Fire Emblem Fates

Fliers (especially Wyvern Lord)/Horses/good 1-2 range classes (Ninja, Nostank Sorcs, Shining Bow Adventurer) are all really good. I'm also a huge fan of Berserkers in this game, the high HP means something and the class gets great skills and good caps. Crit boost is icing on the cake.

I also like Wolfssegners, though maybe this is more due to Camilla!Velouria being pretty lol-tier. With Trample + Beastbane and a Speed pairup she pretty much deletes anything she touches and is only really afraid of Beast Killers. Footlock + no ranged attack sucks but the class is pretty solid at bosskilling when trained.



I don't like Mozu at all but I do appreciate the great skills the Archer -> Sniper line gets. The class has traditionally been a bit underpowered and it's nice to see Takumi they have a niche in this game.

Anyway I'm on Chapter 21 of Revelations Lunatic and it's been kind of meh so far. Enemies are relatively boring aside from inflated stats and the trio of Corrin/Ryoma/Xander can handle most of what the game throws at you without much effort. I have been enjoying some of the things you can do with cross supports though (Wyvern Lord Oboro is hilarious).
Mozu's nothing like our Based Villager Lord Donnel. Even though Donnel's max stats are low compared to other people in Awakening, he has honestly some of the best growths in the game. I expected Mozu to get constant near-perfect level-ups like Donnel did but that was...not what was happening. Mozu's still good...for passing down Aptitude. And she does put in work if you IMMEDIATELY reclass her to an Archer in Conquest and feed her EXP due to how helpful a second one is in Chapter 10.

I just started Revelations and I really hate how for like the first two chapters your only damage dealer is Corrin. I was planning on making my Revelations playthrough one where everyone is at the same level but considering that at the start of Chapter 9, my Corrin is level 15 while I've been given like a bunch of level 4s, it's REALLY hard to make use of them unless I take time out to CAREFULLY grind them up.
 
Mozu's nothing like our Based Villager Lord Donnel. Even though Donnel's max stats are low compared to other people in Awakening, he has honestly some of the best growths in the game. I expected Mozu to get constant near-perfect level-ups like Donnel did but that was...not what was happening. Mozu's still good...for passing down Aptitude. And she does put in work if you IMMEDIATELY reclass her to an Archer in Conquest and feed her EXP due to how helpful a second one is in Chapter 10.

My beef with Mozu is:

1.) Base stats suck. Most units you get in BR/CQ are at least immediately useful on their join chapter even if you don't plan on using them in the long term. You pretty much have to feed Mozu every kill in her join + a lot of kills in the next chapter to catch her up.
2.) Requires the early Heart Seal to be useful. They are at a premium early game and are better used on Corrin (if using their secondary class) or Jakob.
3.) Redundancy. BR and Rev give you Takumi, who has good bases and a 14 Mt Prf Bow that lets him ignore terrain, as well as Reina who is prepromoted and ready to go right out of the box. Conquest gives you Niles, who is immediately useful on join and plays valuable and unique utility roles (as well as his kid). It's difficulty to justify training her when you already have great options for bowlocks that can contribute immediately.

I get that she can be good if you invest all those things into her, but when it comes to resource dumping in Fire Emblem, making a good unit great has much better payout than making a bad unit good. At least she is still usable on Lunatic if you do give her the resource dump she needs (poor Donnel might as well already be dead).

I just started Revelations and I really hate how for like the first two chapters your only damage dealer is Corrin. I was planning on making my Revelations playthrough one where everyone is at the same level but considering that at the start of Chapter 9, my Corrin is level 15 while I've been given like a bunch of level 4s, it's REALLY hard to make use of them unless I take time out to CAREFULLY grind them up.

It doesn't get any better really, most units you get don't scale properly with their new join times (Effie and Arthur join 7 chapters later with no changes in base stats). Rev is Prepromote Emblem to the max, Corrin/Ryoma/Xander are more than good enough to handle most enemies and you can fill the gaps easily with other good prepromotes like Reina, Shura, and Camilla. It's also somewhat annoying that your deployment limit is often more restricted despite having double the usual army size.
 
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On Chapter 20 atm. Had to start over because I gimped myself by going for all of the paralogues and spreading out unit levels. Not advisable; just pick your endgame 16 from the start and use them exclusively.

Chapter 10 is the map everyone talks the most about (I managed to beat Takumi before he could use Dragon Vein this time!), and for good reason, but I also really liked the maps of Ch 11 and Ch 12. I just wish that Ch 11 had had a single zigzag path; splitting up your army is annoying in that if you want to clear both sides without feeding gainless kills to Camilla, you have to clear one side and then ferry everyone around to the other since trying to attack Kaze from the rear is generally a bad idea. 12 might have been better without the poison / medicine gimmick; as is, though, it's a nice and tense map with a lot of good design choices. I've seen people bitch about Chapter 19 a lot as well, but I actually very much liked the illusion gimmick. It required quite a bit of thought to not get bent over on Even-Handed turns since a lot of the game's better units are mounted and Pass + Illusion makes for all sorts of difficult positioning logistics.

Not all of the maps are great though. Chapter 15 is a drag since it's basically "Corrin Promotes: The Chapter". If I don't intend on using Gunther and intend on keeping Azura in Singer class for the entire game, then the map is quite tedious since Corrin has to get basically all of the kills. The map would have been much better if Gunther wasn't a Corrinsexual (I really hate those by the way. Why bother giving me units if they can't support with anyone? I might as well just capture a comparable generic.) since that would give him a better shot of seeing endgame use and thus actually be worth feeding experience to.

Ninja Rape Cave was just unpleasant. It takes forever to clear, and Ninjas are some of the most aggravating enemy types to deal with. Not to mention if you don't get lucky with Saizo's positioning and managed to trap him, he's probably going to run off and get killed like an idiot. The Dragon's Vein idea could probably have been better executed, but as is there's no real need to do it outside of locking Saizo in or creating shortcuts, since the natural chokepoints are already sufficient.

Kind of wishing I had just bit the bullet and waifu'd Ophelia (Felicia would be better efficiency-wise I think, but there is no way I'm coming home to that voice every night). Pair-up boosts are important in this game, and having Corrin married to Azura by default robs him of S-Rank boosts since the only times those two are going to be in Guard Stance together are the rare occasions when he Shelters her to keep her from getting killed. Poor design choice in making the "canon" love interest the dancer, imo.
 
Gunter has really shitty growths (the highest is HP at 35%), so even if he wasn't Corrinsexual you'd be better off benching him.
 
Counterpoint: Wyvern Gunter (including his personal skill) is one of the best pairups physical female Corrin gets, as he gives great stats, +1 mov, and can fly her to places. Also his base stats in everything but speed on rejoin are good enough that he can occasionally hold his own against generals or faceless or something if you really need him to.

edit: Wyvern gunter's total effective guard stance bonuses for S support are: 8str, 3mag, 1skl, 5def, 1mov, 15hit
 
I've seen people bitch about Chapter 19 a lot as well, but I actually very much liked the illusion gimmick. It required quite a bit of thought to not get bent over on Even-Handed turns since a lot of the game's better units are mounted and Pass + Illusion makes for all sorts of difficult positioning logistics.

Not all of the maps are great though. Chapter 15 is a drag since it's basically "Corrin Promotes: The Chapter". If I don't intend on using Gunther and intend on keeping Azura in Singer class for the entire game, then the map is quite tedious since Corrin has to get basically all of the kills. The map would have been much better if Gunther wasn't a Corrinsexual (I really hate those by the way. Why bother giving me units if they can't support with anyone? I might as well just capture a comparable generic.) since that would give him a better shot of seeing endgame use and thus actually be worth feeding experience to.

Ninja Rape Cave was just unpleasant. It takes forever to clear, and Ninjas are some of the most aggravating enemy types to deal with. Not to mention if you don't get lucky with Saizo's positioning and managed to trap him, he's probably going to run off and get killed like an idiot. The Dragon's Vein idea could probably have been better executed, but as is there's no real need to do it outside of locking Saizo in or creating shortcuts, since the natural chokepoints are already sufficient.

I actually have the opposite opinion on some of these chapters. Chapter 19 is really annoying and difficult to do consistently since the Kitsune are pretty good dodgetanks and have Beastbane to terrorize what is likely a mostly mounted team, and even so it can be cheesed pretty easily by temp reclassing Xander to Wyvern Lord and handing him a Beast Killer (he starts with D Lance, Wyvern isn't weak to Beast Killer, Xander's super manly Defense means he only fears the LoD Nine-Tails). If Camilla is a Wyvern Lord and has D lance she can do it too.

Chapter 15's gimmick is, imo, really fun and creative. If you ever play Revelation you'll probably enjoy it more since Ch 19 Rev is basically the same map but on a larger scale - you have a larger deployment limit (8) and there are more/tougher enemies to fight. Corrin being the only good fighter here is a fair point, but with good 1-2 and pocket Gunter they can handle it pretty easily, especially if promoted by this point which they probably should be (used +Mag Nohr Noble w/Levin Sword and found it did just fine).

Saizo can actually be manipulated into the NW Chest room pretty consistently if you disable the closest spike traps and have Xander clog the eastern choke - he can pretty easily reach enough Defense to where the Ninjas just straight up won't attack him. He'll run through that room to get the spikes next to it, which is when you pop the DV and go on your merry way. If you hate Ninjas now just wait till you get to Chapter 25...

Poor design choice in making the "canon" love interest the dancer, imo.

Another reason why Female Corrin is better than Male Corrin from a gameplay standpoint (that and Jakob has a better personal skill). :V
 
My beef with Mozu is:

1.) Base stats suck. Most units you get in BR/CQ are at least immediately useful on their join chapter even if you don't plan on using them in the long term. You pretty much have to feed Mozu every kill in her join + a lot of kills in the next chapter to catch her up.
2.) Requires the early Heart Seal to be useful. They are at a premium early game and are better used on Corrin (if using their secondary class) or Jakob.
3.) Redundancy. BR and Rev give you Takumi, who has good bases and a 14 Mt Prf Bow that lets him ignore terrain, as well as Reina who is prepromoted and ready to go right out of the box. Conquest gives you Niles, who is immediately useful on join and plays valuable and unique utility roles (as well as his kid). It's difficulty to justify training her when you already have great options for bowlocks that can contribute immediately.

I get that she can be good if you invest all those things into her, but when it comes to resource dumping in Fire Emblem, making a good unit great has much better payout than making a bad unit good. At least she is still usable on Lunatic if you do give her the resource dump she needs (poor Donnel might as well already be dead).
Assuming conquest only
1. Feed her every kill isn't much of a problem especially early on in ch8/9 (9 if you want to go for haitaka persuade without waiting a full day), since your usable units will be around level 7-10 and gain around ~20exp or so whereas mozu gains 45-50 (more on non lunatic) which allows her to catch up relatively quickly and it's not like she doesn't pay off in the long run nor does she require much investment (2500 gold + half a chapter worth of kills) and she's useful from whatever chapter you get her on till end game (not to mention she's the only unit that can reliably ORKO the last boss if you really want to go there).
2. 2500 gold for heart seal + bronze bow isn't asking for much. What will you even be using money on? Unless you're chugging tonics like no tomorrow, although 2500 is a pretty sizable sum, it's more than affordable.
3. BR is ryoma emblem and it's not like it's really hard getting to chapter 15 with corrin + takumi + first servant and then you can just bench your party and leave ryoma to solo the rest of the game once he gets lancebreaker and/or sol. Rev is a joke in terms of units lol, you have plenty of room for mozu so no biggie. Now onto conquest, Niles is good early game but he plummets in usefulness very very quickly past midgame so like ch 18 or so where he simply doesn't have the strength to inflict significant damage and thus not really worth it at that point compared to mozu/elise/whoever else is being used at that point.

For the record my non my castle/dlc (cheated a bit for waifu anna sry) on my second lunatic conquest for a more "balanced" playthrough on ch22 atm would be
corrin 20/9
xander -/12
camilla -/12
elise 20/7
anna 20/7
mozu 20/7
charlotte (pair up bot) 10/4
keaton 20/6
Kaze (DF) prolly dropped soon/now 25
effie prolly dropped soon/now 20/6
silas prolly dropped soon/now 20/6
Felicia -/25
Kana 20/4
Niles 20/8 prolly dropped soon/now

.___. So even with pretty balanced leveling afaik you can still get mozu up to par level wise at least
Based on your guys' gameplay experiences , what classes are the best and worst in this game?
lancer class set is ridiculous. Pretty much anyone with access to it is good and anyone that can get access via non corrin wants spearmaster as final class, in addition to that class set having the best skills of any class set with quixotic/lancefaire/rend heaven.

Sniper are player phase kings and conquest heavily emphasizes making use of player phase though the lackluster enemy phase leaves much to be desired though bow's getting axe level might alongside high accuracy is cute as fuck.

Swordmaster is pretty good (mostly just ryoma)

Lodestar is really good for xander and/or lesser unit that gets it.

Witch is broken on any magic unit.
 
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I went back to Conquest and got to Chapter 27. If I didn't pussy out and use Phoenix Mode my run would probably be dead due to exceptional shitty character choices.

I went with Wyvern Gunter and S-Ranked him with Fem!Avatar after moonbound mentioned it, and he's actually decent Pair Up fodder. Nothing to abuse Nohrian Trust with outside of Luna, sadly, but the buffs were pretty good.
 
Assuming conquest only
1. Feed her every kill isn't much of a problem especially early on in ch8/9 (9 if you want to go for haitaka persuade without waiting a full day), since your usable units will be around level 7-10 and gain around ~20exp or so whereas mozu gains 45-50 (more on non lunatic) which allows her to catch up relatively quickly and it's not like she doesn't pay off in the long run nor does she require much investment (2500 gold + half a chapter worth of kills) and she's useful from whatever chapter you get her on till end game (not to mention she's the only unit that can reliably ORKO the last boss if you really want to go there).
2. 2500 gold for heart seal + bronze bow isn't asking for much. What will you even be using money on? Unless you're chugging tonics like no tomorrow, although 2500 is a pretty sizable sum, it's more than affordable.
3. BR is ryoma emblem and it's not like it's really hard getting to chapter 15 with corrin + takumi + first servant and then you can just bench your party and leave ryoma to solo the rest of the game once he gets lancebreaker and/or sol. Rev is a joke in terms of units lol, you have plenty of room for mozu so no biggie. Now onto conquest, Niles is good early game but he plummets in usefulness very very quickly past midgame so like ch 18 or so where he simply doesn't have the strength to inflict significant damage and thus not really worth it at that point compared to mozu/elise/whoever else is being used at that point.

You can't really quantify the usefulness of the first Heart Seal in just money. If you want to use Corrin in a secondary class without a Sword Rank you need to switch ASAP so you can start building weapon ranks. Switching Jakob to Paladin/GK also makes early-game way easier since he gets much better combat and gives physical Corrin builds better pairup boosts, and he makes it easier to a larger degree than using it on Mozu would. You don't need to use the 2nd ballista of Ch 10 so much as you just need to stop the Archers on the right side from claiming it.

2500 gold is also a pretty hefty chunk of change in the early-game for not using it on your best unit. That early money is much better spent on Tonics and a few useful weapons (Javelin for Effie/Silas is very useful early).

I do agree with Birthright being Ryoma/Corrin Emblem (Rev is pretty much the same just add Xander), but that arguably makes Mozu even worse since you have even less reason to resource dump her. I also don't think Niles really falls off if you use him right, his combat can stay good if you make him an Adventurer since you can give him the Shining Bow and feed him Spirit Dusts for the bulkier enemies (there is very little competition for them since Elise/Leo have such high Mag growths), he's still good at fighting Ninjas (spend a couple levels as Bow Knight for Shurikenbreaker, makes Ch25 so much easier)/Mages/Fliers and he never loses his Capture/Locktouch utility. Capture gets more useful the more the game goes on since some of the generics you capture lategame have insane skillsets (shoutouts Ch23 Rallybot and Ch 24 Pass Falcos).

Also that claim about Mozu being the only unit that can reliably ORKO the final boss is completely false. +Str Corrin w/Yato, Brave Axe Berserkers, and powerful tome users with forged Lightning can take him down very reliably and it's not hard to build one of them up enough to do so.
 
You can't really quantify the usefulness of the first Heart Seal in just money. If you want to use Corrin in a secondary class without a Sword Rank you need to switch ASAP so you can start building weapon ranks. Switching Jakob to Paladin/GK also makes early-game way easier since he gets much better combat and gives physical Corrin builds better pairup boosts, and he makes it easier to a larger degree than using it on Mozu would. You don't need to use the 2nd ballista of Ch 10 so much as you just need to stop the Archers on the right side from claiming it.

2500 gold is also a pretty hefty chunk of change in the early-game for not using it on your best unit. That early money is much better spent on Tonics and a few useful weapons (Javelin for Effie/Silas is very useful early).

I do agree with Birthright being Ryoma/Corrin Emblem (Rev is pretty much the same just add Xander), but that arguably makes Mozu even worse since you have even less reason to resource dump her. I also don't think Niles really falls off if you use him right, his combat can stay good if you make him an Adventurer since you can give him the Shining Bow and feed him Spirit Dusts for the bulkier enemies (there is very little competition for them since Elise/Leo have such high Mag growths), he's still good at fighting Ninjas (spend a couple levels as Bow Knight for Shurikenbreaker, makes Ch25 so much easier)/Mages/Fliers and he never loses his Capture/Locktouch utility. Capture gets more useful the more the game goes on since some of the generics you capture lategame have insane skillsets (shoutouts Ch23 Rallybot and Ch 24 Pass Falcos).

Also that claim about Mozu being the only unit that can reliably ORKO the final boss is completely false. +Str Corrin w/Yato, Brave Axe Berserkers, and powerful tome users with forged Lightning can take him down very reliably and it's not hard to build one of them up enough to do so.
I mean you're not reclassing corrin till after chapter 10 if you want him to guard a chokepoint (or recruiting haitaka but at that point corrin's obsolete in ch10) so he'll realistically still have sword usage so that isn't much of a big deal. Honestly I'd argue that it'd be fine for people to be fine with E ranks in midgame or so as long as they have a +2 iron/bronze forge to compensate which isn't asking for much. Jakob to paladin/gk is fair but jakob's still getting dropped later on and again 2500 for the bow + heart seal isn't asking for much since you have 10k or so at the beginning and can probably sell all of odin/nyx's whichever you decide to drop equipment for more funds if need be.

You can buy a javelin for effie and silas and still have enough to afford the heart seal and bow though ._. tonics aren't needed till ch10 itself. I'm really not seeing the fuss about the 2500 being that much of a dealbreaker unless you're really hard strapped on cash which you shouldn't be since you have ample resources up till that point with the sole exception of buying shittons of heal/mend for staff abuse I suppose.

Birthright/revelation are easy and mozu isn't worth the investment there and hoenstly most units flat out aren't worthwhile in those paths bar royals and some exceptions (mostly whoever gets guard naginata). His combat is pretty pitiful mid/late game since shining bow isn't enough to carry him since his magic growth is at a pitiful 30% (25% after promotion to adventurer) and with a starting value of 5 and promoting at 20, he'll on average only have 8 magic, and even after promotion that's only 13 I believe since adventurer gives +5 mag (or +6 I forget) which is really lackluster even with a 13mt weapon. Something tells me our definition of reliable are very different ._. since mozu needs life or death, spendthrift, quick draw/bowfaire to 1RKO the boss with a brave bow and maxed strength. Berserker with brave axe needs something similar to ko the last boss. Corrin can do it with two rend heaven procs does it but that's not reliable ._. since that's like 25% or so give or take assuming no vengeange procs. Forged lightning has 3 might................... come on now and most mage classes don't have access to easy damage boosting skills. Also spending a couple of levels as a bow knight only really applies late game since reaching level 15 as a promoted class isn't happening till ch23-24 or so with a good amount of paralogue abuse.
 
I mean you're not reclassing corrin till after chapter 10 if you want him to guard a chokepoint (or recruiting haitaka but at that point corrin's obsolete in ch10) so he'll realistically still have sword usage so that isn't much of a big deal. Honestly I'd argue that it'd be fine for people to be fine with E ranks in midgame or so as long as they have a +2 iron/bronze forge to compensate which isn't asking for much. Jakob to paladin/gk is fair but jakob's still getting dropped later on and again 2500 for the bow + heart seal isn't asking for much since you have 10k or so at the beginning and can probably sell all of odin/nyx's whichever you decide to drop equipment for more funds if need be.

Jakob doesn't need to be dropped, just relegate him to Corrin pairup bot. He's the best Corrin pairup bot in the game due to his personal skill and benefits both magic and str builds by classing to Butler/GK. Keeping Corrin as Nohr Prince(ss) for Dragonstone tanking is fair on +Mag builds but the first and second Heart Seals are still best used on Corrin/Jakob.

You start with only 3K btw which means you'll only have 500 gold to work with for Ch 8 which is a bit of a pain...and Mozu doesn't really make grabbing all the houses any easier.

I will concede she is usable (and better than Donnel lol), but the resource dump she needs is best used on other units which is part of why she is an inferior option. She's also pretty much unusable if you're going for efficiency/LTC runs since Archer has no EP.

You can buy a javelin for effie and silas and still have enough to afford the heart seal and bow though ._. tonics aren't needed till ch10 itself. I'm really not seeing the fuss about the 2500 being that much of a dealbreaker unless you're really hard strapped on cash which you shouldn't be since you have ample resources up till that point with the sole exception of buying shittons of heal/mend for staff abuse I suppose.

Yeah you can, my point was more that you get much more mileage out of that 2500G by using the Heart Seal on Corrin or Jakob. Selena is also a good candidate for an early Heart Seal since she can reclass to Sky Knight for Rally Speed and having an 8 mov flying Rescue user. Mozu is pretty much at the bottom of the list - you can do it if you want, but she's an inferior option and there are units you do more with the resources.

Birthright/revelation are easy and mozu isn't worth the investment there and hoenstly most units flat out aren't worthwhile in those paths bar royals and some exceptions (mostly whoever gets guard naginata)

Mostly agree with this, though Guard Naginata's 5 mt kind of sucks and Birthright really wants units with good 1-2 (Shuriken forges and magic weapons) for all the Rout objectives and high numbers of lategame enemies.

His combat is pretty pitiful mid/late game since shining bow isn't enough to carry him since his magic growth is at a pitiful 30% (25% after promotion to adventurer) and with a starting value of 5 and promoting at 20, he'll on average only have 8 magic, and even after promotion that's only 13 I believe since adventurer gives +5 mag (or +6 I forget) which is really lackluster even with a 13mt weapon.

His Mag growth as Adventurer is 35% which is decent enough. He can get by since Shining Bow has high Mt and most enemies have significantly less Res than Def. With Spirit Dusts and weapon rank boosts he can still output decent damage...though combat wise he's mostly used to take down Sorcs/Pegs both of which he does very well at even without a huge Str stat. He's not meant to be a frontliner, just a really good utility unit and he still has good combat vs flyers and mages. I never had issues with his combat since I wasn't trying to use him to fight Generals, that's what my other units were for.

Something tells me our definition of reliable are very different ._. since mozu needs life or death, spendthrift, quick draw/bowfaire to 1RKO the boss with a brave bow and maxed strength. Berserker with brave axe needs something similar to ko the last boss. Corrin can do it with two rend heaven procs does it but that's not reliable ._. since that's like 25% or so give or take assuming no vengeange procs. Forged lightning has 3 might................... come on now and most mage classes don't have access to easy damage boosting skills. Also spending a couple of levels as a bow knight only really applies late game since reaching level 15 as a promoted class isn't happening till ch23-24 or so with a good amount of paralogue abuse.

I used Berserker Camilla with S Keaton (+7 Str and +4 spd), a Str tonic, Rally Strength boost, Trample, and Axefaire, with enough HP and Def to survive one Vengeance hit. These things aren't hard to get on Conquest since you should be using Camilla a lot anyway. Arthur can also do it if you trained him. It's not a true ORKO since the boss Dual Guards the last hit, but you'll have a Dual Guard for his counterattack on EP as long as you hit most of your attacks and he'll usually attack first if he can KO/has a crit chance on you so the strategy becomes reliable that way. Corrin has to rely on skill procs (Fang, Nohrian Trust Luna, others, etc) but the Yato's partial negation of Dragonskin + having WTA helps. I admittedly don't remember the exact Lightning build used (Enfeeble may have been involved) but I have seen it done, though OP Corrin + Brave Axe Berserker still seem to be the most consistent ways to kill him quickly.

There are also ways to quickly ferry 2 bosskillers to the boss so you dont necessarily have to ORKO him to beat the chapter.
 
Just beat Conquest and am about to go back to Revelation to grind out supports and get the kids. Probably could have done the last boss without Phoenix on based on how it went, but w/e. After I do everything for the log I can (I'm Male!Corrin so Hayato's going to stay single), I'll try another Rev run on a higher difficulty and make sure to grab Charlotte and Benny this time.
 
Is anyone else angry about the way staves work in this game in comparison to the other weapons? Finite uses, I can understand as some staves such as Entrap and Fortify having infinite uses would probably break the game. What I don't understand is why you can only obtain a limited number of pretty much every Stave, save for basic healing ones like Bloom Festival and Heal. Main reason why this angers me is that Utility Staves such as the aforementioned Entrap and Fortify are extremely fun to use in a lot of chapters, but the limited amount of these weapons available pretty much discourages you from using them at all. I'm really hoping that in the eventual sequel that the developers change staves so that they either have a recharge mechanic (you can only use them a limited amount of times per chapter, but they won't break) or just make the supply in shops unlimited.
 
Jakob doesn't need to be dropped, just relegate him to Corrin pairup bot. He's the best Corrin pairup bot in the game due to his personal skill and benefits both magic and str builds by classing to Butler/GK. Keeping Corrin as Nohr Prince(ss) for Dragonstone tanking is fair on +Mag builds but the first and second Heart Seals are still best used on Corrin/Jakob.
Unless you have access to a 1-2 range sword based off the user's strength staff that allows you to trigger skills/crit that's not really optimal since corrin unlike the previous mentioned units, will be unable to just tank everything thrown at him and thus being able to switch would be useful, which isn't doable with a pair up bot. Still no clue what talent you even prefer since +mag seems lackluster for main game (probably best for min max though outside +spe azura!selkie!kana lol)Corrin still has no reason to class change until 20/5, jakob is still needed early game as a staff bot since elise can't manage everything at that point.
You start with only 3K btw which means you'll only have 500 gold to work with for Ch 8 which is a bit of a pain...and Mozu doesn't really make grabbing all the houses any easier.
? What part of chapter 8 requires any purchases at all. Unless you outright burned your freeze staff uses in ch7 then ch8 should be easily cleared and even if you burned the freeze staff, you can still reach the house before the leftmost soldier. I mean mozu's literally a free deployment slot on that chapter so it's not like you're losing anything for bringing her.

I will concede she is usable (and better than Donnel lol), but the resource dump she needs is best used on other units which is part of why she is an inferior option. She's also pretty much unusable if you're going for efficiency/LTC runs since Archer has no EP.
Donnel was bad on virtue of everyone being utter shit outside of Robin/Chrom because lol nosferatu. ._. That logic would be passable if exp gains weren't mitigated the higher your level is, with exp gain being nonexistent with a five level gap and at any time you decide to recruit mozu, if you consider enemies as a resource then mozu gets the most out of each enemy kill than any of your units (alongside each unit having diminishing returns), the only thing you'd consider is turn count but since when was LTC your basis? As far as efficiency is concerned, you're spending 10-20 turns on paralogue 1 babying her to level 6-8 and saving countless turns later on and lowered difficulty due to archers being a very high demand/low supply unit in conquest and even for efficiency you'll have plenty of enemy phase units (felicia, xander, effie/benny, corrin) so that's a relatively moot point.

Yeah you can, my point was more that you get much more mileage out of that 2500G by using the Heart Seal on Corrin or Jakob. Selena is also a good candidate for an early Heart Seal since she can reclass to Sky Knight for Rally Speed and having an 8 mov flying Rescue user. Mozu is pretty much at the bottom of the list - you can do it if you want, but she's an inferior option and there are units you do more with the resources.
Corrin shouldn't even need to reclass until 20/5 on conquest since draconic hex is such a good skill and going from nohr prince/ss => class => nohrble => class is far more inefficient than just going nohr prince/ss => nohrble => class. So that's pretty moot. Jakob could be fair assuming you're using FeMU, but even then you'd still prefer reclassing him after ch8 when you can actually start affording things. Selena is bottom tier due to shitty personal, meh bases, the best usage she has is either as a pair up bot for ch10 and being benched the rest of the game, OR better yet use the master seal you get in ch10, promote her to bow knight, use her to trivialize said chapter and then use her for a few more chapters before benching/delegating her to pair up bot for the rest of the game due to not having those 10 levels worth of stats. That and pegasus knight classes in general are pretty bad this time around.

Mostly agree with this, though Guard Naginata's 5 mt kind of sucks and Birthright really wants units with good 1-2 (Shuriken forges and magic weapons) for all the Rout objectives and high numbers of lategame enemies.
Ryoma + corrin A/S support just clear the whole game which is kinda sad lol. Toss an eternal seal on ryoma because you can and it's actually worth investing since you can enemy phase kill everything in late game. Beforehand you can just stick with DF azama/takumi/corrin/DF filler/1st servant and you're set up till that point. You can toss on hinoka/oboro if you really want.

His Mag growth as Adventurer is 35% which is decent enough. He can get by since Shining Bow has high Mt and most enemies have significantly less Res than Def. With Spirit Dusts and weapon rank boosts he can still output decent damage...though combat wise he's mostly used to take down Sorcs/Pegs both of which he does very well at even without a huge Str stat. He's not meant to be a frontliner, just a really good utility unit and he still has good combat vs flyers and mages. I never had issues with his combat since I wasn't trying to use him to fight Generals, that's what my other units were for.
I mean half the point of having a magical attacker is to hit those generals, you're not really killing magical units with magic yourself when your magic is struggling to break 20 even with tonics + spirit dust on him. You're better off just going Anna (if dlc is a factor) or just tossing it onto nina. Overall their performance is negligible past early game at best since his damage output really starts lagging behind and it'll take him forever to level that staff rank in addition to being lack luster as a healer due to low mag. Capture is pretty useless outside of Haitaka/ch17 ninjas and even the latter is negligible at best, if you could get staff savant or inevitable end ninjas then he'd probably have more use.

I used Berserker Camilla with S Keaton (+7 Str and +4 spd), a Str tonic, Rally Strength boost, Trample, and Axefaire, with enough HP and Def to survive one Vengeance hit. These things aren't hard to get on Conquest since you should be using Camilla a lot anyway. Arthur can also do it if you trained him. It's not a true ORKO since the boss Dual Guards the last hit, but you'll have a Dual Guard for his counterattack on EP as long as you hit most of your attacks and he'll usually attack first if he can KO/has a crit chance on you so the strategy becomes reliable that way. Corrin has to rely on skill procs (Fang, Nohrian Trust Luna, others, etc) but the Yato's partial negation of Dragonskin + having WTA helps. I admittedly don't remember the exact Lightning build used (Enfeeble may have been involved) but I have seen it done, though OP Corrin + Brave Axe Berserker still seem to be the most consistent ways to kill him quickly.

There are also ways to quickly ferry 2 bosskillers to the boss so you dont necessarily have to ORKO him to beat the chapter.
Eh k.


Is anyone else angry about the way staves work in this game in comparison to the other weapons? Finite uses, I can understand as some staves such as Entrap and Fortify having infinite uses would probably break the game. What I don't understand is why you can only obtain a limited number of pretty much every Stave, save for basic healing ones like Bloom Festival and Heal. Main reason why this angers me is that Utility Staves such as the aforementioned Entrap and Fortify are extremely fun to use in a lot of chapters, but the limited amount of these weapons available pretty much discourages you from using them at all. I'm really hoping that in the eventual sequel that the developers change staves so that they either have a recharge mechanic (you can only use them a limited amount of times per chapter, but they won't break) or just make the supply in shops unlimited.
Ch26 on conquest lunatic gives you a very good idea on what would happen if staves had unlimited uses and even with "cooldown" we'll say three turns before you can use any certain staff again (like in the actual chapter) would completely break the game.[/quote]
 
Is anyone else angry about the way staves work in this game in comparison to the other weapons? Finite uses, I can understand as some staves such as Entrap and Fortify having infinite uses would probably break the game. What I don't understand is why you can only obtain a limited number of pretty much every Stave, save for basic healing ones like Bloom Festival and Heal. Main reason why this angers me is that Utility Staves such as the aforementioned Entrap and Fortify are extremely fun to use in a lot of chapters, but the limited amount of these weapons available pretty much discourages you from using them at all. I'm really hoping that in the eventual sequel that the developers change staves so that they either have a recharge mechanic (you can only use them a limited amount of times per chapter, but they won't break) or just make the supply in shops unlimited.

I dislike the current system as well because the game's only method of balancing these staves (Entrap and Rescue mostly) seems to be their limited number. This is a measure of overall game balance, but not one of individual chapter balance; it's not like you can break the game with them, but you can still trivialize given chapters with these staves (which usually ends up being the Endgame). What's worse is that Rescue is close-to-mandatory for the Endgame on higher difficulties, so I'd argue that this method of balance is both too lax and too harsh in different regards.

It'd be nice if there were more staves to ensure chapters were balanced around them. Then again, it'd probably be more likely that a game with infinite staves would not be balanced around them (see: Awakening and Rescue). To be fair, balance would be difficult given the variety of staves Fates introduced. Two Freezes/Rescues/Entraps every chapter would make a lot of chapters in any FE game very easy. Given how experimental these new staves were, taking the safe route and going with limited use/limited staves failsafe for this game was probably for the better.

In future installments, I'd maybe like to see something like a dedicated staff user class. Cap the ranks of all the secondary staff users at B and give this class exclusive use of the more powerful staves. Essentially, the Maid/Butler class (they're the only class that can get S-rank staves and use Biofrost), but to a greater degree.
 
Is anyone else angry about the way staves work in this game in comparison to the other weapons? Finite uses, I can understand as some staves such as Entrap and Fortify having infinite uses would probably break the game. What I don't understand is why you can only obtain a limited number of pretty much every Stave, save for basic healing ones like Bloom Festival and Heal. Main reason why this angers me is that Utility Staves such as the aforementioned Entrap and Fortify are extremely fun to use in a lot of chapters, but the limited amount of these weapons available pretty much discourages you from using them at all. I'm really hoping that in the eventual sequel that the developers change staves so that they either have a recharge mechanic (you can only use them a limited amount of times per chapter, but they won't break) or just make the supply in shops unlimited.
I figured it would have been nice at least in the post-game to give "upgrades" to the shops to allow you to buy unlimited weapons/staves. Like the game DOES save some stuff after you beat it why can't it allow you to "upgrade" shops one more time or replenish the stocks. I mean I can still get behind finite uses.
 
I figured it would have been nice at least in the post-game to give "upgrades" to the shops to allow you to buy unlimited weapons/staves. Like the game DOES save some stuff after you beat it why can't it allow you to "upgrade" shops one more time or replenish the stocks. I mean I can still get behind finite uses.
If they did that why would anyone museum melee?
 
If they did that why would anyone museum melee?
Well, it was just an idea. Of course they could also restructure Museum Melee in that case. It would allow you to do it before beating the game/without having to rebeat the game again and again/getting the items for free with EXP/etc. It's like "Why would anyone Boo Camp in Birthright/Revelation?" when it provides more EXP quicker though harder.
 
Well, it was just an idea. Of course they could also restructure Museum Melee in that case. It would allow you to do it before beating the game/without having to rebeat the game again and again/getting the items for free with EXP/etc. It's like "Why would anyone Boo Camp in Birthright/Revelation?" when it provides more EXP quicker though harder.
Boo camp is a poor man's gold dlc just FYI so not the best example. And the dlc is almost all strictly for post game or extra story .__. A common concept in economics is people won't buy something that's free. If you can easily obtain all those A rank and below weapons without museum melee, then museum melee won't be bought.
 
I beat Birthright and Revelation (I beat the latter twice because I accidentally deleted my save), and I'm working on Conquest right now. All on Normal/Classic. After I beat Conquest, I'll do them on Hard/Classic.

Rev Chapter 24 is literally the worst chapter in the entire series in my opinion.
 
No. The one that needs a suspect is Midori because the 100% Miracle growth gives her basically no viable counters outside of Spy weapons.
She's not getting that without my castle just FYI. And if you're willing to my castle just get 5x breaker skills to win
 
So when are we going to suspect test Jakob

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(that's on lunatic btw)
What class even is that? Paladin? Regardless, wow.

Are any child characters worth grabbing for a story run on higher difficulties of Revelation? Assuming minimal grinding here.
 
What class even is that? Paladin? Regardless, wow.

Are any child characters worth grabbing for a story run on higher difficulties of Revelation? Assuming minimal grinding here.
Depends. Remember, they all come with the Offspring Seals if you recruit them after like Chapter 18 or 19. It also depends on your parents too. I guess it's harder due to having so many characters to do it with now. You really have to plan from the beginning and figure out a nice way to cheese them in epicness.
 
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