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Forums - Gaming Discussion - Fire Emblem Echoes: Shadows of Valentia discussion.

Cloudman said:
outlawauron said:

I'm still on Act 1, so I haven't classed up much. I did make Faye a Pegasus Knight. Everyone else are still villagers. 

I've gotten the absolute worst stat growths. Even Alm and Lucas only do 3-5 dmg/hit on enemies.

Maybe your stat gains will get better with the next couple of levels. It's still pretty early in the game, and I've had some rounds of bad stats.

What are you planning to make the other villagers into?

Not sure yet. Kliff is largely useless for me, so I may make him into a ranged class. Gray is likely to be a cavalier and Tobin make jump to Mercenary.



"We'll toss the dice however they fall,
And snuggle the girls be they short or tall,
Then follow young Mat whenever he calls,
To dance with Jak o' the Shadows."

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Damn I regret setting the game on Hard, it really becomes a grind once the map opens up. Still loving the game though.



Super_Boom said:
Cloudman said:
I'm actually wonder what classes people gave to the villagers in the game.

I made Gray a mercenary, Tobin a cavalier, Kliff an archer, Faye a cleric, and Atlas a cavalier.

Mine wasn't too far off.

Gray - Mercenary
Tobin - Archer
Kliff - Cavalier
Creepy Unrequited Crush Girl - Mage
Atlas - Cavalier

Can't remember my thought process for most of them...guessing it was just that I wanted certain units to fill out my team. I think Tobin had high skill when I promoted him, so I decided to put him in a class that requires it. Faye because magic users seem rare in Alm's side, and Cliff because he had high defense/resistance and served as a good tank.

Also...I finally maxed out a unit. Got Clair to level 20 after a few hours of grinding in the Sylvan Shrine. 

My plan now is to promote villagers at ~10-12 (assuming there's any others), most other units at level 15, mages at ~18, since many get new magic at that level, and Clair at level 20.  I need to keep seeing that physical perfection.

Wow, yours is almost like mine, but with Tobin and Kill swapped. I was divided between a mage or archer for Kliiff, but since his appearance kinda looked like an archer to me, I went with that, and for Tobin since he's trying to be better than Alm as well as his cool pose, I thought a cavelier was a good pick. At 1st, I thought having 2 mercenaries would be a bit much. Little did I know that Celica would get 3. Now that is kinda overkill, haha.

After I found out female mages became pristesses, I wanted to make Faye one, but I had already saved after making the change, so it was too late to go back. At least she was handy as a cleric for me.

I think next time I play I'll promote units between 13 to 15, since I heard it's better to do it sooner than later. It still feels weird to do, since in every game it's normal to promote them after maxing their levels.

 

 

outlawauron said:
Cloudman said:

Maybe your stat gains will get better with the next couple of levels. It's still pretty early in the game, and I've had some rounds of bad stats.

What are you planning to make the other villagers into?

Not sure yet. Kliff is largely useless for me, so I may make him into a ranged class. Gray is likely to be a cavalier and Tobin make jump to Mercenary.

That may be a good idea. I did that with Kliff and it worked out pretty well in the end. Giving Gray and Tobin those classes sounds interesting. Most people make Gray a mercenary. I'll be curious how that plays out if you go with those choices.



 

              

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Cloudman said:
outlawauron said:

Not sure yet. Kliff is largely useless for me, so I may make him into a ranged class. Gray is likely to be a cavalier and Tobin make jump to Mercenary.

That may be a good idea. I did that with Kliff and it worked out pretty well in the end. Giving Gray and Tobin those classes sounds interesting. Most people make Gray a mercenary. I'll be curious how that plays out if you go with those choices.

I've done a good job at balancing my experience between units. I've just completed the Southern Outpost and all of the villagers are lvl 7 or above (except for Kliff who is lvl 4 somehow).



"We'll toss the dice however they fall,
And snuggle the girls be they short or tall,
Then follow young Mat whenever he calls,
To dance with Jak o' the Shadows."

Check out MyAnimeList and my Game Collection. Owner of the 5 millionth post.

I'm 27 hours in, in Act 4, doing a little grinding with Celica's group. I'm absolutely loving it. It feels like you need to think more tactically and traditionally than in Awakening or Fates, because there's no weapons triangle (which dictates strategy in the other games) and terrain and maneuvering seems to matter more.

I'm a huge fan of the art style and animated scenes. I'd really like them to keep Kidari and Studio Khara on board for the Switch entry, rather than return to the overwrought Fates/Awakening designs and the CGI-ified cutscenes. The point and click village scenes and dungeons can stick around too. I think Shadows of Valentia has more good ideas for the future of the franchises than Fates did, certainly.



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RolStoppable said:
Panama said:
Damn I regret setting the game on Hard, it really becomes a grind once the map opens up. Still loving the game though.

The grind can be mitigated by abandoning the common class change logic. Forget about getting to level 20 in most instances.

Any male character that starts as villager, mercenary or myrmidon can enter a class loop: Villager > mercenary > myrmidon > dread fighter > villager. Level up to 10 in each class (that's the point where EXP gains drop off and they scale differently for new classes in this game, so going back down to level 1 is definitely preferable), then promote. Once you are back to villager, you will have pretty good stats and can pick something other than the mercenary path the second time. Stats cap at ~40, except for HP which is notably higher. I doubt that a second class loop will grant notable benefits.

Cavaliers, archers and soldiers each have two additional classes, so promotions at level 10-15 are sensible. Only the male mage is limited to one higher class, so going for level 20 before promotion should be considered.

The female-exclusive classes cleric and pegasus also have only one higher class, so level 20 is up for consideration; for clerics it's not really an issue because healing EXP remains okay all the way. Female cavaliers and female mages follow the same logic as their male counterparts.

Every character, excluding Alm and Celica, can return to villager with the item Villager's Fork. The game's free DLC provides two of these one-time use items. One is already available for download, the other will follow in the near future. Players can pick their most favorite characters and send them through a loop. The only stats that class change adjusts are those which are below the base of any given class; everything that is the same or higher is unaffected.

...

In other news, the turnwheel cannot change the stat gains for a level up. This RNG is determined upon the start of a battle, so the only way to alter it is to load a save file from before the start of a battle. This is in line with Fire Emblem Fates where it works the same and repeated quick saves on non-classic settings cannot be abused to grow stronger characters. This cheap exploit works in Awakening (on non-classic) and Radiant Dawn (on easy and normal difficulty), but in RD's case it's essentially redundant because the average stat growths allow players to max a bunch of stats without cheating anyway.

Mate thank you. Was very hung up on getting them to 20 before promoting. Definitely a weird feeling having Paladins and Snipers with such low stats but they're levelling quickly again and good to know theres another class promotion.



Well, I caved and got some of the DLC. I picked up the prequel pack, as well the overclassing pack, which worked out to $28 USD. Considering I got the game for $32 with my Prime discount, I basically bought the game again. :P

I'm 30 hours in, and so I feel confident saying this is my favorite Fire Emblem since Radiant Dawn. While Awakening and Fates might have refined the gameplay formula more, the quality of writing in both the story and characters places this game handily ahead of the previous 3DS entries. I forgot what it's like to have villains that don't feel like they came out of a Hanna Barbera cartoon.

I'll wait till I finish to truly rate it, but this will likely be my 4th favorite entry in the franchise, after Por, BS, and RD. There are still some annoying design choices that I won't defend, but none of them really matter to me much given the game's other strengths.



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