| Viewing Single Post From: Mekkah vs Former Guest | |
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| Former Guest | Mar 8 2008, 09:51 PM |
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Alright, we have Saphy, kidnap-prone priestess vs. Salem, jack of many trades brooding a hole in the floor holy fucking huge picture: reaver My client has every right to be glum. He once belonged to a cult which enjoys practicing child genocide among other evils, and his thoughts of regret have left him no time to wriggle out of his Lopt outfit. Dude knows his place. It's to man up and accept he has more of a background role while two other units with staves teach him lessons in level leads and utility. Penchants for getting kidnapped seem to run in Saphy's family. I guess her people skills need some work or her position of piety wouldn't be treated as less than nothing. Salem can civilly negotiate with thieving masterminds like Parn, so he must be doing something right. Does 15/0 sound reasonably uninflated for Saphy on the Dandelion map? Well, enjoy that lead while it lasts because it will gradually dissipate if not be turned upside down. Salem is one of three magicians in the game starting out with good ranks in multiple fields of study who can promote, and happens to be viable/adaptive enough to do so for his services rendered. Units like him in the series are few and far between. In fact, I can think of just two others like that on the page: Julia (goddess of win) and Radiant Dawn Rhys (stinks like skunk). Signs of Saphy's past achievements starting to pale are already evident thanks to scenario possibilities presenting themselves like Salem being able to slink behind Lifis after he plucks a slim sword off some stray thief and OHKO it with Jormung for EXP while Saphy laments nobody has wounds to heal. With Leaf's fan club spreading like wildfire during the later half of 776, Saphy can't help but fade into the crowd more than Salem will and nothing is going to change that. Unit cooperation is not a one way street. Even ignoring the blatant favoritism aspect of pepping her up with stamina drinks whenever she fatigues, she's practically guaranteed to consume all the drinks you receive for free. Is it any wonder? Her endgame HP would have been competition for Salem's way back when he joined! And a staff tends to increase the fatigue meter by more than 1 mark when it's got less charges than heal. How's that for opting to be a selfish bitch? The drinks are expensive items, some of which you could have been holding on to for sale consideration or other characters might like.
I'm inclined to believe as per your recent comments on the tier thread that this goal is only attainable on Elite Mode. You'll have to excuse me not to care so much as a result. FE5 Triple S rank is the kind of insanity that makes European Extreme Big Boss rank for the MGS series break down and weep, no envy involved I assure you. Try framing your arguments to accomodate lowering the rank bar a little. After all, an A grade is nothing to be hanging one's head in shame at, and isn't assigned lightly unless the judge is high, a numbnuts or who knows what.
3, 7, 8, 8x, 9, 10, 11, 11x, 12 C rank in staves has you in very good standing already and well, I can see where you're coming from with the first four chapters. Saphy able to tag along for three consecutive chapters before any stamina drinks? Naw. But of course. Most of the group is removed to such an extent from Saphy's entrance down south on ch. 7, a long vertical map, that she won't get to heal too many people unless they'd rather not use their vulneraries and thus be forced to refrain themselves from ganging the reinforcements for no good reason that I can think of, so her main patient will be Finn. 8 is a relatively short and easy chapter for this game. Saphy won't be getting her staff on too much either. Dagda's mansion is where she can take a lot of credit. Leaf is always fielded, Lifis is definitely getting fielded here, and Shiva is another distinct possibility. Everything falls into place for the most part. Noel Canyon: Note that her assistance is going to be more straitjacketed than usual for two chapters in a row starting with this one. Ballistas are so merciless she is still possibly OHKOd if she climbs on peak terrain in Leaf's support range. Healing with physic is fine but it's only 5 charges tops. On chapter 11, once you befriend Fred you have no way to reach the ballistas prick extraordinaire Kempf ambushes you with until you ascend all the way up that narrow locked door stairwell. She'll likely have to be confined to one of their blind spots in that central square alcove or outside the Dandrum perimeter, healing at range, and to add insult to injury can't do jack about the ballistas not so adverse to sadistic Fred targeting. Murder Hollace has narrow corridors and fog of war to navigate, and she's pretty restricted at first again. Budging far into the western alley wouldn't be too beneficial - with archers lurking on the sidelines, any damage she incurs is a turn she spends not healing a combat unit.
Oh hey it's Sleuf! Yeah - he sucks. Or, he does not exist at all. Lose-lose. Thanks for the scroll, though. Even desperately spamming rewarp in an effort to catch up and be special will do anything but ensure he's making it onto a given map team before lots of other people. That mediocre paladin he has to be fielded to recruit included. Next.
Not necessarily. There is this wondrous staff called magic up that with some harmless positioning can be traded to bolster the resistance of whoever has below 3 magic to little Tina's thief staff. Just another way for both our characters (and possibly Nanna if she's not taking a break) to demonstrate their utility on the very first turn and score EXP besides clearing the fog of war.
Unless you forfeit Trewd, a considerable smorgasbord of EXP, and extra spoils from thieves/reinforcements, then no matter what, one or some of the treasures are probably going to be lost to you.
But this daring feat wouldn't be complete without a downside - the warped character that's able to capture him in one round is forced to haul him about for most of the chapter and look stupid fighting brigands.
Flyers took nerf bats to the face in this game. One of Dean's faults is that his mobility is often restricted on outdoor maps because ballistas were given the most major buff they've had since the afterthought obstacles in Genealogy. Freege loves to deploy them often, in high numbers, cunningly and they even get leadership bonuses to sharpen their accuracy. You see what I'm getting at. Unfortunately, in order to not hang out of range and cower like a civilian unit, he's going to have to jump off his wyvern, stick to swords, and his class loses the most stats dismounted. The dragonspear is faultless as a weapon for combat and capturing purposes, but Dean is a flyer who doesn't get to be as awesome with it as he could be, especially when you consider he only gets that awesome for 9 maps. Just saying.
Mountain out of a molehill. With the very few charges of the first warp staff you have, how much turn count impact can that possibly translate to? Mount a defense for blowing all five of her Hammerneish charges on Corple's present instead of personal weapons if you want. I wouldn't get your hopes up for me digesting it seriously, though.
From 12x onward at the very least, he can do at least twice as much and not submit to fatigue as often compared to a promoted Safy by what, 16a/b? Next post I'll elaborate on this in more detail with a breakdown by chapter which shouldn't get too text wallsy. Brace yo' self. |
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2:45 AM Nov 26






