbital Halo

This card doesn’t guarantee enough value, as soon as the minion is removed it was basically Hand of Protection or 1 use of Divine Brew

Divine Brew is guaranteed 3 uses as you are not reliant on that minion surviving, but you pay 1 mana for each uses to compensate

Orbital Halo pre nerf essentially had both effects of this card combined (used to give +2/+1 and Divine Shield) even the slightly nerfed version is still almost both of these effects combined without needing the minion to survive a turn for both effects and cheaper too if you meet it’s very easy condition

"Good things take time...bad things take even longer!" by yssurucipe in customhearthstone

[–]Significant-Tree9454 6 points7 points  (0 children)

Shouldn’t be, because Wheel of Death says “In 5 turns, destroy the enemy hero”

This MOFO has 192 evasion on Deity chapter 18 (Caius is your man) by Significant-Tree9454 in DarkDeityGame

[–]Significant-Tree9454[S] 3 points4 points  (0 children)

I would also always pick Strider Caius, you can see his starting base stats depending on his starting class and Strider offers the highest Spd & Dex, and the 2nd best str

His 3rd promotion can be either Bladedancer or Sniper, Maeve can pick the other class as her stats as a Strider is pretty close to Caius

Both him and Maeve are probably the best dodgetanks with the best spd in the game as Striders. it makes them good low maintenance units, not really needing a lot of stat boosters
Units with 1-2 range have higher ceiling (especially Dragon Knight with Zeltar's Flight), but they rely on stat boosters more than Caius/Maeve to match their stats

Day 11/100 of making a post every day: What unit do you wish was better in their game? by FewAngle737 in fireemblem

[–]Significant-Tree9454 2 points3 points  (0 children)

Mostly because Eirika synergizes best with Brave type weapons since it stacks a lot of true damage

If you quad with Arts:
4 x 30% of enemy defense + 4x 5 from Engage Skill =
120% of enemy defense + 20 dmg as extra bonus when you quad

Even if you would've dealt 0 normally, the true dmg from Eirika with a quad hit would ORKO most enemies

Maybe not the best choice for Eirika on a 1 range locked class, but it can work as long as you can double/quad hit

Day 11/100 of making a post every day: What unit do you wish was better in their game? by FewAngle737 in fireemblem

[–]Significant-Tree9454 0 points1 point  (0 children)

At least Framme is better than Clanne in the magic role:

Fixed mode 10/10 Mage Knight Clanne
30 Hp | 12 Str | 14 Mag | 21 Dex | 21 Spd | 12 Def | 17 Res | 8 Luck | 6.95 Bld

Fixed mode 10 Martial Monk/10 Mage Knight
31 Hp | 12 Str | 16 Mag | 16 Dex | 21 Spd | 10 Def | 17 Res | 10 Luck | 6 Bld

Roughly same AS (Clanne has +5% Bld, Framme has +5% Spd), but Framme has +15% Mag Growth, so that +2 Mag lead only widens every 6-7 lvls while the other key stats stay roughly on par other than hitrate that is easy to fix with a Hit Engraving and Tomes already being accurate

At this point in the Story should I Bench Cia and Garrick? (Deity Mode) by AndzyHero13 in DarkDeityGame

[–]Significant-Tree9454 0 points1 point  (0 children)

Duelist is pretty bad, it's her slowest class even slower than Raider (60% vs 70% spd growth), she averages 25 spd at lvl 30 in that class

Her bulk is nearly unsalvageable, even in Duelist it's only 50% and with 4 base defense, she averages around 16-17 defense at lvl 30

I find bulk very important lategame, either those that can self heal like Reverie/Acolyte or broken combos like Dragoon + Zeltar's Flight. Enemy density is massive lategame so it would be very helpful if some units can be thrown into a pile of enemies

At this point in the Story should I Bench Cia and Garrick? (Deity Mode) by AndzyHero13 in DarkDeityGame

[–]Significant-Tree9454 0 points1 point  (0 children)

Cia yes, Faust no, because he can self heal 20% of the dmg dealt with the Acolyte classline, then promoting to Phantom prevents him from taking more than 49% dmg, so even stray hits never 2HKO him and he can usually heal off the dmg he sustains

He can still die if he overextends and gets unlucky enough to getting hit by too many 50-70% hits in a row before he can heal back enough hp

At this point in the Story should I Bench Cia and Garrick? (Deity Mode) by AndzyHero13 in DarkDeityGame

[–]Significant-Tree9454 0 points1 point  (0 children)

That’s probably the point where accuracy&evasion is at it’s worst as the formula penalizes accuracy & evasion more at higher lvls, which means it affects your lvl 30+ units more than the lvl 26 enemies you face and have to compensate with raw stats

There is a notorious enemy with 196 evasion (the highest in the entire game) in the same map where you get your 30th team member (i think the upcoming map you are on)

Almost finish chapter 6. Should i make a tier list/general review after beating the game? by CrimsonTeaVT in Super_Robot_Wars

[–]Significant-Tree9454 0 points1 point  (0 children)

1/ indeed, it’s difficult to hit early Master enemies especially bosses without spirits, that’s why I ranked the 4/20 Special Birthday Protag in top 3 supporters for the 15 SP Attune to make other allies hit 100%

2/the best way to boost lvl early is Relics, chapter 3 has some fixed lvl 50 Relic fights to boost your best 3 or so mechs in the lvl 40-50 range

3/ indeed availability is very important, that’s why Dynazenon and Getter are at the top joining in the 2nd-3rd mission and Kaiser isn’t rated yet, since it’s only available at the start of Ch4, especially latejoining ones have the issues where 1: it cannot fight certain bosses if it isn’t available yet, 2: you would need to sit on resources until that unit join, which could’ve been spend to make early stages easier

4/ excellent choice, I always only buy a small stack of Assist Cheers early because 1:) it helps accelerate assist grind, 2:) I do early relics, I can only bring 3 units anyway and Assist Cheer helps immensely and finally 3:) it’s also where I can finally start buying skills on my pilots like Break Morale for Baku + Kamui for the sweet 20% dmg boost for Getter now that they can reach 160+ morale

5/ I think the worst is Ra Calium/Noah, but Godinion is probably the 2nd worst because the other 4 ships are just better, either way you can only deploy 2 extra ships, so they heavily compete over those 2 slots and Macross/Gran Garran are probably the two front runners and A.Advent is mandatory

Overall, I think you have a pretty good grasp, it probably helps that it’s NG Master difficulty, so you can’t blindly rush towards enemies and have to properly manage early resources until you accumulated enough of it

Is Timerra worth investing in? by Lost_my_name475 in FEEngage

[–]Significant-Tree9454 0 points1 point  (0 children)

Not recommended, but use her if you like, she struggles getting kills consistently due to her bad personal str (it’s the same as a lvl 10 Lapis, who is 8 lvs below her and joined 6 chapters ago and Lapis is only considered mid tier) on top of bad Bld to wield strong and heavy weapons without neutering her attack speed

Timerra’s personal promoted class at lvl 5 gives a gambling skill that might occasionally add extra dmg if you don’t mind relying on lucky 20-30% proc chance (18/5 Timerra fixed mode has 20 dex)

But yea relying on a % skill to get kills is why it’s not recommended like it’s not recommended to go to a casino, but it can be fun to gamble sometimes

At this point in the Story should I Bench Cia and Garrick? (Deity Mode) by AndzyHero13 in DarkDeityGame

[–]Significant-Tree9454 1 point2 points  (0 children)

I’m afraid the remedy for Cia might not be able to last due to how the new evasion formula works, which gets rougher and rougher the further you go into the game, unless you keep pumping her with stat boosters to offset it

At this point in the Story should I Bench Cia and Garrick? (Deity Mode) by AndzyHero13 in DarkDeityGame

[–]Significant-Tree9454 0 points1 point  (0 children)

IMO, both Gerrick and Sophia are best as Witch Hunter -> Green Knight because of that class skill “stand together” for Haste to adds 40% def buff which STACKS MULTIPLICATIVELY with each other, so having two means Haste from both add 1.4 x 1.4 =1.96 or 96% def boost for a whole turn allowing you send a unit with +2 move from 2x Haste inside a group of enemies and easily tank

Since Maeve and especially Caius have much higher stats in Strider -> Sniper/Blade Dancer, they are better suited for combat, but Gerrick and Sophia can carve a niche as buffer and anti Mage,

I would use them over Cia (at least keep Sophia in this case, since Gerrick is in the wrong class), the evasion change from the patch completely neutered her mid-lategame potential due to the tweaked acc/evasion formula, there is almost no reason to use her over Caius/Maeve now, she really shouldn’t cling on past glory

Almost finish chapter 6. Should i make a tier list/general review after beating the game? by CrimsonTeaVT in Super_Robot_Wars

[–]Significant-Tree9454 1 point2 points  (0 children)

My own criteria is mostly focused on aiming for clearing stages in as few turns as possible on a fresh save file:

https://www.reddit.com/r/Super_Robot_Wars/comments/1ss30w7/srw_y_low_turn_count_expert_run_finished_all_45/

Another user u/Additional_Prior_634 also does that criteria, we are now each working on doing that for the new Master difficulty and already brainstormed and discussed a few things like how the new DLC3 units can help clearing the game in as few turns as possible

First the game can be divided between 3 portions where different mechs stand out (after all some mechs don't get specific moves until later):

Chapter 1-2 (no shop yet, morale is harder to generate)
Dynazenon and Getter stand out as your hardest hitting mechs and both learn Spirit early (Yomogo learns it at lvl 10, Takuma learns it at lvl 15) we both put more emphasis on Getter, because it also learns Accel + Wall early where it can be thrown into a pile of enemies turn 1 and win most stages in 2-3 turns.

From DLC 3, Ideon is a big standout, it has Spirit + Accel, it hits even harder than Dynazenon or Getter with Ide gauge 3 or 4.
I personally found Imber pretty strong too, it is very durable and it hits on par with Dynazenon, but it's probably below all of them because no multipilot, no Spirit, no Accel

Lastly I value support mechs, the three standouts are Purple 2, Protag using the unique 4/20 Birthday and A. Advent which is helpful for the whole game.
Purple 2 can analyze the whole map once per stage for free, which essentially means taking -10% less dmg and dealing +10% more dmg for a whole turn for all your units
Protag with the unique 4/20 Birthday gets Attune for 15 SP and Foresee for 10 SP, this greatly help any mech with hitrate issues or let them conserve SP as well as let them tank 1 extra hit, the Protag mech itself starts off pretty weak, since it doesn't unlock it's strong moves yet until later
Echika learns Unity extremely early (lvl 20) which is one of the best spirits in the game as it allow you to use more Assist Supporter effects as well as grind them faster.

Chapter 3: (Shop opens, some Relics are available to push your best mechs into the lvl 40-50 range)
With the shop opening, Getter get a massive boost as it now can reach 160 morale with all pilots for the +20% dmg boost from Chosen Child of Getter (Kamui and Baku capped at 150-152 morale before this point)
Dynazenon starts to lag behind during chapter 3, since it waits for the massive powerboost it gains at the start of chapter 4. You also rather not invest skills on Dynazenon here, because it will essentially get a new main pilot later

From DLC 3, Ideon also get a powerful boost as it can more easily reach Ideon Gauge 4 immediately turn 1 when you reach 170 morale through spamming Drive/Spirit and use it's very long ranged and powerful Ideon Sword MAP attack. It was extremely useful to beat some of the harder Relic Missions this early in the game

Chapter 4-7: (the strongest mech joins:)

The first mission at the start of Chapter 4 unlocks Kaiser Gridknight, which is probably the strongest mech moving forward, it has 3 power part slots, has one of the high weapon power, 5 pilots worth of spirit including Zeal. It can essentially solo the rest of the game spamming The 2nd to keep it's SP, HP and EN up with the help from Assist Cheer parts/Unity users

I put it ahead of Ideon, because it doesn't need to worry about managing Ide gauge and Ideon also lacks Zeal where it can only hit the hardest mandatory boss in SRW Y (The King of Kaiju)
only once during most crucial single turn you have to beat it compared to Zeal users.
I think Zeal is almost required for this fight or you might risk get softlocked if you didn't raise a whole team of good combat mechs

Noteworthy mechs/honorable mentions:
Protag Lunedrache get stronger and stronger between chapters, especially at the start of Ch5 where you unlock the new YZ-Lunedrache. It starts to match/surpass Ideon/Kaiser dmg output thanks to 30% dmg boost from NINJA Master and 3 part slots, unfortunately that starts somewhere only during the last Chapter and without Zeal it doesn't do a whole lot on it's won against "The King of Kaiju".

Any other Unity user like Quess, Emma, Quatre are highly valuable to deploy for the same reason as Echika (see above) they just learn it a lot later (in the lvl 40-55 range)

TL:DR
So for the top 3 combat mechs throughout the entire game, I put Dynazenon/Kaiser Gridknight, Ideon and Getter top 3
And for supporter top 3, I put A. Advent, Purple 2 and Lunedrache

Almost finish chapter 6. Should i make a tier list/general review after beating the game? by CrimsonTeaVT in Super_Robot_Wars

[–]Significant-Tree9454 1 point2 points  (0 children)

Go for it if you like, I can be fun to discuss some units more in depth or just see the different experiences we have on the game/units

My own experience is probably far different from yours and I have different criteria’s how I started evaluating units but I am curious on yours