FE8: The Super Trainees' Journey

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  • čas přidán 11. 09. 2024
  • Finally got some free time in the weekends, I hate the accounting mods, so much to learn, so little time.
    Before I go off-topic with my school rant, let's just continue with my analysis on the trainees.
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    Ross: When NOT using his initial Hatchet, don't be surprised that he will miss most of the time, kinda like Gonzales, except his Spd growth seems to move to his Luk side. Once his hatchet runs out, it will be quite annoying to train him because axes have low accuracy in general, and he's weighed down by most axes along with his lowish spd growth.
    Berserker: Able to climb mountains and swim across the seas with ease. More proficient in using axes with the bonus 15% critical. Let's use the class as a base for a comparison of all other promotional paths.
    Warrior: Sacrifice the above for the use of bows.
    Hero: Sacrifice the above for the use of swords.
    Super Journeyman: Other than how cute he looks, there is no reason for anyone to promote Ross into this. Our original Berserker class is a straight powercreep to this new class, how ironic. Everything are the same but with lower Str cap and less Con gain.
    Regardless of promotion type, Ross is still slow without statboosters or RNG abuse. Since growth rates never change, don't expect Ross to be alot faster as a hero than a warrior just because what you see in the Spd differences between the typical enemy heroes and warriors.
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    Amelia: She starts off as the FE8 version of Wendy (Gwendolyn), extremely weak bases that does little to no damage to most enemies until some heavy babysitting. If it wasn't for the tower of Valni, I would never have trained Amelia at all, even recruiting her is difficult as your units can "accidentally" kill her.
    General: The fastest general you will ever see, with low mixed defenses though (Wendy?). Low defenses don't really matter much as generals have Great Shield, a skill that blocks all damage, Amelia can be deceptively bulky. Still, low movement.
    Paladin: Becomes a higher Con Isadora, can't wield axe because FE8 paladins somehow don't know how to use them. High movement with rescue tactics is appreciated if you don't want to use her as a combat unit.
    Great Knight: This is for those who are not sure whether they like better combat or better movement. A great knight's performance is right in the middle of Paladin or General. Jack of all trades, master of none.
    Super Recruit: With ranged weapons like javelins or spear, Amelia can now easily fight like any swordmaster, but with longer reach. She can now dodge and crit like them without being locked to close combat. Just make sure she doesn't wield any heavy lances because her Con for this class is ridiculously low.
    Common misconception: Most "FE8 guides" give the impression that Amelia has higher combat speed as a paladin than a general, which is NOT true. Regardless of promotion, Amelia's growth rates NEVER change. In fact, Amelia as a General actually has a higher effective speed than a Paladin given the promotional gains to wield heavy lances. It is still fair to say that her initial promotion as a cavalier is much better than a knight over various situations in the game.
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    Ewan: The boy with the most promotional paths. It's somehow easier to train him due to his 1-2 range, but given his late recruitment, all the trainees are still equally troublesome to train.
    Sage: Your typical anima magic unit that is able to use light magic. Great overall due to the abundance of enemies with dark magic.
    Mage Knight: A sage with lower offenses but with slightly higher movement and Con. Anima-locked though, for maps with lots of monsters wielding dark magic, try not to use Ewan as a mage knight as he will be faced with weapon disadvantage the entire chapter.
    Druid: Strangely enough, Ewan as a druid is more powerful than a sage due to the promotional gains and caps, except for using the sacred twin, where Ivaldi (Sage) is MUCH better than Gleipnir (Druid) in ALL situations. Well, he will lose the ability to use anima once converted into a shaman, only to relearn it after his 2nd promotion. Prepare for some weapon grinding if you want to focus on Anima as a druid.
    Summoner: A "low-risk" druid that comes with lower offenses. If trapped in a situation where you have no way of escape and an enemy will attack you no matter what, the summon can be the perfect bait (A.I. priority) to save you from replaying an entire chapter. However, don't expect too much from a summoner Ewan to perform that well in combat.
    Super Pupil: An archsage who forgot how to use staves. This is the all-out offense magic unit proficient with every magic type, except that you still get a single S rank, so be careful with what you are focusing on.
    This is the only multi-promotional path that doesn't have a obvious choice unless the player has an objective in mind. For example, if I need another healer, a Super Pupil will definitely not be my first choice with the absence of staves.

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