The Best Skills to Inherit in Fire Emblem Engage!!!
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- Опубликовано: 10 сен 2024
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Healing Light is for Framme. It lets her top off her HP for Chain Guards without having to spend a whole turn just healing her. It’s really nice.
Yeah,.it's handy and really low investment
Yeah no idea why he blacklisted it, been playing for quite a while (about 200h+ on maddening) and this, being such a cheap skill, has proven useful more than a couple of times.
Is Framme the best one to invest for chain guards? I’m on my first playthrough and I always see her listed as a C tier character or something. Aren’t there better martial artists/priests?
@@jacopovilla1590 (some gameplay spoilers but I assume you don't mind)
Yeah Framme is really good. martial monk's stats will like never be important (they don't really fight) so her bad stats aren't a big deal. You get her early so she had a chance to get levels support and a class upgrade.
Her supports are really good and pair very well with Lucina who you get mid game
@@davidmaciver6598 nice, thanks. I don’t mind about spoilers, and I’m not playing on maddening so I could grind a few levels if there’s someone more viable. Thinking about Chloe atm, or Jean
I think the tome guard is decent enough as basically a cheaper way to get Res+5 with a few exceptions. Bow guard could be a little nice on fliers. The others are kinda hard to work with though
Totally agree with this! They're not incredible but should at least be in the "If nothing else" tier
I feel like skills like Momentum and Build +4 are must haves for some early game units that have low build and struggle in offense, but there are much better skills later that will replace them especially now that SP is so widely available.
Since SP is widely available, I think Mag+5 should be in Big Damage as there is no way to get +5 Mag attack using tomes on enemy phase since Weapon Sync only works on player phase and Reprisal relies on you getting hit. Getting +5 magic from turn one on both player and enemy phase is really nice and nothing is stopping you from having both Magic +5 and Reprisal for some really big damage assuming they don't need any other skills. I personally don't think $5,000 is too much for your big damage tome user since they don't have access to the Power skills or Lunar Brace.
Lastly, the weird Boots+1 skill icon appears to be Movement + 1 since it comes after Momentum and before Pair Up alphabetically, but I've never seen that symbol before nor could find it on the Wiki.
Am I crazy or was Silence Ward not listed? For how cheap it is, it definitely has its uses.
The issue is there are basically no enemies with Silence. Mauvier has one in ch16 and that's basically it. Also it only lasts one turn.
Geosphere is always active on the one who has it it just gives it to adjacent Ally’s on player phase I like it on framme with bonded shield just makes her and everyone tankier I have it on seadall and framme 5 def and res to like 10 ally’s if set up right is amazing works perfectly on qi adepts with chain guarding
I would put Hit+30 in situational and here is one specific situation with a spoiler for late game:
Veyle + Soren + highest crit Engrave where her survival depends solely hitting on enemy phase especially during the Tempest Trials to heal herself when engaged with Holdout+++ taking up her other inherited skill spot. Hit +30 isn't affected by the stat boost cap of 20 so you could give her meals, tonics, special dances, instruct, rally spectrum, engage boosts to add more hit and crit without needing as support next to her. Plus, there's nothing better than seeing 100 hit/100 crit on a unit that has a magic cap of a 51, plus at least 4 additional magic that Soren provides at Bond rank 17+.
Also, Divine Pulse Plus is better for lower hit rates on high luck units, but Hit +30 is better for higher hit rates on lower luck units where Veyle is the latter and she really needs to hit as if her life is depending on it.
@@lanceareadbhar Also actually being able to consistently hit stuff in FX.
To Geosphere’s credit I find it to be useful to have on Rafal to work in unison with his class ability. Recharging adjacent allies engage states by 1 and buffing defence and res at the start of a turn can be pretty helpful.
This is the first inheritence list that ive seen that actually makes sense. I dont think Canter deserves to be a whole tier above all the other Super Helpfuls, but otherwise yeah, this makes sense to me
Happy FE day!!
This + “Your fave is bad” really makes me think “just go crazy with it”
Like, +25 Hp & +10 luck is so mental I love it, Str/dex +5 & Spd/dex +5 on a Claude bond ring Warrior is probably the most expensive build you could make function (but maybe a cannoner would do better with it lol)
On a serious note, I’d say Jade & Alfred would do good with Book of worlds, I reclassed my Alfred into a thief and he’s been putting in incredible work, but with his Str he normally kills everyone lol, if I could get Veronica early then I’ll try it again
Holy Stance I think has a couple of situations where it is useful. Number one is on Corrupted Wyrms. It essentially reflects half of their attack back onto them and ignores their very high defenses (my Celica/Mauvier made good use of this on my first Maddening run.) The second is on Nos/Flare/Runesword tanks on maps with Corrupted. Holy Stance is very cheap, these types of tanks rely on healing and often Hold Out to stay alive so they’re probably taking big damage and reflecting half of it will still be pretty meaningful on enemies, and it will push them to be able to kill more often.
I think you’re missing the value of a few of these, especially as you wave off the cost of the Power skills.
Dex+5 is valuable for units with dex proc’d skills; it’s a 5% increase to the rate of sandstorm, Luna, etc.
StarSphere is the only skill to provide PERMANENT impacts. Even mid-game units like Ivy, Merrin, and Kat are going to earn 25-30 levels before the end of the game. If you pop SS on them from the start, that’s +4 might, dex, speed, build, and health. Then when the difficulty spikes, you give them another skill.
I would argue that a 5% increase to the proc rate of already unreliable skills isn't going to be super noticable... You'd probably get more value out of speed+5 and a brave weapon, quadrupling the enemy or at least doubling them would give you more chances at proccing those skills, and even if they don't proc, you're still just hitting enemies more. Also, I'd point out starsphere occupies a skillslot for the earlier chapters, which directly makes the game harder for that unit, potentially limiting their combat abilities, and thus their chance to actually powerlevel with the skill. Not that its never good, just not as simple as it might seem. Beyond that, Its *incredibly* slow before you get any value out of it. +15% to all growths sounds nice, but thats only an extra point in each stat every 6/7 levels. You definitely don't need this to make powerhouse units anyway, and so its kind of just a lot of SP for little return. On lower difficulties though, it can be fun.
@@FloraOfTheCats 5% dex is a 5% proc rate for certain abilities, a 10% increase in hit rate, and 2.5% crit increase. For the price that ain’t bad on Timerra, Alcryst, etc.
Funny you mention StarSphere, I’m near the end of my 4th maddening run where I bought it for everyone that I intended to have on my final team. It did make things a little harder early on, but +30 levels of it in it’s made a absolute powerhouses out of them. The great thing about SS is that it’s impacts are permanent, so when I swap it out for end game skills, I keep them.
I assumed that last skill was Movement +1, but I looked over the entire skill list on FE Fandom, including enemy only skills, and didn't see the icon anywhere
Alacrity is only 1000 SP. it’s great for Brave Weapon Eirika setups, but yeah it’s pretty niche overall
Yeah, Alacrity is great on the unit that has Lyn Emblem Ring, but then you don't need to inherit it. If they could inherit more than two skills I can see it becoming more valuable on certain units.
Holy stance should be a if nothing else corrupted foes make up the bulk of enemy units and is the entire end game so its always working for you and with how big you can make enemy phase for units it's definitely a good use of maddening bloated stats against the foe
I think the Guard Skills could’ve been better if they lowered enemy weapon might. Like. As it stands, Bows are terrifying for your flyers. But if the Bow Guard skill lowered bow MIGHT instead of reducing damage by 5, your actually be lowering the damage you receive by 15.
Totally agree about Arts Focus. I have appreciated Bow Focus on Etie in Sniper and Mauvier in Bow Knight with Radiant Bow. Snipers especially aren’t really taking attacks anyway so the -dodge isn’t an issue I’ve found. Bow Focus is super cheap and then you don’t need to use a hit engraving on that unit’s weapons. Admittedly I wouldn’t recommend this for iron mans. And maybe with the DLC bracelets you have enough engravings to go around. But for the base game in standard play without the DLC or well abuse, I think Bow Focus is a good deal. Arts Focus however sounds terrible because your punching units will absolutely take hits and usually don’t have accuracy problems.
I think you're undervaluing the Dex stat skills especially dex/spd +5. In a game where most of the Lord unique class has terrible dex caps with their dex based skills the Dec +5 is decent and everyone likes speed so the dex/spd is even better on units like Diamont, Ivy and Celine. It helps Alcryst and Timerra proc their cheese passive even more, and it helps the classes like warrior, berserker and mage Knight hit more consistently.
Canter is overrated, just putting that out there
Nah, Canter is appropriately rated
There is literally not one single skill that’s as useful on any unit you decide to throw it on than Canter. It’s a get out of jail free card.
Basically "Canter and what else-"
Haha. This was my first playthrough, but got bored of Canter and usually just have it on my dancer and my 4 way dancer since I know they won't always choose where to go.
Adam: "Oh my god; these takes are bad."
Nothing like a bit of hot takes to motivate you into a video discussion.
You are hardcore sleeping on keen insight. On maddening mode where defenses are so bloated effective weaponry cant kill, keen insight makes all the difference. It shouldnt be anywhere near F tier
What is that ost playing at the 30 minute mark it's driving me crazy how I recognize the tune but can't remember the game it came from 😅
Complains about bad takes while having bad takes. Shrug
Griffin Knight Chloe with sword +10 can do heavy magic and heavy physical damage. It's sweet.
I've never used Lunar Brace on a character with +10 attack for whatever reason. But that seems like the best way to really destroy units with brave weapons.
I gave Anna bow defense and I regret it massively lmao
Healing light is a must for all healers. It completely changes how you use chain guarders.
I thought gaurd skills were for when you have the weapon equipped
I'd argue in favor of the agility and precision skills. I'm not saying they're anything close to the best in the game, just that they work well in certain set ups.
I think "Just use the emblem" should be a tier. The stat boosting skills are good but expensive, so just use the emblem. However, some skills like demolish, lost and found, etc. just don't need to exist so the "No" tier is perfect for them.
I snagged str/dex for Diamont for extra damage and sol proc chance on my playthrough so I'd argue putting it in for fun since it adds proc chance for the dex skills while adding damage at the same time
I think the stat booster skills are worth it if you convert items in the well for those sp point books. For instance, in my beginning I gave my Ivy the Dex and Speed one and it helped her out A TON in maddening. Overall great vid!
why isnt geosphere in S tier >:(
Teir lists in a nutshell “it’s bad cause I don’t use it” mindset lol
He massively undervalues defensive stats while overvaluing gentility even tho its just worse in 90% of all situations. Look what he did to resolve.
It should be near Gentility since it affects multiple units and there are very few cases where Def/Res are ignored where Gentility will work, but Geosphere won't.
@@darkgrundi9543 yeah Gentility is mid teir
Happy fire emblem day
Happy Fire Emblem Day
unyielding over resolve my heart ahhhhh, lineage aka + half a stat in everything over resolve, just why, the anti freeze skill over resolve, i am crying. The food skill is also a wasted skillslot in like 60% of the game. The rest of the list tho is pretty correct imo.
Unyielding is in the "For Fun" group so it's not really lower than the others, but I would put it in "Setup Required". I find that the food skill is useful on my four way dancer or bond shielder, but that's about it. I think he only put lineage there because of the SP cost and it's a nice filler skill until you get better ones.
The way I use “Gentility” is that I just don’t use Eirika and instead use Ephraim so that “Gentility” is always Bravery.
It turns out having +3/5 true damage on your entire army at all times is really funny, which can also turn into a global -3/5 damage taken too.
Dual assist works on any unit, basically turns them into a backup, Mage Canonneer for example, is very good, a lot of range and always assisting
WRONG, only Lucinas Emblem allows this, the inherited skill is only good on backups.
It literally doesn't do that at all
Ywah you guys right it only does that when equipoed with lucina
It's almost depressing that they celebrated FE's anniversary with this crappy game!
This game was good wdym ?
Dual support is op on Alear (force deploy) and Framme (...should be force deploy)
On lower difficulties I would put it in "For Fun", but low hit rates lead to either bad things or the enemies ignoring you on Maddening.
@@lanceareadbhar they never ignore you with dual support because it rarely brings their hit to 0. You're not talking about a non existent problem.
@@lanceareadbhar which is what you'd want for a chain guard-er or bonded shield-er
Happy anniversary FE