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#silver snow maddening mode
pathetic-gamer · 2 years
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tfw the winged demonic beast hits ur gf 😔
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likeabxrdinflight · 3 months
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playing three houses again and I have locked myself into silver snow by picking flayn to be my dancer. honestly I'll be curious to compare these two routes when all is said and done, because having done crimson flower first it felt like the "good" ending, so I imagine this will feel like the "bad" one to me.
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agirlinsearchof · 2 years
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You know, it’s kind of funny. Fire Emblem Awakening (and to a lesser extent Fates) are games more conductive to building a smaller, stronger army compared to other FE games. These games are also the most conductive to soloing with non-Lord characters, as you can simply stick the Lord behind the character you are actually using with a Pair-Up, so you don’t need to worry about keeping them out of danger.
I noticed this mainly after seeing Mekkah’s solo run with Byleth where he played on the Silver Snow route on Maddening mode. Whenever he was forced to deploy Edelgard, he kept her out of enemy ranges at all costs, and to this end even made her a flying class.
Funnily enough, a true solo run with any protagonist except Byleth is made impossible in Three Houses because your house leader is unavailable in Chapter 6 for plot reasons. Non-protagonist characters could theoretically do a true solo run (namely anyone from the house you chose), but Byleth would have to be kept out of enemy ranges.
But then again, Chapter 13 could get complicated with an untrained Byleth…
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catariasteele · 3 years
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Chapter 5: Tower of Black Winds, Maddening Mode.
The only reason I was able to complete this stage first try is that I'd heard how difficult it was and played more defensively than usual. Caspar, Ferdinand, Sylvain and Bernadette all were forced to retreat, but I'm playing casual so they're fine. That's probably the most units I've lost in one battle so far.
Shout out to the MVP Edelgard tho, as a heavy armour unit she managed to tank the worst of the level, as well as my over levelled mages due to healing exp (and Dorothea got a final crit to kill the boss, hell yeah!)
I'm playing Silver Snow and I'm already sad that I'll lose Edie eventually, but I played Crimson Flower last run and I can't do it again immediately.
I tried to draw the outfits from memory, but dorothea and linhardt are priests, edelgard is an armoured knight, hubert is a mage and petra is a thief (hubert and lin are wearing their academy clothes tho)
I would love to hear any tips you guys have for maddening mode!
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lyteupthelyfe · 2 years
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Silver Snow Contraclass: The Final Battle, 6/6
After breaking her barrier, I watched in fear of every hoarfrost, that it would hit and take out a unit.
Anna fell to one, the turn after she made that crucial move—while Flayn and Yuri fell to counterattacks.
It was just Cyril, Linhardt, Caspar, Petra and Ferdinand left.
Linhardt helped absolutely rip through health bars 2 and 3 thanks to crits with the Wo Dao+, dodging Rhea’s attacks with his high speed. In fact, everyone left—bar Ferdie—had such high speed that they dodged all of rhea’s attacks, as well as every hoarfrost. Turn. After turn. After turn.
To keep Ferdinand out of Rhea’s immediate reach, safe from counterattacks, I moved him over to the eastern fire orb, and had him use it to attack rhea instead.
This worked out better than expected.
Not only did the fire orb deal 5-7 damage to Rhea, but I had forgotten about how a certain skill works.
This certain skill activates every time a unit initiates combat. It also hence works when using ballistae, onangers, and yes, fire orbs.
It’s the mastery of Dark Mage, Poison Strike. The skill deals flat damage proportional to the target’s hp after combat. For Rhea, poison strike dealt 12 HP.
Cyril fell, and later Linhardt, either at the end of the 3rd Health Bar or near the start of the 4th, and Caspar went over to Ferdie to dance him, who was now dealing essentially ~34-40 HP of damage to Rhea each turn. With every health bar down, I was realising more and more that I. Could. Win. This
Ferdinand takes damage to a hoarfrost after avoiding many of them, and makes one final lob at Rhea before the retreating the next enemy phase, obv to another hoarfrost.
o7 poison strike. you made this battle winnable.
Oh? Why, you ask?
All this while, Petra had had a single Dragon Claws in her inventory. Dragon Claws are the only non-regalia weapon in the game that deal effective damage to dragons. With them, she was dealing 8 HP a blow, or 16 each action, since gauntlets are all brave weapons.
And Caspar, the only other surviving unit this far, was my dancer. Have a look:
So that’s it! The run was complete! I was in awe! With how many units fell, how scuffed the barrier-breaking was, and just…hoarfrost, I was completely expecting to lose.
But no. I didn’t. I’m actually a) quite impressed and b) quite proud of myself for pulling this off, on maddening mode, no less.
As for endings, I got;
Catherine and Shamir (let’s go lesbians, let’s go!)
Anna’s solo (obv, no supports ;-;)
Yuri’s solo (which was surprising! I was totally expecting to get his ending with either Dorothea or Bernadetta)
Flayn and Seteth (the ~best~ ending)
Cyril and Petra (in which Petra is literally THE girlboss and we love her for it)
Linhardt and Dorothea (in which they become, like, THE no-nonsense, let’s-get-shit-done power couple)
Ferdinand and Bernadetta (honestly one of Bernadetta’s better endings imo)
and, of course, Byleth and Caspar, along the course of which I discovered my now-favourite S-Support ever. It is so wholesome I love it.
Like just look at this!!!!
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—————
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Anyway, the SS contrclass is done now, I’m glad i was able to share at least the back end with you all!
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Oh, uh, hi Byleth—did you want to say something about the silver snow run?
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Oh, um, haha, did you just empty Dimitri’s inventory?
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Haha no wait Claude what are you doing
Oh. Wait.
Oh no.
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Uh-oh.
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gascon-en-exil · 4 years
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Three Houses 100% Completion: The Joys of Spreadsheets
The idea that someone like me would ever write a gameplay guide to any Fire Emblem title is somewhat ludicrous on the surface. While I’ve finished nearly every mainline game in the series I also freely confess to being a filthy casual except ironically I ignore Casual mode because resetting/rewinding after death was ingrained in me back in the GBA era who only plays these games on their lowest difficulties, ostensibly because I find the lower challenge to allow for more flexibility in how I pick and develop units. This is of course entirely true, although it’s also no surprise that from a completionist perspective FE is much more approachable when you can make it as easy as possible. For most of the games 100% completion is nothing more than filling out a support log, music library, and other features of an Extras menu, and while there are certainly some tedious times to be had with that - I hope you like popping out the same kids over a dozen times for that many generic parent-child supports in Awakening and Fates - none of it is what anyone would call challenging. Shadows of Valentia has in-game achievements, but the worst of those involves weapons with low drop rates so it’s otherwise a manageable endeavor to get them all.
Three Houses, however, is something else altogether. In a stroke of brilliance that may presumably not be attributed to the developers who expected most people to only play through the game one time, this is the first in the series with a New Game+ feature. This allows you to carry over much of your units’ development over multiple playthroughs, and to catch up instantly where you left off by spending Renown to buy skills, supports, class masteries, etc. that you’ve obtained in previous runs. Thus it is possible to build up a NG+ file over many runs in which all of the game’s forty playable characters have all of their skill ranks maxed out and all their available classes mastered - or at least available for purchase. That’s how I’m defining 100% completion here, and I’m delighting in a very nerdy way to report that not since The Legend of Zelda: Majora’s Mask has a game so tickled my love of efficient scheduling and careful management of available resources to achieve such a substantial goal. I wouldn’t call it hard per se, not in the same way as the built-in difficulty of Maddening or any number of self-imposed challenge runs, but there’s a lot of planning that goes into something like this - to say nothing of how well you need to know the relevant mechanics.
EDIT: After a lot of playtesting I’ve made quite a few updates to this guide, so some of the information here may now be outdated (or less efficient, more like). See here for the updates.
Parameters
New Game+ saves your units’ progress over multiple runs in its journal, although as this is limited - you can only see the progress of units currently in your army, and because of how availability works in this game you’ll never be able to see them all at once - I strongly recommend keeping a separate log of your own. Other than that the only other way the game records your investment is the timestamp on save files, and while that might be helpful if you’re interested in speedrunning this it’ll probably take around 300 hours minimum though so why bother I find it more useful to keep track of how many times you’ve run through the game. The least number of runs needed to fulfill this achievement, and therefore the number to shoot for as a goal, is 29. Why 29? That’s the number of characters who can be dancers, and of course you can only have one dancer per run.
29 runs sounds long but generous on paper. After all, when I did this more or less blind over the course of a year and with the DLC coming out progressively during that time I finished it in 35 runs which isn’t that much higher. It’s a tighter requirement than you might think however, particularly as I’m not accounting for the grinding on infinite skirmish maps that Normal allows for. I feel like the challenge, such as it is, of something like this comes in the form of plotting everything out and knowing how to use the limited time and resources the game gives you as effectively as possible, and grinding throws that out the window. I admit that during my first time doing this I did have to grind out some stubborn skill ranks with skirmishes in the last chapter, but optimally that shouldn’t be necessary and you should be able to work to avoid that.
I’m not including the support log, music library, or event library (i.e. the Goddess Tower events) as points of consideration. Strange as it sounds to exclude what is often the only draw FE presents for completionists, all of those save to the cartridge and not to individual files and are therefore irrelevant to the concept of building up a “perfect” NG+ file. None of them are particularly difficult as it stands - most S ranks can be bought with Renown after you’ve filled characters with enough furtive gay thoughts for the same-gender Byleth, the Goddess Tower can be save scummed, and for the soundtrack you just have to remember to switch the audio to Japanese at a few points to get every track - so I’m going to overlook them. I am however assuming DLC content, and that you already have a completed file of Cindered Shadows on the cartridge. Most notably this allows you to recruit the Ashen Wolves and access the DLC classes, but it has a very important third benefit I’ll get into a bit later.
Also, a final note on difficulty: this guide obviously assumes Normal (Classic vs. Casual is basically irrelevant with Divine Pulse). You might be able to do something like this on Hard, although I’m not going to attempt it. Maddening is completely out of the question, as you have to level every single character through suboptimal skill ranks and classes, both for themselves and in general.
Routes
Regardless of what you might think of all the controversial discourse surrounding it, Crimson Flower is by far the worst route for unit development. It’s a full three/four chapters and three/four calendar months plus one week and weekend (contrast CF Chapter 13 vs. non-CF Chapter 12) shorter than the others. Of the remaining three, Verdant Wind marginally edges out Azure Moon as the longest route as it has one extra instruction week and free weekend in the last chapter...because Dimitri and Edelgard take that entire week for their parley in AM. Silver Snow’s last chapter is as long as VW’s - but it infamously skips out on an entire calendar month (four free weekends, three instruction weeks, and the Gronder rematch) because your army is off having a drug orgy or something equally unproductive. 
Still, despite this objective evaluation running through VW 29 times isn’t a possibility. This is mostly because all of the routes except SS have exclusive units who have to be accounted for, and also because other units have small but significant availability advantages on certain routes. On top of the perk of not having to spend Renown to recruit them, students in a route’s affiliated house get to appear in Chapter 1 (the mock battle) and non-CF Chapter 13 (the infamous bandit hunt map right after the timeskip). Seteth slightly favors SS as he appears in Chapter 13 in place of your house leader, while conversely Hilda, Catherine, and Cyril should be avoided on SS as they’re not available until much later than they are in VW and AM. Then there are, again, the route-exclusives: Claude for VW; Dimitri, Dedue, and Gilbert for AM; and for CF Edelgard, Hubert, and....ugh.
Do you hate Jeritza for his weird voice acting, terrible characterization that spills over onto all of his support partners, and the same tone problems from which all of CF suffers? Prepare to hate him all over again as a unit, because Jeritza single-handedly makes 100% completion in a timely fashion much harder. Not only does he have the worst availability in the game at a mere six chapters and essentially four calendar months, unlike his fellow Part 2 exclusive Gilbert he has skill weaknesses - and one of them is in authority, which as I’ll get to later is even more annoying. Compounding this, Jeritza being locked to CF means you have to run CF far more than you’d like, giving him a disproportionate share of time and resources in Part 2 at the expense of whoever’s being used alongside him. This is why a Gotoh unit just doesn’t work in conjunction with FE16′s core design philosophy.
With this in mind, my theoretical plan - and note that some of this guide is indeed still theoretical, and I’m plotting it out as I go along based on my first time through - for a 29 run 100% is 8 runs of CF and 7 of each of the other routes. This sounds counterintuitive in light of the objective ranking of route length, but Jeritza really is that much of a headache.
Cross-Run Planning and Renown
One of the most important points to maximizing efficiency for 100% is knowing what carries over between runs and what does not - or in other words, thinking more in terms of the overall goal of maxing out your units than of the individual needs of each run beyond what’s needed to finish the game with no deaths. This being Normal mode of course that’s not a high bar to clear, but it’s still worth noting that many of the traditional parameters used to measure the development of your army in FE outright do not matter in the grand scheme of things. This includes your units’ levels and stats, money, and your inventory. 
Money isn’t too hard to come by particularly with auxiliary battles, increased earlygame money with auto-leveled professor rank (see below), and other sources. Stats only matter to the point that you have enough of them to finish the game, and standard leveling, certifications, and the +1 stat booster drops from auxiliary battles will take care of that for the most part. Getting specialized weapons and equipment can occasionally be useful, but it shouldn’t be a priority especially lategame when you’re not going to have much time to use what you get. In any case the quick pace of these runs means it’s unlikely that you’ll have much material for forging/repairing beyond the basic buyable ores, so forged silvers are usually the way to go unless you feel like breaking out a brave weapon or Relic or something similar if you need a really powerful hit. As for levels, other than the stat boosts they only matter insofar as different class tiers have different benchmarks for certification. The highest of these is 30, so after that point levels are all about the stats. That said however, with Normal experience being as high as it is your units will likely end the game in the 40s or even 50s, especially with the EXP boosts from the saint statues.
This brings me to Renown. Renown is the main resource for 100% completion, and is in fact what makes it possible in the first place. In a new game you can only spend Renown on restoring the saint statues, and while this is very important to do in your first two or three runs for the boosts it adds to EXP gain, skill points gained during instruction, and most crucially of all class mastery EXP (by far the top priority - drop 2000 Renown on the Saint Cethleann statue for this as soon as the statues become available in Chapter 5 of your first run) later runs allow you to spend Renown on the journal in Byleth’s room. This is how you save and continue progress on skill ranks, as well as how you can instantly max out your professor rank at the start of the game which is crucial for getting the most out of the monastery. 
Now for some numbers...and here’s where that Cindered Shadows file comes into play. With a completed run of CS you unlock a reward that appears at the start of each run including 10000 Renown (as well as the very useful Chalice of Beginnings accessory - sword and gauntlet users love this thing earlygame). Each NG+ run starts you off with 10000 Renown multiplied by how many times you’ve completed the game, and each run you can get the CS reward again on top of however much Renown you had unspent from the previous run(s). You also get a small amount of Renown for completing battles and quests around the monastery, although this is minor compared to starting your second run with a minimum of 20000 Renown, your third with 30000, etc. By the last few runs you can expect to hit the cap of 999999 Renown, which is more than you could ever reasonably use at a time. So what to spend it on?
The saint statues: Each has a one-time cost of 10000 Renown to fully restore and can be done incrementally. This costs 40000 total and should be finished no later than your third run, because as mentioned almost all of the bonuses granted by these statues are absolute necessities for a fast 100%.
Professor rank: On the first free day after choosing your house, complete Sylvain’s quest to eat in the dining hall to instantly level up from E to E+ professor rank. After that it takes 4000 Renown to max out your rank at A+, easily manageable from your second run onward with the CS reward. This gives you ten activity points in exploration, seven instruction sessions, three points on battle weekends, the ability to assign up to three adjutants in battle, more flexible dining hall options (both neutral and liked dishes will restore full motivation), and access to master classes and high-end forging as soon as you unlock their other requirements. It’s an essential expense for every run.
Skill ranks: The value here is obvious, but as it costs 500 Renown per rank it’s important to be sparing and only spend on what you’ll actually be using in a particular run. The exception here is Byleth - see their section.
Supports: Mostly unimportant unless you’re recruiting a student from another house (just make sure to get these Byleth/student supports in a previous run first) or if you’re running CF and not using either Byleth or Edelgard in which case you’ll need to buy the Edeleth C(+). Supports cost 400 Renown per rank which is fairly cheap, although if you’re doing cross-house recruits it’s best to spend 1200 to get their A in which case they’ll always agree to join your house when asked. Note that non-student characters whose recruitment is dependent on Byleth’s level can have that requirement lowered with supports, but this is unnecessary - again, see Byleth’s section.
Class masteries and Crests: Ignore these. While the gameplay bonuses can be nice none of them are worth spending Renown on, especially in earlier runs. The class mastery menu is however what you’ll use to keep track of which classes units still need to complete, so bear that in mind. Incidentally, unlike the skill ranks menu the classes don’t update until you clear the game, so you’ll have to check your units’ status screens to see which classes they’ve mastered on the run you’re currently doing.
Abyss: Finally, Abyss has a few one-time Renown costs for its various facilities, similar to the saint statues. It’s only 8000 Renown to unlock everything (although for some of them you’ll have to wait until Part 2), but honestly only the pagan altar really matters at all so it’s not a huge priority. Generally speaking the weapons and equipment purchasable at the altar aren’t worth the Renown cost until you get multiple runs under your belt and have resources to burn, but Master Seals and Abyssian Exam Passes may be an exception as they’re limited in availability otherwise. Optimally though you should plot out your classes such that you shouldn’t have to spend Renown on seals.
Last but not least, a word on battalions. Battalions do carry over in NG+, as do their levels. It’s therefore important to build up a guild of strong max level battalions early on, mostly by completing paralogues. Assigning these to units in the earlygame gives them massive stat boosts, to an even greater extent than equipping silver weapons or high-level spells - which unsurprisingly come with serious weight issues early on, so best to stack with battalions for more OHKOs and better defensive parameters.
Building Your Army: Active vs. Classroom Units
It’s common knowledge for the games in the series (except FE5, because Fatigue is weird like that) that it’s rarely worth it to use all the deployment slots available to you, and that concentrating your resources into a smaller number of units will yield better results. This is true of FE16 as well, and I’ve determined that the best active army size for 100% completion runs is 5-6 units. This allows space for everyone you’re training to get the attention they need at the monastery and in the classroom, and it also dovetails nicely with how many runs it will reasonably take for each unit to master all of their classes. As I’ll go into in more detail later, it’s best to split each unit’s classes into four groups, and 40 characters x 4 = 160 which when divided by 29 runs works out to 5 active unit slots for about half of the runs and 6 for the other half. As regards composition, a core of two or three of the route’s house units and/or Byleth is important for Chapters 1 and non-CF 13, with the remaining slots free for the Wolves, non-students, and if absolutely necessary cross-house recruits although these are not optimal owing to the support costs. Recruitment should always be done as early as possible; this isn’t Maddening where it’s important to consider that auto-leveled growths sometimes make units better if you wait to recruit them. For the Wolves and students from other houses (except Hilda in SS, but don’t use her there) that means Chapter 2, with the non-students coming in at various points up through Chapter 13.
As is the case with every FE though you’re also going to have units in your army who you’re not using. I recommend recruiting everyone you can on each run except for cross-house students, for this reason: units not in your active army, hereafter called classroom units, can still be trained...in the classroom. Simply setting their goals appropriately when you first get them is all the effort you’ll need to put into them passively gaining valuable skill experience that can be put toward runs where you will use them, and between skill ranks and classes the former are going to take considerably more time and effort overall to max out. This is because class certification never asks for anything higher than A in a skill, but there are three additional ranks beyond that. Also, skill weaknesses are a thing, and while they cease to matter to class mastery once a unit is certified they’ll continue to be a problem on the long slog to S+. The thought of individually assigning classroom units goals may seem daunting, but in practice there’s a priority to skills that helps out considerably, as follows:
Authority: top priority for several reasons - it grants access to high level battalions which as mentioned makes earlygame a joke, it’s the only skill that can’t be leveled as an adjutant meaning that once a unit maxes it out they can be comfortably leveled in the back full-time, and it’s the skill that matters least to the class system so maxing it out won’t lead to any awkward situations, ex. a unit with S+ bows still needing to master sniper
Authority can be comfortably pushed to S+ solely in the classroom and rarely needs to be focused on as a goal by active units (Jeritza being a notable exception). The skills below however should only be raised up to A, A+, or S to allow room for some active training, and should be switched once a unit has reached a benchmark around that point so as to have more skills worked on overall. Also worth pointing out - it’s generally easier and more efficient for classroom units to train only one skill at a time.
Heavy armor: everyone who isn’t Edelgard only has three classes that boost it, and of these classes (including Edelgard’s) the only one without terrible movement is great knight
Flying for male units: except for Claude they have just two flying classes, although since wyvern rider and wyvern lord are pretty much the best physical classes in the game this isn’t as much of a hindrance as it is with heavy armor
Brawling for female units: there are only three unisex classes that boost brawling apart from f!Byleth’s enlightened one, and two of these (fighter and brigand) only give +1 putting a lot of pressure on war cleric to compensate
Skill weaknesses: this is where it gets more individualized, but as weaknesses slow down a unit’s progress in both the classroom and on the battlefield it’s very helpful to build up a good base when they’re not being actively used
To use Dimitri as an example, on AM runs where I’m not using him I would first max his authority, then boost up his flying or heavy armor (these two, or brawling and heavy armor for females, are about equal in priority and should be attended to with skill weaknesses/proficiencies in mind), then the other one, then either axes or reason as those are his weaknesses. If you want to really break it down bows, brawling (for males)/flying (for females), and riding take precedence over the remaining skills for having fewer classes, and faith is slightly more important than reason for the same, er, reason, but realistically classroom units aren’t going to be getting that far without much more substantial active growth taken into account.
Active units on the other hand can afford to be much more dynamic in what they learn during instruction, especially as they’ll be motivated to receive private instruction. Ahem. One thing to note is that if an active unit is working on a budding talent it should always be instructed enough to unlock as soon as possible, even if you plan on leveling the skill passively/in battle afterward. Gaining a proficiency really does pay dividends, and sometimes the ability is useful too. Group tasks are also important to keep in mind, and ideally you should plan each run to have at least two active units training the same movement skill to take advantage of the weekly boost.
On Byleth
Byleth is in many respects a special case. I frequently rail on their defects as a flat self-insert who makes every story they’re in worse because it has to accommodate their wooden presence, but here I’ve really only got good things to say. It should be pointed out that the journal treats Byleth as one character despite the gender difference, which is good as the male and female versions do not have to be worked on separately. Byleth can’t gain skill experience from instruction, but instead they gain it from faculty training which costs activity points but is on the whole a faster process. As noted below faculty training is the primary way of dumping excess activity points during exploration, because maxing out Byleth’s skill ranks is very high priority. Units receiving instruction get an extra +2 to their base skill growth if Byleth has a higher rank in the skill, hence it’s in everyone’s best interest for Byleth to max out their skills first. This is also the big exception to the rule about spending Renown only on skills you’ll be using in a run; Byleth’s ranks should always be topped out as high as you’ve gotten them at the start of the game, to give this bonus as often as possible. Admittedly you won’t be able to do this earlier on as it costs a hefty amount of Renown to get all of a unit’s skills up to S+, but in later runs it will pay off considerably.
Something else to consider about Byleth is their level. There are three reasons to level up Byleth even if they’re not an active unit in a run: recruiting non-student characters, the Proper Conduct Tournament, and making them less likely to die instantly if they get attacked in battle lategame since they’re force-deployed on every chapter map and paralogue. The highest level required to recruit anyone is 15 (if in AM or VW doing so in Chapter 4 gets you Catherine, but this might be unfeasible and it’s not a big deal if you have to wait a chapter for her), but you should aim for 20 by Chapter 8 in order to win the tournament. These levels are entirely manageable with Byleth soloing the Prologue and then spending the rest of the time as an adjutant, or playing a minor support role when they’re force-deployed (I favor giving them the Stride gambit personally). For the tournament I recommend certifying them as a fortress knight first for the massive DEF boost and then certifying and changing to swordmaster because they’re required to use a sword and therefore appreciate that class’s abilities. Winning gets you the usual quest rewards as well as a free brave weapon, not to mention the inherent humor of the game itself mocking people clutching their pearls over the teacher/student relationships. 
What Matters and What Doesn’t at the Monastery
Learning how to streamline exploration is a key component to keeping these runs fast-paced and cutting down on real time spent. Bluntly, a fair bit of what goes on at Garreg Mach is irrelevant when you’re thinking on a cross-run level. Here’s what actually does:
Quests: should be done all the time as they increase Renown by small amounts, award resources and some inventory items, and in some cases unlock monastery facilities or other features like the White Heron Cup. Most of them also don’t take very long to complete, and once you’ve run this game enough you’ll develop a good rhythm for the quests in each chapter. Quest battles are also worth doing - see the calendar section.
Dining hall: the best way to increase your units’ motivation for instruction. Fishing and the greenhouse are for the most part wastes of time since you don’t need to manually grind out professor rank (important note: except on your first run, where it’s probably better to do them) and the rewards from them are either negligible or, in the case of the greenhouse’s stat boosters, can be replicated with auxiliary battles. However, you should get enough resources for meals from quests and such to be able to carry you through a run without much trouble, and if you do start to run out note that you can also buy poultry and wild game from one of the vendors.
Choir practice: comparable to group tasks for the faith skill, and as with those you should preferably plan to have two active units leveling faith each run to take the most advantage of this. Byleth also gains both faith and authority from choir practice, so you can make use of that as well.
Lost items: usually more trouble than they’re worth to remember where they are and when they appear, but technically they function as one-time liked gifts if you want to restore motivation without eating or spending money on regular gifts.
Faculty training: how Byleth raises their skills outside of battle. This is the main dump for activity points in earlier runs once the dining hall and sauna are taken care of, but it’s important to note which characters increase which skills and to spread your training out accordingly. This is a major reason why you should recruit non-student characters even if you don’t plan on using them, because they’re more reliable sources of this training than the student characters even into Part 2. Obviously once Byleth has maxed all their skills this can be dropped from your task list completely.
Special vendors: unrelated to activity points, but once you do the quests to unlock the NPC vendors and Anna’s secret shop at the monastery it’s important to stock up whenever you’re exploring since you can’t buy this stuff from other menus. Important items are gifts if you lack the activity points to feed your active units, Smithing Stones for basic forges and repairs, Arcane Crystals lategame for magic weapons if you’re using any, meat if you’re running low on dining hall provisions as mentioned, and Master Seals from Anna once you’ve exhausted the free one plus the five you can buy from the regular shop menu.
Saint Statues: see the above section on Renown.
Sauna: also starting in Chapter 5, provides an important boost to skill gained during instruction or faculty training that month: +2 for refreshed or +4 for very refreshed. Getting very refreshed is more a matter of RNG than anything as there’s only so much skill involved in this minigame, but most of the time you can at least aim for +2 on all your active units. This should always be done the first free weekend of the month, but if the sauna decides to be finicky with a unit and deny them a boost you can try again on a later weekend.
Mark Your Calendars
You’d think that the in-game calendar would be the centerpiece of my mania for scheduling and thus this entire guide, but in actuality it’s quite simple. Events like saints’ days and special meals cost you nothing to attend, but who joins you is totally random from among your current party so there’s no guarantee the associated boosts will go to characters you care about. Birthdays are negligible, but if you just have to have teatime for whatever reason it’s more efficient to do so in honor of a character’s special day than by wasting an activity point on a weekend.
I find that the most efficient way to spend your free weekends is that all but the last of each month should be used for exploration, to pick up and complete quests, recruit new characters, raise motivation for instruction each week, and do the sauna on the first weekend. The last weekend, the one before the chapter battle, should be used for battling. What kinds of battles depends on what’s available:
Quest battles should be gotten out of the way, especially those that bring new vendors to the monastery, but they scale poorly with your units’ levels and are generally very easy. A prominent exception exclusive to CF is a quest battle where you can only deploy Byleth and Jeritza, which Jeritza should always solo because he needs all the favoritism he can get.
Paralogues are hit or miss overall. Some are absolutely necessary - Sothis’s for a Knowledge Gem (see below), Dedue’s unless you’re completely finished with him and are also a heartless monster - but for the most part it’s up to your discretion. Some offer very good rewards and some have very good battalions to add to your guild, but on the flip side some paralogues are more annoying than others thanks to odd initial positioning, more level scaling issues, and/or fog of war. The cutscenes before each paralogue are also unskippable, so they cut into real time as well. Still, paralogues do have one benefit over every other type of battle available on weekends in that they restore full motivation to their non-Byleth MVPs, just like story battles. It’s therefore possible that if you have a bunch of paralogues available at once (common late in Part 1) you can do three of them on one weekend in place of exploration and come out of it with some extra combat experience as well as three characters with full motivation for the next week of instruction.
Auxiliary battles are DLC-exclusive and are distinguished by a yellow exclamation point on the menu. Compared to regular or red exclamation point skirmishes the enemies in them scale much better with your army (making them the best battles for grinding your units up to 30 for master classes), and they offer bonus gold and stat boosters that can sustain your army in the absence of facilities like fishing and the greenhouse. There are also only about half a dozen of them overall and each follows a quickly recognizable pattern of enemy placement, so they are by far the best source of regular, reliable unit development outside of story content.
Apart from Chapter 2′s month which is structured like a tutorial there is only one major hiccup to how you plan your weekends. If you’re planning to go CF then in Chapter 11 you’ll have to watch Edelgard’s coronation, but doing so takes up all the rest of the month up to the story battle. In order to skip the least amount of content you’ll therefore have to either forego a battle weekend entirely or else do one earlier in the month and accept that not all of your active units will be motivated the following week.
And Now for Some Actual Standard FE Gameplay
Skills may be the focus for long-term goals and development over multiple runs both in active armies and in the classroom, but it’s class progression that frames a unit’s development in a given run and is, relatively speaking, easier to plot out and manage. I say that...but the reality is rather messier than that, which I will prove with a live demonstration.
Before that though, the numbers: each unit can access 35-42 of the 52 total playable classes. As before mentioned four active runs is the number to aim for based on optimal army size, and that number of classes divided by four means that units will be expected to master 8-10 classes per run. One of the advantages to a four-way division is that it allows you to split up classes approximately according to the four beginner classes: each unit will have a myrmidon run, a soldier run, etc. As shown below however, these are very loose descriptions and are better thought of as a framework to aid development than as a set formula.
With regard to class and skill EXP gained in battle, the formulas are a lot more set in stone. Every time a unit engages or is engaged in combat, uses white magic or a gambit, or dances they gain 1 class EXP, increased to 2 with the bonus from the Saint Cethleann statue which you should definitely unlock early in your first run. There are two ways to increase this number further. The first is by equipping a Knowledge Gem, undoubtedly the most important item to 100% completion. You get one in a chest in Sothis’s paralogue, which should be obtained your first battle of Chapter 8 when it’s first available, and another after Chapter 11 provided you don’t let any enemies escape with Crest Stones. Equipping this item doubles the amount of class EXP gained, so 4 after the statue bonus. The second way to increase this the Mastermind ability, Lysithea’s personal ability as well as one in Jeritza’s starting list that he must equip in order to use. It has the same effect as a Knowledge Gem on its own, and if the two are combined they stack additively for a maximum of 6 EXP at a time.
Skill EXP has a few more parameters but is similarly straightforward. When dealing damage or using white magic units will gain skill EXP with the weapon/magic type they used, their movement type if their class boosts one (and they’re mounted in the case of riding or flying), and authority if they have a battalion equipped - and as mentioned, all of these except authority also apply to adjutants. The base depends on the unit’s proficiency in the skills in questions: 3 for strong, 2 for neutral, and 1 for weak. The Knowledge Gem and Mastermind work in the same way to increase this base: 6/4/2 using one of them and 9/6/3 using both. Then class boosts are added to this, with each class boosting affiliated skills by +1 to +3. Putting this all together, the most skill EXP that can be gained at one time is 12, if Lysithea or Jeritza w/ Mastermind equips a Knowledge Gem and raises a skill they are strong in in a class that grants +3 to that skill. Gremory!Lysithea with a battalion and a Knowledge Gem using her favorite meme Dark Spikes on Jeritza’s obnoxious serial killer ass would give her 6 class EXP, 9 authority EXP, and 12 reason EXP - and this is why Lysithea levels so fast.
Now then, to build some class sets. I’ll be using Hubert for this example, and for a different reason other than shameless favoritism mostly.
Logically a unit’s first run should play to their strengths as much as possible, to ease them into development with skills they’re naturally inclined toward. Hubert is a default magic user, so his monk run should be his first. To start:
Noble (this or commoner should always be a unit’s first mastered class because it’s so quick to get out of the way)
Monk
Mage
Dark Mage
...And here’s the first problem. As is contractually required for CF exclusives Hubert is an edgy atheist and is weak in faith, making the expected combination of a monk run difficult to pull off without prior investment as a classroom unit. But wait - Hubert has a budding talent in lances that a therapist could have a field day with, and his most feasible master class is easily dark knight. This encourages something like so:
Noble
Monk
Mage
Dark Mage
Cavalier
Warlock
Dark Bishop
Paladin
Dark Knight
There we go, nine classes which is entirely reasonable for Hubert’s total of 37. For his first run he can focus on reason, lances, and riding, safe in the knowledge that he doesn’t have to max any of those skills here as there are other classes that require them. Looking ahead to his second run, soldier might seem like a logical second pick...but if he spent some time working on his faith as a classroom unit there’s a better run of classes to knock out.
Myrmidon
Mercenary
Thief
Priest
Swordmaster
Assassin
Bishop
Trickster
Mortal Savant
Holy Knight
After this he’ll be done with all reason-boosting classes and should be comfortably finished with that skill, along with having high ranks in swords, lances, faith, and riding as well as with authority probably maxed out as he’s strong in it. Assassin might seem like an odd stretch here, but note that he’s strong in bows so it shouldn’t be hard for him to reach. With his third run it’s finally time to go back for soldier.
Soldier
Armored Knight
Archer
Dancer
Hero
Fortress Knight
Sniper
Bow Knight
Great Knight
Lances and bows frequently pair well together as they converge at the end at bow knight, and bows don’t have many classes overall and pair less with axes or brawling than those two do with each other. Axes are one of Hubert’s weaknesses, but at this point he should have built up his rank in them and in heavy armor to make this more manageable - but since these are far from the only axe classes heavy armor is the bigger priority along with lances, bows, and riding. Dancer seems rather random here, but I looked ahead to which run needed an extra and it’s a pretty flexible class anyway requiring effectively only 8 CHA (or 13 in some cases that will never apply to Hubert). Consider it one last chance along with hero for him to work on swords. And now for the last one.
Fighter
Brigand
Brawler
Warrior
Grappler
Wyvern Rider
War Monk
Wyvern Lord
War Master
Flying is Hubert’s other weakness, but as with axes he shouldn’t be starting from scratch with them. He might be with brawling, but he’s neutral in that skill and has lots of opportunities here to work on punching people to death. I wouldn’t recommend war monk/cleric to do any more work with his faith however, as both it and trickster have halved spell uses which makes them highly inefficient for raising magic levels.
That, by the way, is just one way to go about building these class sets. I went back and forth on a few of my own choices as I was writing that up. The thing about classes in Three Houses is that they don’t flow smoothly into one another, so there’s a lot of room for experimentation with different paths and a lot of variance based on each unit’s strengths and weaknesses.
Finally, a note on adjutants. Smart use of adjutants substantially increases overall unit development as it effectively doubles the amount of skill and class EXP your army can gain from each battle. Units who have 1) maxed authority and 2) are not in danger of falling behind the pre-30 leveling curve (units receive less regular EXP in the back) are prime candidates to be adjutants, and in later runs as more units finish authority it will become more common to have characters who’ll spend the majority of their time in the back. Of course you’ll always need two or three solid frontliners to actually complete the battles, but this is a useful way to play around annoyances like the bad movement of armors or the limited spell lists of most physically-oriented characters.
So About Those Spreadsheets
I know this is a ton of information to handle, and the game offers only the bare minimum for cross-run organization. This is where developing your own system comes into play if you’re aiming for a quick 100%. Personally I decide which set of units I’m going to be actively using on a given run, then plot out and write down which classes each is going to master and which skills they’re going to work on. I also note what skills classroom units will be building, and I keep separate track on overall maxed skills and mastered classes so I’m not dependent on the in-game journal to do that for me.
How rewarding is all this? That depends on how much you enjoy breaking down a game like this and really wringing the most of its mechanics to reach entirely personal goals. Just writing this guide has inspired me to attempt a 29 run 100% sometime in the near future, and it would be interesting if anyone else were to take on this excessive, overly meticulous process. I know there are other ways of approaching this concept, and even some things I could afford to improve myself especially for earlier runs as the first time I did this I was still getting a feel for the game and wasn’t playing at anywhere near as optimal a level. All the better for all the plot and characterization discourse I’ve gotten involved in over the past year, naturally, but there’s room to better my game.
And with that I am done...hmm, do Tumblr text posts have character limits? Only one way to find out, I suppose.
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kisant · 3 years
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Now that I have finished Crimson Flower, Azure Moon, and Ashen Wolves, it’s time for Verdant Wind.
I played Crimson Flower in normal mode, Azure Moon in hard mode but with the NG+ rewards and Ashen Wolves DLC. Hard mode AM was pretty well balanced with the rewards of NG+ and the DLC, so I’m considering playing VW and an eventual CF replay on Maddening. 
I also tried to recruit everyone I could in both CF and AM. I didn’t manage to do that in CF, but I only left Raphael unrecruited in AM, and, ultimately, it was an excessive number of characters. So, in this new route, I think I’m going to leave all the Black Eagles unrecruited in order to see what changes if Edelgard has all of her Eagles with her during the playthrough instead of being just her and Hubert against the world. I’m going to miss my Black Eagle babies, but it’s going to hurt so good to go against them in the war. 
I’m still going to recruit the faculty and the Ashen Wolves for VW but I have some doubts regarding the Blue Lions. On one hand, I kind of want to see how the story goes if they stay with Dimitri. On the other hand, I can kind of guess that Dimitri is probably going to charge straight into the Empire’s main army and get everyone killed if he is left unsupervised, and that makes me feel bad for the lions. I will probably break and recruit some of them. Making Felix die because Dimitri can’t make a functioning battleplan to save his life doesn’t sit well with me. And I think Ashe has a similar role in the story as Lysithea in CF and Lorenz in AM? So I may recruit Ashe too. The true temptation is whether to recruit Ingrid, Mercedes and Sylvain or leave them be. 
Oh, and regarding romatic options for F!Byleth, Edelgard was my S support in CF, while I went for Felix in AM. I chose Edelgard because I loved everything about her and Felix because I was very frustrated with Dimitri’s poor life choices and Felix was wonderful because he also considered Dimitri’s life choices to be very poor indeed and that was very cathartic. It was also very fun to see Byleth and Felix tear the battleground apart by being scary powerful magical swordfighters. 
Dimitri was just fine with Marianne, so it’s not like I intentionally fucked up his life. He almost managed to do that by himself by trying to get a paired ending with Catherine, even after Catherine repeteadly rejected him for like 3 support conversations in a row. Get a hint, Dimitri, she prefers them brunette, stoic and proficient in archery.
So, for VW, I am initially considering Claude, Lorenz, Yuri or Seteth for potential S supports. I am planning to S support Jeritza in my next CF run (unless I give in and just marry Byleth to Edelgard again, just like I do with Chrom and Robin in every Awakening playthrough), and either Seteth or Yuri could be good choices for a potential Silver Snow run. 
So, I guess I’ll see whether Claude convinces me, or if I’ll consider other options for my Byleth just like I eventually did in AM. Can you believe that my first choice when I started AM was Dimitri? Me neither, because I ended up roasting him for an entire year.  
I have high hopes for you Claude. I really hope that the game lets Claude be an actual schemer and tactician. I want a politically aware character that has goals for the future that make sense, and who knows what steps he has to take to reach those goals. I want an actual tactician who knows other battle tactics than running straight at the enemy forces while screaming, and who doesn’t try to take enemy fortresses by going through the main gates with his whole army. 
I am begging you, game, please let Claude be just as smart, cunning and shifty  as he is made out to be, because otherwise I am going speedrun my way back to Edelgard’s arms. 
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ultrakatua · 4 years
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GD Maddening tier list and diverse opinions
End of the lesson!
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(shittons of images ahead)
S tier
Claude
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A pure glass-canon during part 1, aka hit the strongest and died to a sneeze. In my first playthrough, he had accuracy issues so this time around I went Archer-Hero. Hit+20 is really good and he appreciates it over Death Blow imo (but then again my Claudes never struggled with Strength). You do want to give him an Angelic Robe or something though, because the growth rates are BAD in the Archer class and HP is a valuable stat. Barbarossa is still the strongest class in the game so to no one’s surprise, part 2 Claude was a beast who carried the whole run.
Leonie 
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The first time around, I had a bad Leonie. Now I understand why she’s considered the strongest unit in the game bare the lords. Bulky, hits hard, decently speedy, has access to Point-Blank Volley. My only regret with Leonie is not giving her Hit+20; and that’s pretty much it. Absolute unit, hard carry through the whole thing. She doesn’t have the raw killing power of Claude, but she’s the sort of unit I could just send thinking “she’ll be fine”; and she was.
Byleth
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My Byleth are never specialized no matter how much I try, so I embraced it this time around and made her follow the Thief-Assassin-Trickster line. In this mode Byleth is consistent throughout the whole thing. Very strong early on thanks to her stats and personal Skill. While I didn’t go Enlightened One, it’s worth leveling it up to unlock the class skill, which is probably the best support skill in the game (+3 ATK -3 DMG taken to adjacent allies). Not much more to say... Except I think I prefer raising Byleth in magical classes. I don’t know, it’s my first run where her magic is kind of bad, and I wasn’t used to it.
A tier
Yuri 
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I don’t think there’s much to say about him save for the fact he’s the best dancer in the game and he has Windsweep. Both proved useful. I feel like you can make a lot of things with Yuri, like probably turning him into the best dodge tank imaginable, and I’ll probably go ham with him when I play Silver Snow.
B tier
Ignatz
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Easily one of my most useful unit in part 1; and I daresay better than Claude at some point. Ignatz’ personal makes him super reliable for chip damage throughout the whole game, and his Rally SPD is a life saver in the first chapters. His bad growths sadly catched up on him ultimately, and as my units became strong enough to live without his rallies, he really just became a chip-damage god. I went Archer > Sniper > Bow knight.
Hilda
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I have this issue with Hilda that she’s average in everything, but never good. Though I have to say she got absolutely RNG screwed this time around... Compared to the last time: -2 HP, -5 STR, +4 MAG, +5 SKILL, -12 SPD (!!), -3 LCK, -3 DEF, -3 RES, +7 CHM. She basically spent the whole game relying on one-shots. Granted, she’s good at it, but it’s not exactly a viable strategy when the enemies have over 60 HP. Her Authority bane is actually an issue in this mode imo. I went Brigand > Wyvern Lord. Next time I play with her, I think I’ll try keeping her in Warrior for a while.
Seteth 
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I didn’t use him much, but I’m putting him this high because he’s solid all around with no investment whatsoever. As you can see, he is on Hilda level of stats with 7 less level ups lol He has Swift Strikes and his personal is good + Rally DEF. Seteth is basically your mid-game pre-promote and like most of these, he does the job just alright when he needs to.
C tier
Lysithea
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She’s a one-trick pony, which just doesn’t make the cut most of the time. Also RNG screwed, -12 MAG compared to the last time, it hurts. Better than Lorenz in end game, but honestly pretty much on the same level most of the time. She really love Dark Flier but nothing fixes her shit-tier hit rates.
Lorenz
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Really solid mid-game and relegated to chip damage later on. After testing it out, I really appreciate Thyrus on him more than on Lysithea. It allows him to take on archers, even those who double him. His spell list is sadly what makes him average, more than his stats imo. I went Dark Mage-Dark Bishop-Dark Knight and it was the good choice.
Marianne
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Marianne is an average healer, saved only by Physic, so this time I raised her Reason as well and she proved more useful that way. Nothing much to say. She heals, she deals chip damage. Certain Blow (Valkyrie’s skill) is good on her for the extra accuracy Lys and Lorenz lack.
D tier
Balthus
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I tried. He’s just bad. Better than Raphael, but it’s not saying much when Raph is probably the worst student in the game. Granted, I had him follow the Monk-Bishop line lol Maybe he’s decent as a War Master....
Raphael 
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I tried 2. Coming from Caspar I had hopes but Raphael is just bad... When you gotta chose between deploying him or Seteth, you get Seteth. Sorry Raph.
Conclusion: 
If it weren’t for Claude being so OP, this would have been wayyy more difficult. I know people like to say stat-wise he’s the worst lord, but I always had a better time with him than with the other two (both my Claudes ended up very similar). Actually if I compare him to my end game Dimitri, Dimitri has more HP, Strength and Defence, but Claude’s high Speed, accuracy and Charm gave him more flexibility and durability. (full comparison: -13 HP, -6 STR, +4 MAG, +9 SKL, +8 SPD, +3 LCK, -8 DEF, +4 RES, +14 CHM)
Of course there’s more than stats in this game. And yeah, Dimitri can Battalion Vantage-Wrath, but 1) I wonder how viable this strat is in Maddening 2) he loses to Gambits, 3) you just can’t dismiss the value of having Bowfair on a flier, not to mention Leicester Lineage+. Dimitri also has the inconvenient of being locked out of training and Tea time for a lot of chapters, making it hard for him to reach some high weapon ranks, including the much wanted Alert Stance +.
Other than that, of these units the only ones I’d find worth recruiting are Leonie and Yuri. I honestly don’t think Leonie has any equivalent in the other houses. Technically, Ferdie and Ingrid are also part of the “no bane gang”; but they ended up falling off hard for me and more similar to Sylvain or Petra. Leonie is a power house. I really want to experiment more with her and see how fun she can get, because I’m pretty sure she can rock whatever class progression you put her into.
Yuri is a must-have recruit because Canto on a dancer is just THAT good. Next time I would recruit him sooner than that, though, so he can built decent stats... Since he can fight.
For Maddening in general... 
-I liked that you have take advantage of every resource available. The Sauna, the Greenhouse, the cooking, the Gambits feel mostly useless of just extra fancy options in Hard; but here they are compulsory. 
-Same can be said about micromanagement. There’s a reason why I spent 20 more hours on this run than on hard; and it’s not the maps themselves. It’s the management. Taking the time to really think things through, to switch skills, classes, etc.
-The balance seemed correct enough, but if I ever did another Maddening NG+ run, I would limit the grind because it gives way too much money.
-The difficulty curve, funnily enough, is the same than on Hard. Rough start, bottleneck at chapter 5. Then the hardest maps are chapter 12, Reunion at Dawn, Gronder Field and Enbarr. And some Paralogues, of course.
-Speaking of Gronder Field, I read so many people say it was horrendous in Maddening I was actually surprised it wasn’t that bad. I found it challenging in a good way. It was probably one of the funniest map to play.
-Sadly same turn reinforcements are a thing, though I’d say they were only annoying in chapter 5 and Enbarr.
-I have no idea if I could ever clear this without NG+. If I ever tried, I would bench a bunch of people and recruit Mercedes, Sylvain, Petra and maybe Felix.
tl;dr
It was a lot of fun! I’d encourage you to try it if you found Hard mode too easy. imo it’s on Cindered Shadows Hard level of difficulty.
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friedesgreatscythe · 4 years
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i am gleefully stuck in the vice-like grip of fire emblem: three houses still, ever since i discovered different ways to break the game via unique class assignments for students specifically on maddening mode. plus i found a way to successfully RP byleth by assigning her different lore-based names and personalities associated with it.
ex: my silver snow/pro-church run has a byleth named xenia, after the russian saint. she recruited all the girl students among the houses and uses them as her main forces in the resistance army. they all have battalions either associated with their class and region, or they have resistance-based battalions (who are now color-coded to match my byleth). xenia is utterly devoted to rhea out of a sense of respect and misplaced grief. jeralt died, and now rhea was her only tie to her past. not only that, rhea is the only one who understands the strange powers inside xenia, and is responsible for xenia having them.
i intend to replay the final battle and pick different people to romance each time, but my canon romance for xenia is seteth. it just makes the most sense in this route: he and flayn are her second and third command respectively, seteth has repeatedly said he trusts and puts his faith in her, and his a-rank support has him approach with the most gentle and subtle of proposals to dedicate himself to her should she want that to happen. he flat out says the future course of his life will be decided by her, with the suggestion that he will live according to her answer.
i’m going to go through each route again with a differently named byleth each time, with a different personality associated with each. i also do want to play final fantasy 7 remake finally, so i’m going to set up my own schedule: three houses during the day, remake at night, in small snippets. plus i wanna get back to p5 royal eventually, as i have a few challenges to set for myself in there. but remake needs some attention finally.
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crystalelemental · 4 years
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patchun replied to your post: Reading Silver Snow epilogue: 😐 Reading GD...
Blue Lions and then a final run through doing Edelgard’s route. I started it but it wasn’t feeling right- I didn’t have enough information. So I’m gonna do it last, after BL, and thennnn… probably a Maddening Mode GD run since I have so much fuckin renown built up
Sounds like a good plan.  Though man, you’re more hardcore than me.  I’ve never beaten a Fire Emblem game on Hard ever.  Difficulty in this series isn’t really what I’m about, I suppose.
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ac-liveblogs · 5 years
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You may hate edelgard being an underdog but I for one love the concept of byleth being a competence parasite that stunts the growth and tactical prowess of anyone they dig their leechlike fangs into. (jk obviously I also wanted an evil route but at least we got fun reverse maps). Also do you have any tips for working up the motivation to go through my fourth year of school now that I've completed objectively the best route?
The truth of Crimson Flower is that Byleth stole Edelgard’s competence and distributed it amongst the remaining Lords. Truly insidious. Byleth was a sleeper agent all along...?!
(I appreciated the reverse maps too, honestly. Kinda makes me wish we’d had an “empire defence” map, though I guess that would defeat the point.)
It would depend which house is next! Since you’ve beaten Blue Lions objectively the best route already, and CF is done, I guess that leaves Silver Snow and Golden Deer?
Um, if you want my advice... if you’re feeling burnt out and you’re not raring to jump straight into Maddening Mode, why not wait a while for the DLC to come out? We’re going to be getting a punch of new supports and paralogues in Wave 3, and Wave 4′s going to introduce new characters and story content, so why not wait to FEAR THE DEER with a full roster and a clear mind?
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pathetic-gamer · 2 years
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It's Nabateans Time, Baby!!!!
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mxmearcstapa · 5 years
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My first Maddening playthrough of FE3H!
[SPOILER WARNING-- I'm going to talk about plot and character spoilers]
I've never completed a "harder than Hard difficulty" FE, and I'm kind of excited! Before 3H, I had also not played on Classic mode, so this is all really neat. I started Lunatic on Awakening once some years ago and didn't think I was up for it. So far, I've played through Crimson Flower, Azure Moon, and Verdant Winds. I have yet to play Silver Snow, but I really wanted to play Lions again, so I am using them for my Maddening run. I *am* on NG+, but only with 2/4 Saint Statue exp boosts. I'd like to try a naked Maddening mode to get that sweet, sweet title screen, but baby steps.
So far, it's going well! I'm in Guardian Moon and it's all sad dad music. The hardest stages so far have definitely been the Tower of Conand with Miklan (but I kept Gilbert alive!) and Sylvain and Felix's paralogues (because I was greedy and wanted that swag). Only a couple restarts so far! XD
Here is my current roster and plan. Current classes are in parentheses.
Byleth: Enlightened One. Path: Monk/Fighter -> Brigand -> (Swordmaster) -> Bishop? -> Enlightened One
Dimitri: Great Lord. Path: Monk -> Priest/Lord/Cavalier -> (Paladin) -> Bishop -> High Lord -> Great Lord
Mercedes: Gremory. Path: Monk -> Mage/Priest -> Warlock/(Bishop) -> Gremory
Annette: Mortal Savant. Path: Monk -> Mage -> (Assassin) -> Mortal Savant
Ashe: Bow Knight. Path: Fighter -> Archer/Cavalier -> (Sniper)/Paladin -> Bow Knight
Ingrid: Holy Knight. Path: Monk/Soldier -> Cavalier/Priest -> (Paladin) -> Holy Knight
Felix: Warmaster. Path: Brigand/Brawler -> (Grappler) -> Warmaster
Dedue: Wyvern Lord. Path: Fighter -> Brigand -> (Wyvern Rider)/Warrior -> Wyvern Lord
Sylvain: Mortal Savant. Path: Mercenary/Thief -> Hero -> Mortal Savant
Second String:
Flayn: Dancer. Path: Priest -> Mage -> Warlock/Priest -> (Dancer)
Hilda: Falcon Knight. Path: (Pegasus Knight) -> ??? -> Falcon Knight
Caspar: Wyvern Lord. Path: (Brigand) -> Warrior -> Wyvern Rider -> Wyvern Lord
Pairings:
Still unsure about a lot! But I am currently thinking:
-Dimileth
-Sylvix
-Anncedes
-Ashegrid
-Fladue
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verycollectionangel · 3 years
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Download Files From Gopro To Mac
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Gopro On Mac
Gopro Mac Os
HomeYodot Mac Photo Recoveryfrom GoPro Hero 3 Camera
“Hi, I am a techie guy and I record many video footages with my GoPro Hero 3 related to my project and uploaded these videos in blogs. Recently while recording a video footage, I didn’t notice that the camera was out of battery; thus continuous recording resulted in corruption of memory card on GoPro Hero 3 camera. This memory card holds very important videos, so I want to know the best recovery program that safely recovers all files without altering any file contents from corrupt memory card of GoPro Hero 3. Can anyone suggest me good way to get back files from GoPro Hero 3 camera? Thanks in advance”
GoPro Hero 3 is the ultimate camera that one will always prefer to own in life time. Enriched with excellent video and picture capture ability, this action camera is exceptional at recording video footage of Skydives. GoPro Hero3 is embedded with 5 to 12 mega pixel digital still resolution, MicroSD card slot, HDMI port, built-in Wi-Fi for remote monitoring and control, waterproof outfit and different video modes to enhance the quality of video footages. It can record High-Definition videos of 1080p, 4K, 720p and 960p resolution with the support of Ultra Wide Angle Glass lens, Auto low light and SuperView modes. However, many users have lost files from GoPro Hero3 storage media in vivid circumstances.
To recover GoPro files, you need to download and install a suitable GoPro recovery software. We have great experience with Disk Drill, which is why we’re using it for the purposes of this article. Disk Drill runs on both Windows and Mac, and you can download it free of charge from its official website. This video is about GoPro and how to import video. This video will show you how to hook up your gopro and where to import the video to.
Various scenarios causing loss of files from GoPro Hero 3 are:
Unintentional Deletion: Usually, while browsing through various options on GoPro Hero 3 gadget, novice users may tend to erase important files accidentally and incur file loss
Incomplete File Transfer: In the process of moving files from GoPro Hero 3 to Mac system, unexpected removal of gadget from system can cause missing of those files from GoPro Hero 3 digital camera
Micro SD Card Damage: Usage of memory card from GoPro Hero3 on different gadgets; improper mounting of the card on camera; recording videos when SD cad has no free space, etc can result in corruption of MicroSD card and leads to complete file loss
Unexpected Format: There are certain times when MicroSD card on GoPro Hero 3 may show errors like Format error, no card mounted on device, etc. To resolve these errors, one has to format the card that results in deletion of entire files on it
When video footages and pictures are lost from GoPro Hero 3 camera, users incur great loss of precious files. However, if users are clever enough by possessing recurrent backup of all files from GoPro Hero3; then the situation can be easily resolved by restoring lost files from backup. But in most of the file loss cases, GoPro Hero3 camera users lack backup of recently recorded videos and pictures. In such instances it is recommended to employ best video recovery program to recover videos from GoPro camera without making any delay.
Ultimate program to retrieve GoPro Hero3 camera files:
Among the top rated recovery tools, professional data recovery experts advise users to go for Yodot Mac Photo Recovery tool to recover files from GoPro Hero 3 camera. It can successfully restore video files with AVI, MOV, XVID, DIVX, MPEG, MP4, M4V, 3GP, ALE, AVS, etc. file formats on Mac OS X. Including videos, this excellent media recovery program can bring back diverse types of media files like pictures, songs, RAW images and other documents. Using this program it is possible to retrieve videos and pictures from GoPro Hero3, Hero 2, Hero 4, Sony, Nikon, Canon, Panasonic, Kodak, Sigma, Pentax, Olympus, FujiFilm and other popular camera brands. Media files lost or erased from storage devices like Mac hard drive, external hard drives, USB pen drives, memory cards, FireWire Drives, etc. that are formatted with HFS, HFS+, HFSX and FAT file systems can be recovered easily. This software is compatible to operate in Mac machines running on Mac OS X Leopard, Snow Leopard, Lion, Mountain Lion and Mavericks operating systems.
Steps to rescue files from GoPro Hero 3 camera on OS X
Download the software on a Mac computer and connect your GoPro Hero 3 camera to this Mac machine
Install the software and run it according to given guidelines
In main screen, click on ‘Deleted Photo Recovery’ or ‘Lost Photo Recovery’ according to file loss scenario on GoPro Hero 3
Next, from the list of logical and physical rives present in screen; select the storage media of GoPro Hero3 camera from which files have to be recovered
Also, precise the recovery process by mentioning what file types you wish to be restored or you can just skip this step
Now, software runs a scan of storage memory of camera to retrieve lost or erased files
After scanning process, examine regained files in ‘Data View’ or ‘File Type View’ modes
You can preview selected files from the list using ‘Preview’ button
At last save these files to desired destination location on host computer drive
Preemptive Measures:
Do not use GoPro Hero3 when there isn’t sufficient power supply and enough storage space to save recorded files
It is always good to hold proper backup of files from GoPro Hero 3 camera at regular intervals of time
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(Skip to the bottom of this post if you just want to know how to connect to your GoPro using an internet browser.)
As I mentioned my GoPro Hero3+ Silver Edition has been giving me issues lately.
It started 6 months ago as an iOS app connectivity issue. I would connect to the ad-hoc network that the GoPro Hero3+ creates, open the iOS app, and attempt to transfer the files to my phone but it would only work about 10% of the time.
I figured out how to deal with this issue by first attempting to control the GoPro using the app before attempting to transfer the photos and video off of it. I have no idea why, but this worked for a while. But then even this “hack” stopped working about a month ago.
For these times I would connect my GoPro to my Mac via USB and transfer the files. But recently this has stopped working too. The GoPro doesn’t mount to the Mac. And in Image Capture or Photos for OS X you can only see the GoPro being connected for a few seconds before it disconnects, reconnects, disconnects, repeat repeat repeat. Maddening. It isn’t the cable. Is isn’t the USB port. (I’ve managed to rule these out.)
After searching online for a bit I see a lot of people having similar issues with their GoPro cameras after they’ve had them for a little while. Some ship with these issues.
I do not have a micro USB chip reader so I have no way to get larger files off of the GoPro with all of these crazy issues. Smaller files can still be transferred using the iOS application thankfully.
On Wednesday I attached my GoPro to my kayak and paddled around for a while with the camera pointed under water. Typically I try to stop and start the video recording every few minutes because I know I can only transfer smaller files to my phone. But I just let it run for a while.
Today I cannot transfer that file to my phone (using the app) or computer (using USB). And I don’t have a card reader. So what other option do I have?
It turns out that GoPro Hero 3+ comes with a small web server on it that you can connect to, browse the files, or even see live video from the device. I had no idea this was an option. It wasn’t until I stumbled across a few poorly recorded YouTube videos that I saw it. I’ve read the manual that came with my GoPro at least twice and I don’t think it is mentioned in there either. Just to be sure, I checked the manual again while writing this post. I do not see it mentioned.
Here is how you connect to your GoPro using a web browser.
Turn on your GoPro.
Turn on Wi-fi into “app” mode. (if you’re unsure how to do this, see your manual)
Connect your computer to the ad-hoc wireless network that the GoPro creates.
Open your web browser, point it to http://10.5.5.9:8080 (if this IP address does not work, see what the IP address of your “router” or “Gateway” is when connected to the GoPro. On Windows you can run “ipconfig” using CMD.exe and on Mac you can go to System Preferences > Network > Advanced > TCP/IP)
If you did it right, you’ll see this.
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Gopro On Mac
It isn’t fancy. But it gets the job done.
Gopro Mac Os
I still wasn’t able to download the 2.1GB video file. It halts at around 1.47GB and just sits there. I think my GoPro is telling me it is time to be retired. Sad GoPro. However, I tried transferring a few other smaller files and it worked very smoothly. So perhaps this is easier than using the iOS app or even mounting it via USB. Who needs cables?
I’m really happy I found this feature.
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lyteupthelyfe · 2 years
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Y'ALL ITS FREAKING POSSIBLE
I FINISHED THE CRIMSON FLOWER MADDENING MODE CONTRACLASS LETS GOOOOOOOOOOOOOOO
(more details to come after i come down from this FREAKING HIGH)
though for a brief overview, everyone's final classes were;
Byleth - Dark Flier Edelgard - Holy Knight Hubert - Wyvern Lord Ferdinand - War Monk Dorothea - Falcon Knight Petra - Gremory Linhardt - War Master Caspar - Bow Knight Bernadetta - Dancer Constance - Fortress Knight anyway, I'll probably be starting the Silver Snow Contraclass soon-ish, and if you're thinking 'Lyte, wouldn't it be boring that you're doing the Black Eagles again?' i'd say i have a ~twist~ in store hehe
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pathetic-gamer · 2 years
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Golden Deer and who they main in Super Smash Bros Ultimate
Claude: Little Mac (mostly undefeated, in a heated rivalry with a Daisy main he 3 stocked in the semifinals at EVO in 1181)
Hilda: Samus (always complains that someone picked Zero Suit Samus before she could)
Lorenz: Sonic (side-b -> falls off the edge)
Raphael: Duck Hunt (cried during the announcement trailer)
Ignatz: Inkling (ha ha get it? bc its like paint and he's an artist? sorry, sorry, I'll leave)
Leonie: Ryu (*talking out loud* "quarter circle back, f-a, f-a, down-a, half circle down, a, double right, f-a, f-a, x, nair, SHORYUKEN-" *typing* "lol ez KO")
Lysithea: Greninja (spams dash-attack then performs the most bizarre and terrifying combo you've ever seen. says shes bored and goes to bed)
Marianne: Ridley (spams side-b and up-throw, but never as a combo)
Explaining some terminology in the notes ok. Blue Lions / Black Eagles / Church of Seiros / Ashen Wolves
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