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TopicFire Emblem Three Houses Progressive Playthrough
Compsognathus
12/11/22 11:25:20 AM
#171:


It's hard for any character to be "bad" in hard mode Three Houses. This isn't FE7 where you have units like Wil or Rebecca who are truly godawful and require extreme favoritism just to do what other units can do uninvested. But Ashe has a really slow start with bad bases. A terrible personal ability, and just gets no good skills outside of the ones that basically everyone gets. Sure you can make him a Hunter's Volley bot and he'll be fine. And obviously you can just slot him into Wyvern Lord and he'll be competent. But that basically applies to anyone and he'll just do it slower and worse with no additional utility.

Plus his character is a pathetic, whiny downer so that doesn't exactly help. "Lord Lonato..." Shut the fuck up Trashe.

And you eventually get three Adjutant slots based on your professor level. Adjutant's get half experience and full skill points for battles they are in, which makes it super useful for class masteries in the early game and can help you get masteries for units who's stats don't synchronize with the class you are mastering. Like let's say you wanted to master Archer on a magic focused unit. That would be a slog since they can't use magic. But slap that unit on someone who sees a lot of combat and they'll master Archer in no time without actually seeing combat.

Adjutant type is class-based. Most classes are attack adjutants. Who will occasionally attack based, with activation rates based on support levels. These suck and are unreliable. Mage classes are often heal adjutants, who will heal a small amount of HP at the beginning of a turn, based on support level. This also sucks because it isn't reliable. Armored and Grappler classes are guard adjutants. These prevent unit from dying to follow up attacks. Unlike the other types this is guaranteed and it's amazing. Let's say you have Bernie as a Paladin, with a guard adjutant, you just rush into someone who will double and kill you. They proceed to do just that except, they leave you on 1 hp because they can't kill you on the double. Bernie is now ready to fire off max power Vengences, with only a single turn of setup. The only disadvantage of guard adjutants is that there are no flying guard adjutants, so someone like Bernie could only make use if that as a Paladin, not the better Falcon Knight.

Some units have supports that give an additional point of might per level in addition to the normal hit rate increases. When used as an adjutant These units just constantly provide the additonal might to the unit they are attached to. You can look in the support menu to see which supports give might to. But it's mostly units that are close for backstory reasons.

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