Three in the morning is not the best time to fight a gazillion dragons...

Mar 02, 2012 22:21

*yawns*

In other words, reached Endgame-3 for FE10! Hurrah!

This post is mainly for Ammie, and I am too tired to write much anyway. Oops. Shoulda slept. Ah well, was fun.

Ramble. Mild spoilers that don't count because this game's been out for a lot of years already. )

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amielleon March 3 2012, 18:54:41 UTC
Pshaw, eloquence. I regularly name my weapons Pow!! and the like.

So, okay, dragon chapter. First of all, don't freak out about the boss, because you brought Rolf and Shinon like a good girl and they do good damage without having to take a counterattack. (Dragonfoe won't do you any good, because Mantle has a built-in Nihil effect.) For the rest of your team, choose the 3 units who have the potential to do the most damage to Dheginsea and survive, and give them Nihil. Because no one can survive Ire. No one. Well. Battle saves can survive Ire. >_>

Anyway my general flow for that chapter is this: I clear out all (or almost all of) the southside dragons on turn one. The white dragons from the center-north will probably come down and attack, and I kill those off while moving Ike to the 2x2 square of cover tiles that pinches off the western side. Meanwhile on the first and second turn I move Kurthnaga and Ena (both of whom the dragons will not attack) over to block the upper eastern part to cut off that torrent of white dragons, because in the earliest turns your magic people are probably busy healing, and white dragon + nonmagic units = deth.

Note that along the middle column of the map, the five red dragons at the bottom of the boss's chamber do not move, and the three white dragons at the top do not move unless you get into their attacking range.

Then once you've picked off the initial western red dragons and eastern white dragons, each half of the map will be nicely segregated by color. Only white dragons reinforce on the west, and only red dragons reinforce on the east. You can use that to plan out tanking easily send your high-res units to the west, for example. (The dragons still do hurt, though, so be careful. Ward liberally and use Kurthnaga/Ena to block off points as much as possible.)

I think you can probably take it from there?

I'm mildly surprised Elincia is doing so well, but I guess not really. On Hard people are generally lower leveled and Elincia has good str growth but not a very good base. Also on Hard people have higher defense. >.> Anyway I imagine a well-leveled Elincia will be lots of fun in the coming last few chapters.

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arivess March 4 2012, 05:24:49 UTC
Pow! :D I think I had something like "Boom". XD

BUT THE BOSS HAS A MILLION DEFENSE AMMIE A MILLION! DDDDD: Hmm. Should I give Dragonfoe to not-Shinon, then? Someone who'd have more trouble killing the roaming dragons? I've got three wyrmslayers (given to Eddie, Marcia, and Elincia), and two forged max thunders like a good girl. :D So maybe like... ...uh... ...I don't even know. Shinon has the highest attack out of all my people right now, even higher than Ike, due to Double Bow's insane boost.

Would you suggest mages or physical units for the boss, aside from Rolf/Shinon/probably-Ike? He's got higher def than res, and the magic units have way higher magic than the physical units have strength. Although tomes aren't as good as weapons, so, eh, I guess it balances out. But anyway. I guess I can just check myself, but, uh. Is he slow enough for anyone to double?

o_o Sounds good. I've a bunch of pure water, too! A bunch! :D ...Okay, a bunch meaning like two. But anyway. Helpful enough, I hope. Do Nasir and Gareth move? Although I seem to recall you saying they don't, anyway.

Elincia actually maxed str around lv 11-12 for me, I think. Can't remember. She's 14 now and I remember it having been maxed for a while. I haven't abused resets that much on her, so she's generally only had 3-ish stats per level, and I didn't reset for any particular stat, just the quantity, so. But she's decently fast, so she quadruples almost everything, which means unless another character does double her damage, she's always going to be doing more. Sure, they'd be doing around 20 a hit and she'd be doing around 12-15, but... that's still more, simply by virtue of a whole lot more hits, and most things thus far have only needed three.

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amielleon March 4 2012, 05:49:07 UTC
For the boss, you have to remember for physical units that Ena will be able to give them a +5 str boost. So even though he's got slightly less res, after Ena, it's pretty much equal... and then weapon mights tend to be higher than magic mights, so. I usually end up attacking him with physical units. They take less retaliatory damage, too. (And by physical units, I usually mean Shinon, Rolf, Ike, someone else close-range, move Ena out of the way, Reyson everyone, heal everyone, have everyone regroup around Ena and poke him again. >>) Uhhh anyway I think Dheginsea is slow enough for some people to double? I seem to recall this happening.

I personally like putting Dragonfoe on Ena or Sothe. Ena because that's the only way she can do any damage at all, and Sothe because his attack tends to be irritating. >>

Elincia maxing strength at level 12 is crazy but possible. Without PoR str boost, she'd have to get strength every single level. Either that or energy drops.

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arivess March 4 2012, 06:03:21 UTC
Oh. Right. I keep forgetting the thing about Ena. And I keep forgetting Reyson. Oops. Sorry Reyson. That sounds good, I guess.

Is there a point in having Ena do damage, though? You said they wouldn't attack her or Kurthnaga, right? So she'd only attack if I deliberately do it?

Oh. Right. PoR boost. I think it's because of that.

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amielleon March 4 2012, 06:07:11 UTC
Well, I mean, it's the difference between Ena being a walking light rune and Ena actually being able to hurt anything. Depends on if you want Ena to have any offensive capabilities whatsoever.

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arivess March 4 2012, 06:09:05 UTC
But she'd get countered if she attacks, right? And then that's one more person to heal, especially since she'd dodge less and take more damage. ...Then again, I guess she's not necessarily to heal since they won't attack her.

...DUDE LIGHT RUNES. I have like 2 or 3. This is a good chapter to use them?

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amielleon March 4 2012, 06:12:19 UTC
The dragons don't counterattack.

Oh, I don't remember if I said this earlier. Nasir and Gareth don't move, but attack if you're within two spaces of them.

Also for what it's worth, light runes are almost useless after this chapter, so... Go for it.

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arivess March 4 2012, 06:20:23 UTC
They... don't? Woah. So I can just pewpewpew on them? :DDDDDDD

Aah, okay. Do they also not-attack Ena/Kurth?

Haha. Okay. I just have them because I stole them, anyway. Because I could. >.>;

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amielleon March 4 2012, 07:53:04 UTC
Ena and Kurth never take attacks from anyone on that chapter. The sole exception is Dheginsea's area attack.

Also um, to clarify, the dragons counterattack in general, just not for Ena and Kurth.

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arivess March 4 2012, 21:13:57 UTC
Yeah, I figured that's what you meant. Okay.

Oh right, was gonna ask, what's Yune's blessing for the laguz...? Do they transform longer or stay transformed or what? Or nothing?

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amielleon March 4 2012, 21:30:17 UTC
Mechanically speaking? The only difference is that they start 4-F-3 with a full transform gauge. It doesn't even carry through to later chapters.

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arivess March 4 2012, 21:43:23 UTC
...Baw. How useless. I guess it saves one laguz stone use.

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