Fire Emblem Engage: Fell Xenologue Chapter 4 (Maddening, Early)

แชร์
ฝัง
  • เผยแพร่เมื่อ 12 ก.ย. 2024
  • This is a playthrough of the Fell Xenologue of Fire Emblem Engage. The difficulty is set to Maddening, and the Xenologue is played as soon as it unlocks (i.e. after chapter 6). The Fell Xenologue is rather infamous for its absurd difficulty on Maddening, caused in large part by the units having predefined classes, stats and inventories, most of which are incredibly suboptimal. Normally, it is recommended to wait until chapter 16 or so before even attempting this, but I'll be doing it as soon as possible. This has a couple of consequences:
    1. Lack of units: At chapter 6, I will only have access to 13 units. Most of these are already not that great to begin with (RIP Vander), but they're especially bad due to how the units' stats are scaled. For those who don't know, FX units scale their stats using their base growth rates only, class growth rates are ignored (RIP Jean).
    2. Lack of Emblems: I'll have only 11 Emblems at my disposal, with many of the more broken ones completely unavailable (Byleth, Lucina). Furthermore, the non-DLC Emblems will be capped at bond rank 10, which limits the stat bonusses and skills they can give (but to be fair, most of those aren't that worthwhile anyways)
    3. Lack of Skills: Powerful skills like Hold Out, Speedtaker and Lunar Brace are not available. At least Canter exists...
    4. Lack of resources: There are only so many Bond Fragments and SP Books I can obtain this early on, so I must carefully decide whether I really need the extra stats/skills from Emblems.
    A few ground rules for this playthrough:
    1. The entirety of the Fell Xenologue will be played before starting chapter 7 of the base game.
    2. Everyone must survive.
    3. Use of the well is permitted, but...
    4. No grinding using skirmishes.
    5. The base game is played on Normal for convenience, but all preparation should be possible on higher difficulties as well.
    ---
    Regarding this map:
    This map is a big 3-way free-for-all, and our goal is to defeat both commanders. Normally, this map is a royal pain because we have absolutely no control over how the battle between the Elusian and Solmian forces play out, potentially making things much harder for the player if certain enemies survive longer than normal. Holing up in the starting area and wait things out is normally not an option either, as Ivy will summon Corrupted Wyverns on turn 5 to smoke you out. Of course, no reinforcements show up once the commander is defeated...
    - Getting the critical necessary to defeat Ivy in one turn is surprisingly reliable. You have about 5-6 chances before you run out of ways to manipulate the RNG, and odds are good that you'll land the 28% crit at least once.
    - It doesn't particularly matter what hero is summoned. So long as the Wyvern Knight with the Spear is distracted for at least one turn, things can work out.
    - Alear can survive Timerra's Sandstorm proc from full health with exactly 1 HP remaining.
    - Timerra does not have the Veteran+ skill for whatever reason, making her vulnerable to Break and effective damage from Seraphim. She also seems very inconsistent in when she gets to use her Engage attack.
    ---
    00:00 - Intro
    00:28 - Battle Preparations
    02:24 - Map Start
    11:02 - Ivy
    32:55 - Timerra
    37:48 - Final Attack

ความคิดเห็น •