Silas has pretty high balanced growths (a bunch of 50% ones outside of resistance and magic) and his defense should beat most Birthright units. He isn't an amazing unit (especially due to his speed), but he's still pretty solid.
What actually makes Azama stand out is his high strength growth alongside decent defense and resistance rather than the lopsided defensive stats most characters have. You either keep him as support only to get him to Great Master, when he can attack with physical weapons, or directly class change him to something else (his default Apothecary or later on some other physical class obtained through A+ or S ranking supports). Apothecary's problem is that it's limited to bows before promotion and also hits his speed.Maybe I just need to pair Silas with Hinoka more and put a Guard Lance on him. Oboro and Hinoka reclassed to Lancer are my high defence units along with Dragonstone Corrin.
I've never managed to get around to using Azama since Sakura and Jakob/Felicia cover my staff needs by the time he shows up. I'll be sure to grind him out in Revelations for his daughter.
Okay I am replaying Awakening right now and I must say that reinforcements appearing at the beginning of the enemy's turn is really frustrating ! Especially when they spawn next to your Healing units ...
I hope they'll have a different implement in FE Switch. Basically make them appear at the end of the enemy's turn or bring back Mila's turnwheel.
Fates already had reinforcements at the end of enemy turn again, I doubt they'll go back to Awakening's system.Okay I am replaying Awakening right now and I must say that reinforcements appearing at the beginning of the enemy's turn is really frustrating ! Especially when they spawn next to your Healing units ...
I hope they'll have a different implement in FE Switch. Basically make them appear at the end of the enemy's turn or bring back Mila's turnwheel.
To be fair, you don't need to memorize it, you only need to know where reinforcements can spawn. Like stairs, fortresses and map edges. I don't remember any exceptions from it, either. Though of course this will limit your movement options.It's pretty widely reviled in the fanbase, since it funnels gameplay into exasperating trial-and-error loops, punishing players who don't have each map's reinforcement behavior memorized.
I've started playing Echoes again a few days ago and completely forgot this existed. I no longer have to restart chapters upon a units death! xD
I've always strongly disliked this argument because it ignores that unless the player knows beforehand, there isn't a way to know which turns and what enemies will spawn. Not knowing if an archer will spawn and fuck up your peg knight is a big deal.To be fair, you don't need to memorize it, you only need to know where reinforcements can spawn. Like stairs, fortresses and map edges. I don't remember any exceptions from it, either. Though of course this will limit your movement options.
To be fair, you don't need to memorize it, you only need to know where reinforcements can spawn. Like stairs, fortresses and map edges. I don't remember any exceptions from it, either. Though of course this will limit your movement options.
Which difficulty mode are we talking about? I wasn't much into Awakening which is why I have only completed Hard Mode and I had almost no problems at all with those reinforcements. You could keep squishy units (or Pegs) out of range and pair-up is broken enough to make most units not care about any type of reinforcements.I've always strongly disliked this argument because it ignores that unless the player knows beforehand, there isn't a way to know which turns and what enemies will spawn.
How many poison swamps must I endure in Echoes?! do the maps manage to get worse than this? because I'd be impressed.
I just wanna know if it can only go up from here.
Glorious, I may finish this game yet!
Hey gang! I was wondering if i could get some recommendations.
So i don't know diddly shit about the FE series of games. I am a musou guy though and have really enjoyed FEW since release. I really like the art style and most the character designs so much i decided that i would get the mainline FE Switch game whenever it comes. But...we have no idea when that may arrive as there is very little details out there correct? SO, basically i thought about dusting off my old 3ds and buying one of the 3ds titles to play. But i have no clue which one i should dive into. There is what, 4 of them to choose from on 3ds?
If it helps...some of the characters i really like in FEW is Azura, Corrin, Fredrick, Lucina, Sakura, Marth.
Also, im assuming every game is its own story and i don't need to know the events of every prior game?
Thanks for any recommendations.
Hey gang! I was wondering if i could get some recommendations.
So i don't know diddly shit about the FE series of games. I am a musou guy though and have really enjoyed FEW since release. I really like the art style and most the character designs so much i decided that i would get the mainline FE Switch game whenever it comes. But...we have no idea when that may arrive as there is very little details out there correct? SO, basically i thought about dusting off my old 3ds and buying one of the 3ds titles to play. But i have no clue which one i should dive into. There is what, 4 of them to choose from on 3ds?
If it helps...some of the characters i really like in FEW is Azura, Corrin, Fredrick, Lucina, Sakura, Marth.
Also, im assuming every game is its own story and i don't need to know the events of every prior game?
Thanks for any recommendations.
I am replaying Awakening and wow I didn't remember that Donnel is very OP. Its stats are insane, he has already maxed out Str (30!), Spd(24) and Luck(33!!) despite being only Level 9 (24 in total). I should promote him at Level 10, right ?
I thinking of jumping into the GBA titles and I've never played a FE game before (unless you count Tokyo Mirage Sessions)
Can you make your save unwinnable? Can you level units in between story missions? Can you have multiple save files?
Any other advice before jumping in?
smh bad advice, Jagens are normally OP for at least half the game if not the entire game
very rarely does a new player actually overuse the early prepromote, far more often they aren't used nearly enough and the player gets stuck somewhere in the earlygame, which is usually the hardest part of the gameThe point is that if you abuse your Jeigan, your regular units will suffer, which is rather undeniable. They're best employed as support to train your normal units until they're reliable. Those are pretty important lessons for a new Fire Emblem player. Advising them to rely on their Jeigan as a one man team is the bad advice.
Also, relatively few Jeigans remain powerful in the back-half of their games, particularly on higher difficulties. Seth (FE8) and Titania (FE9) are exceptional in that, as well as Frederick (FE13), owing to Awakening's reclassing mechanic and inflated growths. Marcus (FE7) is quite good, but not comparable to Seth et al., and inferior to a raised-from-scratch Sain or Kent from Lyn's mode (or Lowen).
On Normal, of course, none of that remotely matters, but it'd be a bad habit to get into that would negatively impact a player's developing skill at the games.
very rarely does a new player actually overuse the early prepromote, far more often they aren't used nearly enough and the player gets stuck somewhere in the earlygame, which is usually the hardest part of the game
and getting surpassed statistically...maybe...doesn't really matter when they're still ORKOing most enemies lategame anyway
It's still just not really correct, by the time a jeigan drops off the player should still be getting new units with good bases. I'm struggling to think of a game where the jeigan dropping off is a major threat.I edited my initial post, in case it needed clarity. I'd speculate that the former behavior is more common than the latter, but obviously it's impossible to say.
Jeigans and Oifeys are both invaluable, make no mistake, but considering they asked if there was any way to screw up one's save, I elaborated on one piece of common sense. You'll note that I gave them several ways to use them constructively, too; I didn't just say ignore them.
Another unhappy effect it has is artificially increasing the value of unit endurance. For instance, Olivia is good compared to other dancers, but she's less usable in her default class, because your back-line units are randomly liabilities.
It's still just not really correct, by the time a jeigan drops off the player should still be getting new units with good bases. I'm struggling to think of a game where the jeigan dropping off is a major threat.
Olivia is actually one of the worst dancers in the series because dancing utility in Awakening doesn't even begin to compare to the other games. Reclassing her just makes her into a gimped melee unit.
I meant comparing her statistically in a vacuum, due to Awakening's inflated stats. Agreed, dancing is much less useful in Awakening, which was partially what I was saying.
I figured you were talking about that, but even so, check out Olivia's bases
Absolutely dreadful! And to think, for years people argued that Olivia was Chrom's optimal wife due to Rightful King Inigo. Ahhh, this fanbase~
So, I'd made that comment awhile ago off of memory, but I just compared her bases and growths to the GBA dancers, and yeah, she's just starkly inferior or on par in every way, Awakening's inflation be damned.
Hey, she earned that Warriors representation for... reasons... though. Didn't have anything to do with her attire.
Heroes doesn't count.
It's probably technically possible to make your save unwinnable, but not in practicality. The games are designed around the assumption that a fair amount of your units will die, even though many of the developers have said their preferred method of play is by resetting on unit death.
Fire Emblem (7, Blazing Sword) and Fire Emblem: Sacred Stones are both great starting points. In the former, there's no way to level units in-between story missions, but in the latter there's a world map where it's possible to grind. Either way, Normal Mode is balanced around new players, and isn't very difficult.
You can absolutely have multiple save files—I'd encourage it, in case you miss something. In FE7, you actually unlock harder modes by defeating the game once and twice, and replays are always fresh in Fire Emblem, since you can use different units and have them grow differently.
As for other advice: in every Fire Emblem, you start off with a seemingly powerful promoted unit, who I'd recommend against killing everything with. They're both a crutch and a trap for new players, since you don't want to waste too much valuable EXP on them, but preferably use them to weaken enemies, rescue units, and deal with emergencies. You can also unequip them and use them as a distraction or wall, since enemies often prioritize attacking units that can't fight back.
Generally, their growths/stats are poorer than units you raise from scratch, so they're a worse investment, although FE7 and FE8 (localized GBA games) have exceptionally powerful ones who remain viable long-term. Still, don't want your early game units to lag behind on EXP by soloing maps with Marcus/Seth.
Oh, so the first GBA FE game is actually called Fire Emblem: Blazing Sword?
I always thought it was pretty dumb it was released as just "Fire Emblem"