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TopicGauging interest in a Fire Emblem ranking topic
Raka_Putra
03/26/20 2:17:51 AM
#338:


Panthera posted...
I promise this will be the last draco...wyvern...whatever you want to call it...on this list

8. Narcian (Binding Blade Chapter 16)

The evil and not exactly competent Narcian shows us what he's all about by being in a class known for its flying mobility and deciding that the best thing to do is to sit in place on a throne he doesn't even get stat bonuses from (thankfully). Which, to be fair, does sound like the kind of thing he would do.

Narcian is, as you might expect from one of the top leaders of the big scary Bern military (that we seem to spend strangely little time actually fighting), quite the powerhouse, with 20 strength and 22 defense to go with 18 speed, as well as 54 HP and a surprisingly high 13 resistance. He's also noteworthy for being one of the very few prominent wyvern lords in games where they can use swords who actually uses one, coming equipped with the Runesword that gives him 1-2 range and the ability to heal himself, and unlike Awakening and onwards Nosferatu, old school healing attacks like this restore the full amount of damage they deal, making it not the easiest thing in the world to get any damage you inflict to actually stick to the guy.

The other really interesting thing about Narcian is that he also comes with not one but two items you'll want to steal (thankfully, stealing in Binding Blade doesn't require you to be faster than your target). One is a Blue Gem, always nice to have and especially desirable in a game where you want to save up money for the Boots shop, and the other is the Delphi Shield that protects flying units from taking effective damage from bows (and the Aircalibur tome). Naturally, you'll want one of these for you own flying units, especially if you're masochistic enough to go to Sacae, and yoinking it has the added benefit of making Narcian himself vulnerable to arrows, making it easier to kill him.

So to tackle Narcian optimally, you'll need a thief, at least two free inventory spaces to actually hold the items he has (a potential problem on a map with a ton of other treasure to obtain, including two other stealable gems), and then some units to rescue drop you thief to safety before they get massacred on enemy phase, and of course, someone to actually kill the guy. Usually helps to have a way to kill the boss, I find! On a big map with lots of other stuff going on, albeit often just moving through the over-long and empty castle halls, and with some mild pressure in the form of the recruitable Douglas trying his best to suicide into you, it's not always easy to free up the units needed to make it all happen in a reasonable time frame, making for a surprisingly interesting boss for a guy that you'd expect at first glance to just die to a bow user like nothing.

Up next: A well armed guy you don't need to kill, but always will anyway
Yeah, I just finished this map and boy am I tired.
It's also interesting because the treasures are actually spread out between the left side and right side of the map, so for extra efficacy you'd want to bring two thieves.
My promoted Lugh took him out in one attack by doubling him with an Aircalibur, thankfully. And I just let Chad tank the attack for the first round.

Boy, this map was kind of a headache since I only brought one thief, I didn't have enough money for Hugh and finally decided to off him, and had Rutger play keep-away with Douglas. >_>

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Into the woods, but mind the future!
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