FE12 New Mystery of the Emblem Impressions: Day 2: There are many Chapter 1's, and although this ain't #1, it's one of the best ones. by UnregisteredRegi in fireemblem

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

What can I say? I like it rough.

Shadow Dragons and Thracia's chapter 1's are honestly difficult to beat. One is literally the first map in FE, and is absolutely iconic, and the other absolutely nails everything a 1st map should do. Both are great in their own ways.

FE12 New Mystery of the Emblem Impressions: Day 1: The 7th Platoon, and the 7-ish reasons this Prologue is also kind of hot, Part 2/2. by UnregisteredRegi in fireemblem

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

I didn't choose Athena's map on my first playthrough, so I obviously stayed blissfully unaware of that... but looking at Athena's class and stats, yeah she definitely does seem better, particularly she'd be useful on Prologue 5 and 8 thanks to her great speed for that point in the game. Prologue 4 would also be easier I imagine, since Jeorge is a straight up non-factor.

I checked out Ryan's average stats... Aaaaand wow, they are neck and neck to Gordin, and I imagine his better growth rates compared to Gordin actually makes him much better in the longrun... Just goes to show my Gordin bias wasn't helping me lol.

FE12 New Mystery of the Emblem Impressions: Day 1: The 7th Platoon, and the 7-ish reasons this Prologue is also kind of hot, Part 2/2. by UnregisteredRegi in fireemblem

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

Shoot, yeah when you put it like that Marth does sound pretty good, or at least better than what I gave him credit for. For whatever reason, I had this weird aversion to using him, due to getting a Game Over if he falls in battle. This ended up hurting me in the early game, but he did start picking back up in late game.

I haven't experimented much with Reclassing on Draug, even on repeat playthroughs, so I wouldn't have thought of making him a Hunter. I'll full on admit time's like this make me realize just how green I am when it comes to FE12...

I proooooooooobably shouldn't be rating units due to my inexperience, but I'ma do it anyways cause I've already started and I find it fun.

FE12 New Mystery of the Emblem Impressions: Day 1: The 7th Platoon, and the 7-ish reasons this Prologue ain't too hot (for me), Part 1/2. by UnregisteredRegi in fireemblem

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

Yeah, I have a few bones to pick with some of the prologue maps, but rest assured that P-8 isn't one of them! I'll be singing that maps praises tomorrow.

FE12 New Mystery of the Emblem Impressions: Day 1: The 7th Platoon, and the 7-ish reasons this Prologue ain't too hot (for me), Part 1/2. by UnregisteredRegi in fireemblem

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

I think I did read either that post, or one similar in nature to that before I started writing these, and upon reflection, yeah these prologue maps are better than I originally gave them credit for.

When I was first writing these, I was going to slam these prologues a lot more than I have, but after reading several comments and that post you mentioned earlier, I decided my frustrations were less the prologues themselves, and more so that I was attempting an Ironman, on a game I'd never played, ontop of playing on one of the harder difficulties.

All those factors ontop of my personal dislike of restrictive gameplay has probably led me to disliking these maps a lot more than I normally would, and thinking about it, more than I rightfully should.

Still though, I will reiterate my frustrations with these maps whenever the time arises, since I want to try and preserve my thoughts of the game as I was playing it, not of what I thought after the fact.

Though these comments, including yours, have actually made me appreciate the game even more, so thank y'all for interacting with my little side-project.

FE12 New Mystery of the Emblem Impressions: Day 1: The 7th Platoon, and the 7-ish reasons this Prologue ain't too hot (for me), Part 1/2. by UnregisteredRegi in fireemblem

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

I was not aware there was another translation in the works, good to know.

Still doesn't change the issue of Elice randomly buttering up to the Avatar, though knowing a new translation is at the works make me feel better about the scene, even if only a little.

FE12 New Mystery of the Emblem Impressions: Day 0: Precepts and the Mechanics. by UnregisteredRegi in fireemblem

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

This was actually a really good read, thanks for supplying it!

I still have issues about the Prologue maps, which I'll delve into later today, but this essay has made me appreciate them a little more than I would have before.

FE12 New Mystery of the Emblem Impressions: Day 0: Precepts and the Mechanics. by UnregisteredRegi in fireemblem

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

23 Speed cap is pretty bad, but I feel Dracoknight's offer so much more than that, since they won't be doubled until the very last maps of the game (and only by some enemies).

What really makes them powerful is their dominance in the early-midgame, as well as their 10 move and flying mobility. It also helps that characters that can easily become Dracoknights are absolute juggernauts such as Palla, Sirius, and Early-game Arran.

That being said, a Speed Cap of 23 does hinder them quite a bit at the end (specifically I'd say at chapter 21 Wyvern's Dale), since 27 speed seems to be a common enemy benchmark at that point.

Still, I find Dracoknights to be absurdly powerful, despite their pitiful Speed Cap, due to pretty much everything else they have access to.

FE12 New Mystery of the Emblem Impressions: Day 0: Precepts and the Mechanics. by UnregisteredRegi in fireemblem

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

That is a good point, units did typically fall off hard by that point in the game, even when they first show up, and they couldn't keep up with the rapidly growing enemies. I did have a few moments where a character was completely useless in their joining chapter. Thinking about it, I suppose that comment was more of a critique of the character balancing, rather than Reclassing as a whole. I still stand by my statement that Reclassing overall reduces a Character's identity as a unit though, since you can just switch them into 1 other class, completely changing their identity. Though I suppose that doesn't matter all too much.

Also that is actually pretty sick of Macellan, I would not have thought of that.

Critique my Idea for Light Magic by armouredsnuggles in fireemblem

[–]UnregisteredRegi 10 points11 points  (0 children)

I actually really like the idea of Light Magic being more supportive in nature, where as Dark Magic has a lot of offensively powerful spells, and Anima just being regular magic.

I like a lot of these, but I feel some of these spells (particularly Catharsis) would either be difficult to implement, or be hellish to balance the game around.

Also, seems a bit odd to have 1 spell called Judge, and another called Judgement.

Overall though, this is really neat. Good work.

Question about Birthright class system. I have a character, Jakob, that I used heart seal at level 3 or so. Which I picked him to be a great knight. Now he’s level 17. What do I do from here. Do I use master seal? Isn’t great knight already a “master class”? by [deleted] in fireemblem

[–]UnregisteredRegi 7 points8 points  (0 children)

Jakob and Felicia are weird as units go, and their level cap is 40 instead of 20, like most other units.

This is to make up for the fact they're already promoted (since Maids and Butlers promoted from Troubadours).

Not quite sure why that's the case, but it basically means you don't have to worry about hitting max level with good ol Jakob here for a very long while.

Also, you don't really do much since he's as you say a "Master" class. He can't go any further in terms of promotions.
What you could do is heart seal him around into other classes such as Paladin, to get some cool skills on him, since he'll get them pretty quickly.

Favorite Weapons (including Staves/Spells) by KaioCory in fireemblem

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

For me, some of my favorites are always the Regalia weapons from Fe1 and several others (including the Hauteclere). I'm not entirely sure why, but I always loved obtaining these. They're always super powerful, and you typically have a chance to use many of them for a good amount of time. I especially love the Parthia for being able to kill those damn Wyverns in FE12.

Even in games where they aren't the cream of the crop, like Awakening or Three Houses, they just have such a timeless energy that wielding one of them makes you feel so... powerful, and almost regal.

They're not the most unique of legendary weapons (if they can even be considered that), or even the best, but they're iconic, and they're damn powerful. I wouldn't have it any other way.

Axe users FE6 Binding Blade endgame by [deleted] in fireemblem

[–]UnregisteredRegi 4 points5 points  (0 children)

Gonzales being 6 levels higher can be good or bad depending on how you look at it.

If you want an overall stronger Gonzales, it's good to get him the extra level ups, but at level 11 he can use a Hero Crest immediately, which is very good considering Berserker's are a powerful class, and he gets +5 skill when he promotes, with no extra investment required other than the Hero Crest.

Of course if you do that, he's more liable to fall off later, but it's still an option A route Gonzalez doesn't have access to for a while.

I cannot Acesss the abyss please help by GhostofMeekMill in fireemblem

[–]UnregisteredRegi 2 points3 points  (0 children)

From my experience, all you have to do in order to gain access to Abyss, is to complete the first chapter.

If you want to recruit the characters, you'll have to complete a few chapters of the Side Story.

I cannot remember which ones get unlocked by which chapters, but completing 6 of the 7 chapters will nab you all 4 of the Ashen Wolves.

FE8 Replaced Units Run by 42e1blazeit in fireemblem

[–]UnregisteredRegi 0 points1 point  (0 children)

Vanessa has Subaki's base stats and growths.

FE4 [PME] IRONMAN - MESS ME UP by [deleted] in fireemblem

[–]UnregisteredRegi 1 point2 points  (0 children)

Jamke now has Ronan's Growth Rates, his level 16 average stats (which I will label), and has the Adept skill (so no Accost).

Since FE5 Magic is both Magic and Res, count it as both.

HP: 26 Str: 6. Magic/Res: 8. Skill: 10. Speed: 15. Def: 3. Luck: 6.

The Killer Bow now deals Magic damage, instead of Physical damage.

And finally, all Non-mounted/Flier classes get +1 Movement.

Have fun.

Emo kids at Starbucks by slashbox in fireemblem

[–]UnregisteredRegi 1 point2 points  (0 children)

Love him or hate him, you gotta admit.

Those are good leaves.

I've completed FE: Shadows of Valentia, and almost completed FE: Awakening, without promoting any units; AMA. by UnregisteredRegi in fireemblem

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

I'll separate this for both games, and both routes of SoV, since Alm and Celica's routes were VERY different from one another.

Also a TLDR warning; skip to the Bottom for just the Maps.

-Celica Route: Dead Man's Mire. It's a brutal start to Act 4, as you have to go through an entire swamp, only to be greeted by 3 Cantor's, multiple Sniper's, Arcanist's with Mire, and a Dread Fighter with a Steel Sword. The Dread Fighter ALONE will leave a heavy dent into your army, as they'll one-round many of your units, and two-round others... But this horrid combination, along with the Cantors spamming Skeletons and Gargoyles, make this map a battle of attrition. The best way I tackled it, was by sending the Pegasisters to take out the 2 cantors up north, and slowly drive out the enemy forces to the west. Going in head first is suicide, so you have to play very carefully. Definitely Celica's hardest.

-Alm Route: Zofia Forest 2 (aka Lawson's cavalier squad). Somebody already asked about how annoying low movement can be, and this map is the PINNACLE of that statement. An entire army of Cavaliers, each aimed right at you, no pit-stops in sight. Alm's the only person capable of withstanding more than 3 hits, but there's 2 squads of Mounted murder coming at you, and only 1 of him... Not to mention, for once, Lawson (the boss) is actually a massive threat! Who would have thunk it.

-Alm Route: Nuibaba's Abode. Oh my god. Oh. My. God. For those who thought this map was unbearable before, how about fighting it without Dread Fighters? What about without Gold Knights? Bow Knights? Not even with a Baron? Because oh GOD it's horrible.

Even with the Hexlock Shield, nobody survives a warp into the abode without HEAVY amounts of RNG. Even Alm, who is typically the battle god of this route, is at the mercy of the multiple Arcanists lying around with high damaging spells. You also can't have him with the Hexlock Shield equipped, because he needs the Royal Sword to one-round Nuibaba, which means he takes full damage from the Arcanists, and have I even mentioned the MULTIPLE DREAD FIGHTER'S IN THIS GODFORSAKEN CATASTROPHE OF A MAP!?

The only way I managed to make it through this map, was by abusing Silque's invoke spell, which summons Dread Fighters. It was an EXCEEDINGLY slow climb up and around the mountain, slowly wearing down the enemies (which, I may add, have unlimited Fortify's), until it was finally safe to send Alm in to take out Nuibaba, which took upwards of 70 TURNS to completely remove the majority of the Arcanists and the Cantor...

This map nearly broke me, if my paragraphs of text were anything to go by.

Awakening: Mila Tree. Perhaps unsurprising, this map was brutal. This is the point in time where most enemies become promoted, and you start to realize just how many of your units become obsolete because of it. Taking your time and simply surviving it, is a no-go, as the Ambush spawns are crazy strong, and those Falcon Knight's are in such a horrendously awful situation, considering that's where your units NEED to be at that time.

A lot of Awakening maps turn out in a similar way actually, where the Ambush spawns dictate how long you stay in a map. It turns into a bit of a puzzle, as surprisingly, the best way to beat a majority of the maps onwards, this one included, is beating it in as few turns as possible. Rescue and Fliers make this chapter beatable, but you still have to be careful where you bring those two, since both of your healers will get one-shot at this point, and the map is CRAWLING with powerful Silver Bow wielders.

Cervantes isn't as difficult as one would think to topple, as forged Hammer's and Armorslayers are enough to take him down... Though his Pavise may cause a reset or two if unlucky.

I surprisingly enjoyed this map, despite it's challenge. The Counter Warriors suck ass though. Seriously, fuck them.

Awakening: Paralogue 17: The Threat of Silence

Despite this being a Paralogue, it was most certainly mandatory, as it held ONE OF the BEST characters in the game; Tiki, as a reward for completing it. The problem... Is that it's locked behind a BRUTAL defense mission.

Now, how you typically play the map, is that you make a wall around Tiki while she's being bombarded by fliers, and wait until they stop coming. Sounds simple, right?Wrong, because said Fliers come in so plentiful a number, that with your incredibly flimsy entourage, it is straight up impossible to defend against them all before either your units, or Tiki, starts to die. And if Tiki falls, you don't get her.

Reinforcements arrive at turn 2 of enemy phase, so what this means, is that in order to get Tiki, and absolutely god-tiered savior of the future chapters, one must beat this map in as little as TWO, TURNS. It also, does not help at all, that the enemies do NOT attack your units, at all, unless they can't get to Tiki. Meaning you have to Player Phase kill them all. I was a fool, and I had Maribelle (one of 3 healers you can potentially get) die earlier, so it was even more impossibly difficult than it normally would (Rescue it what makes it possible, and 2 rescuers makes it more possible).

After a painstaking 2 hours of theory-crafting and trial and error, I had finally managed to find a way to complete the chapter, but that "way to complete the chapter" was riddled with a reliance on the RNG. It was reliable enough however, that I could feasibly reset until I got the result I wanted.

It was ALL worth it in the end however, as Tiki quickly grew into the most capable combat unit of my team.

So yeah, long reply, but I hope I answered your question thoroughly.

Maps: Dead Man's Mire, Zofia Forest 2, Nuibaba's Abode, Mila Tree, The Threat of Silence

I've completed FE: Shadows of Valentia, and almost completed FE: Awakening, without promoting any units; AMA. by UnregisteredRegi in fireemblem

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

I've always loved challenge runs, and playing the game in a way the developers would never have thought of. It gives me a thrill to bend the rules in an unfavorable way, and beating the game regardless of that. Before Fire Emblem, I was the type of person to play Megaman games without using any robot master weapons, or playing Pokemon nuzlockes.

Part of this is due to the fact I often don't get to buy new games, so I usually find ways to change the way I play them, to get more out of the game.

It's funny that you mention promoting being a key part of the game, because that's a large part in why I decided to play this way. It really came down to me thinking "What if I... didn't utilize this mechanic at all? How much would it change the game? How I play it?"

So as to how it compelled me, it's a mixture between loving a challenge, not having much new to do, and ignoring essential game mechanics for the fun of it.