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Fire Emblem Fates [Waifu Simulator 2k16]


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I agree entirely. However, I'll usually have a good time playing any FE game that's not Radiant Dawn on hard mode. Hard mode suits my level of skill, and the level of challenge I'm looking for quite well, but this hard mode is much harder than a regular hard mode, and is more like a lunatic mode. Had I known that going in I would have picked normal, but I didn't and I'm sure as hell not restarting.

You know you can turn down the difficulty without restarting right? It's one of the options on the world map.

Edited by Personthing
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Not using Taco Meat or Lobster Lord definitely makes Birthright a bit more challenging, as Setsuna, and Hana/Hinata simply don't compare in sheer advantage over the opponent. The Fujin Yumi virtually ignores terrain effects, allowing up for really stupid things like Takumi pretending to be Jesus and walking over large bodies of water on the map. Raijinto gives Ryoma a powerful 1-2 ranged weapon that still has the ability to critical.

However, using them (and as a beginner, I damn well did) REALLY breaks the difficulty Birthright may have. Unlike Leo's Brynhildr (a unit that you should try to use in my opinion as he's easily the weakest royal of the bunch - baring younger sisters unpromoted) - the two power weapons in this game are very much "power weapons" and cause their wielders to become downright gamebreakers when played to their strengths.

Ryoma goes even further as a Swordmaster - having Duelist's Blow, Vantage, and Astra naturally. As a unit, he's able to 1 turn Shigure's paralogue even on higher difficulties.

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Not using Taco Meat or Lobster Lord definitely makes Birthright a bit more challenging, as Setsuna, and Hana/Hinata simply don't compare in sheer advantage over the opponent. The Fujin Yumi virtually ignores terrain effects, allowing up for really stupid things like Takumi pretending to be Jesus and walking over large bodies of water on the map. Raijinto gives Ryoma a powerful 1-2 ranged weapon that still has the ability to critical.

Yeah righto, though I didn't use Setsuna, Hana, or Hinata either. There was a time when my entire army was basically naginatas and shurikens, and it still looked a lot like that at the endgame, but because dual weapons exist I didn't run into any significant weapon triangle trouble. I dunno much about Takumi, or Ryoma but my most broken units were Azama (who could tank, deal heavy damage, heal, and had renewal for healing himself, all in one unit), Kagero (who could basically one round any non boss in the game, but she was pretty fragile), and Hinoka (who I reclassed into lance fighter and had great stats in literally everything except magic). They were good enough to get me out of any trouble I got myself into, but certainly not game breaking. Except maybe Azama but I didn't abuse him very much.

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woah... Hana being bad? - granted she is very fragile in the beginning... but:

she is a nigh indestructible Tank as a swordmaster in my playthrough... maybe because of some skills I bought from other Castles:

Duelist Blow, Astra, Vantage, Sol, Counter

equipped with a Sunrise-Katana +2, she currently has a natural evade of 92.

(and I hope to get a few more Sunrise Katanas from random events so I can power it up even more xD)

she evades everything, and even when hit (if it's not fatal... she still has poor defense) - she heals right back up with sol, or wrecks things with Astra and/or Crits.

Axe users permanently have 0-10% chance to hit her.

I just wish I could swap her personal Skill for something else... like Swordfaire, Lancebreaker or Hoshidan Unity just to make her a total monster...

and I'm currently thinking about swapping Sol for Lifetaker or Renewal... it's so hard to create a Monster with only 5 skills xD

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Counter isn't exactly the -most- ideal skill for a dodge tank because ideally you would want that unit to not have to take damage in the first place, so if you could find one of those skills (I'd pick Lancebreaker) it would easily fit better than Counter.

Renewal is just the best skill in the game - for a majority of units in my experience.. Lifetaker is up there - but it would seem your Hana is built with defense in mind over offense, and Lifetaker requires you to defeat enemies on your phase fairly often to be used often.

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yeah, Hana is build for all those dodges and Magic Resistance (20+ Resistence) but is very fragile with just barely above 10 Defence (Katanas reducing Def and Res isn't really helping...)

I got Counter on her because I haven't found anything better yet, and with the thought

"If she gets hit REALLY hard, but survives, she deals this damage right back with Counter"

but I'm searching for Lifetaker/Renewal right now

but even though my Hana is pretty strong damage wise, 27 Strength (currently) with +2 Sunriise katana which has 7 strength = 36 Attack

and with a speed of 36 (35 base +1 Katana bonus) she doubles almost everything - the only ones with more speed are Kaze with 37 (with shuriken +2 bonus) and Selkie with 39 (holding Beaststone+) respectiveley

and when I'm scrolling through my units... a lot have a speed of 30-35 my Felicia is capped at 35 as a Basara currently (god I need to grind her some Support levels to get her a defensive class... to boost her poor defence)

and a few quick Questions regarding DLC:

1) If I buy the Map-packs now, I will have them for the other routes aswell, right? (multiple buying of the same DLC would be a total dick-move after all - I mean it's extra data that is compatible with all 3 versions...)

2) DLC Gift-Items from Anna (Ballistician or Witch promotion-seal and Stat boosters) which were free for download - can I access them in all versions or just once entirely?

- I'm assuming I can get them in each version, since it's just data on my DS that get's unlocked in the game...

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1. Based on my experiences with 'Boo Camp', 'Anna on the Run', 'Vanguard Dawn', and 'Ghostly Gold' - your DLC will be available to play in every save file regardless of route.

2. You may also claim gifts from Anna again in different routes and saves.

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yay!

I thought that would be the case but didn't want to risk it on claiming all the gifts and seals now, and then have nothing left for my serious Revelation run later on... once I finished Birthright and Conquest

Currently I have 102 hrs in Birthright and just beat Chapter 26 - those feels *BibleThump* (we totally need the twitch BibleThump emote here on the forum)

and I can see me grinding in Conquest through DLC... *sigh*

at least I'm getting a huge load of Content/play time for my money ^_^

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So recently I got past Chapter 7 of Conquest on Hard with the help of my previous MyCastle rewards - namely the second Freeze staff, holding the Seal Speed Faceless in place until the paired-up monsters were the only units remaining.

Looking at the rest of the game as a whole, I can understand the saying "it only gets harder from here" - but in the short term, Chapter 8 and Chapter 9 are MUCH easier than Chapter 7 in my opinion.

> The skills on the Ice Tribalists aren't nearly as gnarly. Fighters normally have HP+5 when among your ranks - so seeing them on enemy ranks only meant they would be annoying to whittle down. Dark Mages normally have Heartseeker and Malefic Aura (which is the scariest Skill an enemy has on this chapter in my opinion.)

> The invading Hoshidan troops are headlined by a pair of Seal Defense Spear Fighters - another Skill that is commonly held by the class so no complaints - and Seal Defense can be absolutely scary if the wrong unit gets debuffed or you fail to clear the nearby enemies. Other than that, all of the archers are no problem except for the two flanking Haitaka. Underdog can be bad.

Following Chapter 7 you can pick up Mozu, Odin, Niles, Nyx, and a free second turn from Azura....all of which are much better than Arthur.....save for Odin.

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Looking at the rest of the game as a whole, I can understand the saying "it only gets harder from here" - but in the short term, Chapter 8 and Chapter 9 are MUCH easier than Chapter 7 in my opinion.

> The skills on the Ice Tribalists aren't nearly as gnarly. Fighters normally have HP+5 when among your ranks - so seeing them on enemy ranks only meant they would be annoying to whittle down. Dark Mages normally have Heartseeker and Malefic Aura (which is the scariest Skill an enemy has on this chapter in my opinion.)

> The invading Hoshidan troops are headlined by a pair of Seal Defense Spear Fighters - another Skill that is commonly held by the class so no complaints - and Seal Defense can be absolutely scary if the wrong unit gets debuffed or you fail to clear the nearby enemies. Other than that, all of the archers are no problem except for the two flanking Haitaka. Underdog can be bad.

Following Chapter 7 you can pick up Mozu, Odin, Niles, Nyx, and a free second turn from Azura....all of which are much better than Arthur.....save for Odin.

Yeah I found pretty much exactly the same thing. I eventually left hard mode on chapter 12 because I couldn't find a way of getting through that central part without Kagero brutalizing the majority of my team. Chapters 8, 9, and 11 were all pretty easy though, and I can imagine that chapters 13 (unless Takumi's mad buff), 14, 15, and 16 aren't really all that hard either. Shame I couldn't get to them.

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Hey, you made it past chapter 10 on hard though! That's more than some others can say so good work.

I can understand why you'd quit on chapter 12 as well. That map forces you to rush in a game where camping is much less likely to get you killed. Not to mention the ungodly amount of pots combined with the enemy storm at the end. Brutal. Anyway, finally got back to my 3rd lunatic run and I've hit chapter 20, again. It never gets easier. I could just ride the winds to Fuga and call it a day, but the chests have really good things in them, so idk what I want to do tbh. This chapter is always the roadblock one for me, because after this one it's basically a straight shot up to the endgame usually, no more gimmicks like wind after this. That said, fuck wind. Hate this gimmick. It encourages you to rush, but that's not going to work against the GODLY FUCKING KINSHI KNIGHTS. Let's go over the enemies in this chapter real quick and why they are annoying on this map.

3 Spear masters to the right: Seal defense or Seal Strength as their skill. Level 6, S rank in lances, 1 has a spear, the others have steel naginatas.

3 Onmyojis to the left: 2 with Seal Strength, 1 with Seal Speed. Level 5, A rank in Tomes, 2 Tiger Spirits, 1 Rabbit Spirit.

4 Great Masters around the map: Seal Res or Seal Speed. 3 have bolt naginatas, 1 has a steel naginata.

3 Onmyoji's on the middle bridge: Why are these guys annoying? 2 Rabbit Spirits, 1 Calamity Gate, all of them have Counter.

Various Spear Masters and Onmyojis around the map: Annoying when grouped together. More of what was seen on right and left sides, but this time in a cluster together.

3 Priestess in particular: Top left has silence, top middle has enfeeble, top right has freeze.

2 Spear Masters at the top, paired up with other Spear Masters: One of these groups has two renewal spear masters paired up. Fuck.

6 Falcon Knights: 3 have Armored Blow and will charge you, the other 3 have Axebreaker and will defend...

HAYATO: fuck this onmyoji fuck. Level 7, Horse and Rabbit Spirit, Hexing Rod, Personal Skill, Luna, Vantage and Duelist's Blow. Fuck. You. Hayato. 27 speed, 20 Defense, 23 Res. Kill me.

Fuga: Level 8 master of Arms, pretty easy tbh. Starts equipped with his Steel Nageyari, a two ranged naginata. 3 Seal skills and Sol. Kill him on the turn you attack him or you'll regret it.

Hmmmmm... I feel like I'm forgetting something... Oh yeah.

FUCKING 5 KINSHI KNIGHTS OFF SPAWN AND EVEN MORE IN REINFORCEMENTS: All level 5, all have air superiority, all of them have steel/silver yumis, they will fucking snipe at you from the air and you cannot safely hit them unless you use xander or a flying unit, but haha, using a flying unit will get your ass kicked and xander gets roflstomped by all the magic units on the map. Fuck.

I hate this map.

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Chapter 17 has given me pause for the moment. I failed a few times when I split my force in two, but going for a more clustered approach for the first half and then separating later seemed to do the trick. Until my MC got crit by a 4% on a swordmaster near the end of the fight. You guys say don't blame the route for the RNG but I think there is a certain amount of crit RNG that Conquest can be blamed for. Unlike in Birthright, when you're playing Conquest you fight a lot of Hoshidan units, and it's a fact that Hoshidan units have higher crit rates than Nohrian ones that aren't called berserkers. Excluding shapeshifters from both sides the Hoshidan swordmasters, spear masters, snipers, and master ninjas have innate bonuses to crit, along with anyone who is wielding a club, while only Nohrian berserkers and sorcerers get the same treatment. Not to mention that sorcerers generally have such low skill that it cancels out their innate crit bonus.

Just that difference in and of itself drastically increases your likelihood of being crit at least once in the match when fighting Hoshidan units rather than Nohrian ones. I guess that's just another aspect of the route's difficulty though.

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oh boy... reading all that stuff gives me shivers, for when I start playing conquest in the next few days... ah who am I kidding, I'll go DLC grinding and playing on Normal difficulty xD

So I finally beat Birthright after 110 hours of playtime...

The last Two Chapters (27 + Endgame) - even on Normal, the difficulty spiked a lot... well... only in terms of Abilities, I still killed everything in one round.

I was surprised to see that one Berserker in the middle of the Room with Counter and Swordbreaker and some other stuff, when there was like nothing on the enemies in Chapter 26.

Speaking of Chapter 26... Kaze, Saizo and Kagero where cutting onions in the background... damn... the events unfolding, the background music for the battle... *sniff*

anyway... I was a bit dissappointed by King Garon... he was... weak, even with his Dragonscales cutting all damage in half I totally obliterated him in one round... ok I had Luna on Azura who was teamed up with my Avatar - who in turn had the Nohrian ability, that allows to use the Ability of the Support Partner - so I got two attacks which both triggered Luna... aaaaaaand he was gone.

Endgame - oh my god... 78HP, 56 Attack... what? jeezuz he one hits almost everyone... except when I couldn't figure out how his attack works...

Can someone please explain it to me?

His Weapon has 30 Might, he has 26 Magic = 30+26 = 56 Attack ... so it is a Magic weapon... or so I thought... He would one shot Hinoka, with 36 damage... however Hinoka had 36 Resistance!

56 - 36 = 20 ------ he should have only dealt 20 Damage...

and against Ryoma, who only had 16 Resistence, he only dealt 17 damage???

Scarlet with 10 Resistance would take 20 Damage... WHAT???

HOW DOES HIS DAMAGE CALCULATION WORK?

I even calculated from Defence and his strength, Strength and Reistance, Magic and Defence... nothing made sense!

anyway... not considering this wonky damage calculation the Endgame chapter was so ridiculously easy, since he barely moved and never initiated an attack, despite being in range (he could have easily killed 3 or 4 of my units, if he would have attacked...)

I cleared out the entire right side of the map... which was a lucky guess of me because there were less units. I gathered my troops in his range (since he wouldn't initiate an attack), use some debuff staffs on him which actually worked!

-4 stats for one turn AND half HP for 1 battle both hit him! that was so hilarious!

after that I ran in with Avatar/Azura (after Rallying ALL the stats I could) doubling him again with 2 Luna attacks, activating thorugh that Nohrian ability, totally overkilling him in one round ... he didn't even hit me one! (he had like 15 Damage 35% Hit against my Avatar - well and Azuara had Dual-Guard ready anways...)

In the end, my team was average Level 14 - my avatar was 17 I guess... and most of the Child units stayed on level 10 (all promoted of course) and I had no problems what so ever in the 2 Final battles... now I kinda wished I would have played on hard.

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Conquest's chapter 27 and Endgame is pretty much the opposite of Birthrights imo. Chapter 27 in Birthright is actually somewhat difficult while in Conquest it's a breeze. Birthrights Endgame is rush the boss and win in 1/2 turns easily while Conquests is more like rush to the boss and hope to god your avatar can even make it to turn 5.

I also beat chapters 20 and 21 on lunatic so that's cool, but now it's time for the final chapters. Chapter 22 is always easy except for Hana. Chapter 23 is just... I'll get to that when I do. Chapter 24 can be easy cheesed tbh. Chapter 25 can be easy cheesed, but I want to do it the hard way because fuck cheesing chapters, I need the exp. Chapter 26 is going to be a big shitfest as usual. And finally, Endgame is going to kick my shit in like it always does. Can't wait. I'll be back when I beat 23.

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When I did Birthright's Endgame I was too busy killing all of the other guys to go after the boss. Then he attacked me (fortunately he hit someone who could actually survive the attack) after which I had one turn to kill him or I lost. In the end I needed to attack him with every single character I had that wouldn't die in the attack just in order to bring him down. And even then I wouldn't have done it if I didn't debuff his speed to the point at which my MC could double him. I quite literally had nothing left to throw at him without incurring a death by the time I killed him.

By comparison chapter 27 was a cakewalk. Just bait the great knights with Rinkah turn 1, then swoop down on them, then camp like crazy, and finally use paired up units to deal with the boss's friends before hitting the boss.

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  • 2 weeks later...

Ok...

WHAT! THE! HELL! Is up with Conquest Hit/Critical rates???

how do my units constantly miss 90+% attacks, and the enemy constantly hitting wit <25% and even criting with 1-2% MULTIPLE TIMES IN A ROW!

While Odin with Mjiolnir and 30+% Crit only lands critical hits... pfff... I dunno... 1 out of 20 attacks...

In Birthright, when I had crit rates of 20+% I critted like every second or at least third attack... I hit 99 out of 100 attacks with 90+% - here it seems totally random... what gives??

This is sooooo frustrating...

oh, and don't talk about Nyx... you gently blow in her general direction and she dies... low health, non existing Defence, Luck and skill - and without Heartseeker bonus her hit chance is abysmal (due to that low skill) ... and if you put her in front of a unit to get that bonus, you better pray it dies... or Nyx dies to the counter-attack... WOW!

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Nyx is shit in general, sorry. It takes quite some effort to make her "good." As for hit rates, that's not a Conquest or Birthright thing, that's a Fates thing. I believe it started at FE6 when they began to use true hit. True hit carried on until Awakening, but Fates has gone back to FE 1-5's hit style of single digit hit rates. What you see is actually what you get, unlike 6-Awakening. If it says 25%, it's 25% set in stone, whereas in awakening it would actually be somewhere around 18% or less if it said 25%

Crit rates haven't changed though, they always apply after you hit and that has always been true. If you get a crit, it means you hit, the crit animation will never play if the game has already determined you missed. Fun stuff right? idk.

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Nyx is actually a very valuable pairup bot for Leo in Conquest. Just insta-promote her, swap over to Adventurer and staple her to Leo for the rest of the game. She gives basically the same bonuses Berserker Charlotte gives to Xander (with the strength swapped for magic), and makes him an infinitely better unit since he gains a ton of speed.

On her own....yeah she's pretty bad.

Edited by DragonMasterKrim
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Nyx is someone who takes a little more dedication to detail in lower modes. As a glass canon, she needs tomes that will be more accurate than Fimbulvetr and more effective than Fire in order to succeed at doing what she does best, causing massive amounts of damage - and more importantly, she needs you to play her more when the opportunity arises and less whenever you want to dish out massive magic damage.

The best way to do this is to trade over either of those two tomes for Odin's Thunder tome and use Odin as a pair up bot to boost Nyx's resistance and magic in the early phases of the game - particularly when you recruit her in Chapter 9. She's very useful against the Spear Fighters (not named Haitaka) and Archers (including the ones getting buffed by Haitaka's Rally Defense) in the chapter.

The difference between a good Nyx and a bad one is intentional usage. She will fall behind VERY quickly, as Chapter 10 features Sky Knights and Ninjas - or two types of enemies that have decent resistance - and from then on the enemies will give a sparingly equipped Nyx a very steep hill to climb. This makes a lot of usage during her join chapter imperative.

In fact, this raises an interesting observation about Conquest (and possibly Fates as a whole). Many of the recruitment chapters are better served to those who join, either due to pre-promote strength or the types of enemies on the map. Chapter 8 for example is an absolute showcase for Niles, who joins and is a high resistance archer. 9 gives Nyx her best chance to make her mark (and a very good chapter to milk Azura for experience), 10 gives you Camilla (and Beruka is useful against the Spear Fighters), 12 gives you a very solid duo in Benny and Charlotte in a chapter where Benny can bait many lance using units over for Charlotte to slaughter... and so on and so forth.

[Also worth noting, if you have lots of Visit Points, you may be able to claim Calamity Gate as a MyCastle reward. This is essentially the "dual tome." Nyx is a fantastic user of CG becuase it allows her to attack enemies she normally would avoid. Another good reward - should you have enough Battle Points - is the Mjolnir (sorry Norwegians) tome - which is essentially the "Killer Tome" and allows Nyx to serve as Ophelia would in part during the early game. These two tomes most definitely patch Nyx up as a unit.]

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chapter 12 is Laslow and Peri :P

I know that because I just played that chapter... ugh... why does Conquest only give you two healers (without early promote or class-change that is), and then dares to take one away from you... god that chapter was aweful with all those poison-urns... but I killed Saizo with Kaze which was nice - and now I finally have a great weapon for Felicia...

and I still don't know who I should pair up...

well I got myself 3 pairs decided for now:

Avatar + Anna (because this time I want all the possible children, since I missed out on Dwyer in Birthright - first I thought about Felicia, because Felicia is just, hands down, a cutie)

Silas + Elise (it's soooo cute)

Azura + Laslow (Singer + Dancer... soooo perfect :P)

I just can't think of good pair ups, since I'm still missing people, like Xander for which I also have to account for...

(In Birthright it was like - ohhh new units... these are my pair ups, done! - and here... who the hell should i pair up... why is it so difficult? - maybe because their personalities are so over the top?)

and I don't care about the system behind the hit calculation, because it's bullshit and biased towards the enemy in Conquest! - If I had the same thing in Birthright I wouldn't call bullshit, but in Birthright it was like the exact opposite.

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CorrinXAnna is a very solid pairing. If you've played Awakening, the support chain just rehashes who Anna is because it's the only way her story gets told - but the resulting Kana is pretty (red hair Kana is best Kana) and leans heavily toward magic.

This is good because using a Dragonstone counts as magical damage, and Kana's personal heals them at the end of the turn after using a Dragonstone.

---

Supportwise, SilasXElise is a humorous one and well written, but the resulting Sophie doesn't have a whole lot of options and unfortunately there isn't a class that heals and uses lances or swords. This means Sophie is relegated to using the Levin Sword, Leo's Iceblade, or the Bolt Naginata in her base Cavalier class..or forced to grind through an ugly E rank in another weapon type in a very anti-grind route. Because Elise has a great magic growth, it's......."possibly" usable? It seems pretty risky. The good news is that it makes Sophie fairly resistant.

It depends on what you're looking for most. The support is absolutely worth it, but the offspring may not be very optimal.

---

Inigo and Azura are a sneaky good pairing, both for mutual use (as using Laslow for an endgame team is VERY recommended due to being the best Rallyer in Fates and Azura gives somebody an extra turn.) as well as in both offspring.

Starting with the support buffs, Azura gives Laslow some much appreciated Speed, while Laslow gives Azura more damage output, something she could always use if she absolutely has to be put in the line of fire (and due to Laslow being a rallyer, he will more likely be adjacent to Azura and Co. than to an enemy in combat.)

Soleil has a chance of picking up Luck +4, Voice of Peace (Allies within a 2-Tile radius take two less damage) from the songstress, and will always pick up Azura's insane 80 percent Speed growth, along with great growths (60 percent) in strength and luck. Soleil isn't the greatest Nohr kid, but Azura is arguably one of the better mothers for her. Essentially, Azura!Soleil is a one of the better ways to recreate a combat oriented Azura - while allowing the real Azura to do what she does best. Sing.

Shigure is very much appreciative of any hard to obtain Rally skill Laslow may want to pass down because Shigure is probably the third best Rallybot in Fates (behind his father Laslow and a capturable Master of Arms in Lunatic Mode) He also appreciates Laslow's growths a tiny bit, but Shigure's own growths cause him to be a fairly decent unit in most cases. It's a shame Shigure can't get Fancy Footwork AND Perfect Pitch, because that would make him the best rallybot in the game by a landslide. Outside of Rallys, the Mercenary line doesn't do much for Shigure.

---

Recommendations:

Be nice to Charlotte and give her Xander. The resulting Siegbert is fantastic, and the girl, despite having personality issues, has enough of a good heart behind it all to make it worthwhile through the supports.

Leo happens to like maids. Even if they are incompetent. Another person who likes maids is Niles...because reasons. Felicia is a tailor-made mom for Forrest because she can pass down Tomebreaker and Demoiselle to her son (he may even get both Gentilehomme himself, rounding the bases on the sexes), as well as her great Res and Magic allowing for him to thrive as a Strategist. Nina's options are limited with a magic mom, but Felicia's great Res mirror's Niles, passes a breaker skill to give Nina a niche as an anti-magic unit, and her Magic growth works if you can procure a Shining Bow for Nina.

Camilla goes well with many units - with Keaton being an excellent frontrunner in my opinion. She gives Velouria Trample and Savage Blow (which will stack with Velouria's own Grisly Wound) - if you have Keaton paired with another person or want another idea, Niles also likes his seemingly privileged and well-endowed women....at the risk of getting the tables flipped on him in the support chain. Nina likes Camilla because Trample is kinda good and Mommy's growths allow her to be mixed with bow selection, while still holding excellent resistance growths.

Beruka and Benny have funny support....... conversations, and Ignatius can handle Beruka's negatives as a son. Wyvern Rider gives Ignatius some interesting skill acquisitions, such as Swordbreaker (I think), Rally Defense, Strength +2...

Tread lightly with Severa. She's not very kind to all Nohr kids....although she's probably a better mother for Sophie than Elise is.

Jakob and Dwyer are good candidates for mothers like Peri, Selena, and Beruka - who can be hard to pair.

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I just can't think of good pair ups, since I'm still missing people, like Xander for which I also have to account for...

(In Birthright it was like - ohhh new units... these are my pair ups, done! - and here... who the hell should i pair up... why is it so difficult? - maybe because their personalities are so over the top?)

Post above me outlines Leo x Felicia and Camilla x Niles, both are excellent for the reasons he gives. Forrest becomes the ultimate anti-magic unit and can get double auras with Gentihomme and Inspiration (any aura skills are brilliant in my book, particularly when little details matter like in Lunatic). Camilla x Niles is kinda lacklustre in terms of Pair-Up bonuses but Nina turns out brilliant; the versatility of being able to attack with Silver or Shining Bows is brilliant, Savage Blow and Trample are both great skills, not to mention Nina is arguably the most important kid on Lunatic for the Pass/Rescue combo to cheese the Endgame. Xander x Charlotte is by far the optimal pairing for the former, giving him even more Str and a much needed Speed boost.

I'd like to add the following:

Best pairing in Conquest is Arthur x Effie by a mile. Arthur as a frontline unit is kinda chancy given his horrid hit rates and tendency to get crit at the most inopportune times, but he gives superb bonuses (+5 Str as a FIghter and +7 Str as a Berserker). Give him to Effie, and combined with her godly Str and her personal skill Puissance, she OHKOs pretty much everything on Conquest, even on Lunatic, with the right weapon. Percy turns out great as well from this arrangement, pass him Luna from Effie and you're set. They come really early too so you can get them to S-support by Chapter 11-12ish.

Keaton x Mozu. Personally I think this is the way to go for these two. Archer/Sniper Mozu loves a bit of extra power sometimes for killing units in one shot rather than one round to protect her from unnecessary damage, and Keaton's bonuses are brilliant. Velouria with Aptitude gains HP/Str/Spd/Def almost every level and becomes an absolute killing machine (just keep her away from mages).

Odin x Elise. If you get a few decent level-ups with Odin he's quite useable on Conquest. Elise is hands down the best partner because Ophelia is the only child she won't butcher with her dreadful Str and Def growths, and she'll turn into a formidable offensive magical unit. I say pass down Demoiselle (or Insipiration if you have it), because more auras is better. I did struggle to build this support though given Elise's position as a healer at the back of the army so take it or leave it I guess.

Silas x Selena. This pair is pretty complimentary bonus-wise, Silas needs a touch more Speed and Selena needs a touch more power. They provide what the other needs which is what you want in a good pairing. Sophie turns out nice too; she likes Sol, and if you decide to go Sky Knight on Selena she can even pass down Darting Blow or Warding Blow for great Player Phase offense.

Edited by ChineseSkyCandy
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Looking at these "surgestions"

1. Cephus, just do Arthur and Effie for Percy alone. As mentioned before, you get both of them with fantastic availability at the same time, and both come with some great skills and classes for Percy to dabble in. As a Fighter, he can pick up Gamble and go back to Wyvern Rider to avoid the negatives of being a gambling Fighter due to Wyvern's excellent defense (and Effie's defensive growths.) HP+5 ...+ Effie's defense growth + Wyvern is extremely hard to beat down, especially if you hand down Arthur's Axe to his son. Sol from Hero and Axefaire from Berserker round out Arthur's gifts well. Effie can get Luna from GK and pass it down for the "psuedo-Aether" combo. Effie gives Percy a lot of unique defensive options, with Def + 2, Aegis and Pavise, and Armored Blow.

2. Keaton is a good option for Mozu if you actually plan on using her, because he basically gives her what she wants. I fail to see how Mozu is a good pair up unit for anybody else point for point though, she only gives Skill and Luck, the former being nice for ....critical hits I guess?, and the latter being the weakest skill in Fates. Child-wise, Velouria would like Aptitude because it gives a lot of great level ups and you can definitely argue that she wants them more than every other kid, except EVERY kid in all routes wants Aptitude. Maybe Archer Mozu gives different bonuses than Villager though. I personally think Mozu is better used on a unit like Kaze, where Luck is a lot more valued in Midori's case than it is in Velouria's in Conquest (meaning you get more gold bars) - and I also think Aptitude makes Midori much more usable than other mothers' skills would. Velouria has a lot of options for a mother.

4 (screw chronological order this pairing has my interest). I'm gonna have to try this one. Sophie likes speed and strength, Silas definitely likes partners who can give him speed, and Selena definitely likes firepower. In fact, Selena is essentially Hinoka in Conquest. That sets the record. Selena straight up IS a better mother for Sophie than Elise. Sever-....Selena would also appreciate the Cavalier line (most would) for things like Elbow Room (which will help her power acquisition) - while Sophie likes the quickness and things like Good Fortune, Axebreaker if she's going to be proficient in lances, and Sol because it's Sol.

3. Elise is SUPER hard to pair. Odin is by far the best because her growth's are extremely helpful for him AND especially Ophelia, while her deficiencies don't hurt her as much as it does other children. Blonde Ophelia is the prettiest too.

SilasXSelena is a very good support chain, and so is OdinXElise.

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well great to know all of this before I engage in the S-Ranks ... and I just realised that I can S-Rank Niles with Male avatar, after getting his C-Rank xD

(god I grind to much in in the Gold- and Weapon DLCs... I have like A-Rank Weapons for everything right now... and an Eternal Seal from that DLC and I have no one promoted ... well Camilla is...)

oh and don't worry about aptitude... there are so many units in my army that have aptitude, thanks to My Castle (If I had known this sooner in birthright).

While you mention Arthur and Gamble... god I hate Gamble soooo much... I wished Arthur/Charlotte could go Archer... for that additional Hit-chance ability

sooooo, to summarize:

Avatar x Anna

Laslow x Azura

Odin x Elise

Silas x Selena

Arthur x Effie

Niles x Camilla

Leo x Felicia

Benny x Beruka

Xander x Charlotte

undecided:

Jakob / Kaze / Keaton x Mozu / Nyx / Peri

(for me)

normally I'm not so much into min-maxing and do everything how I like the pairing in a personal way... but seriously these ones are so hard for me, apart from 2 or 3 pairings...

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