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Скачать или смотреть FE6 Journey: The Mercenary Trio

  • thesiaoz
  • 2020-07-25
  • 17048
FE6 Journey: The Mercenary Trio
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Описание к видео FE6 Journey: The Mercenary Trio

Wow, I am quite motivated to do these when there's no revision to worry about.

Rules:
1) Roy must capture all the thrones with the shortest time possible on his own, meaning Roy has the highest move priority without anyone blocking.
2) Roy/Fa cannot engage in any battle unless they are the showcase characters.
3) Unpromoted units are trained in the way that their stats matches the 10/20 with 100% growth rates, with just minor differences due to statboosters used, or the variation of hard mode bonuses from RNG.
4) All other units are trained as if they had 100% growth rates, also with just minor differences due to statboosters used and HM bonuses from RNG.
5) No supports so everyone had their own solo ending for consistency purposes.
6) Disabled animations to reduce the video duration, then turn back on right before the boss battles.
7) [New!] A character should not use same type of weapon (e.g. Wyrmslayer for all 3 slots) so the battle will have more varieties, and with less exploits from overusing overpowered weapon.

---

Dieck: Our ex-pitfighter who is on par with Marcus in terms of combat. Not even a promoted unit, Dieck joins in the party early on as a Lv.5 mercenary, with the overall highest base stat total in his mercenary group.

His growths aren't shabby either, he could actually beat Lot in EVERY single stat except HP/DEF, while barely manage to cap HP at 20/20 on average. Now you should know why he's the leader of the group.

Awesome Con that is not too overwhelming. In combat, he is not affected by various axe types after his promotion, while most paladins are still able to rescue Dieck even with risky tactics.

Dieck's downside is just that he is sword-locked until promotion, while axe having low accuracy in general. Still, his early availability with his decent Skl growth that balance the hit rates after promotion is good enough to ignore a majority of this "downside". Probably not having a mount might be his only downside.

Overall: Early join time, solid bases, decent growths.

---

Lot: Despite Dieck being overwhelming in terms of stats, Lot isn't actually that weak either. In fact, for a Lv.3 fighter with 7Str/7Spd, he is actually decent. He even had higher DEF growth rate than Bors, which makes him a great counter against enemy knights/generals (weapon triangle advantage, decent spd/def to double and take hits), while the rest can concentrate on the other enemies.

Even after promotion, he is actually on par with Wolt as a bow user for a good majority of the game, that is if you wish to actually grind his bow rank from scratch. Although his overall growths as a 20/20 unit is quite average, but if you are the type who goes for 10/20, especially for an early start for bow grinding, Lot is generally better since his bases are actually decent.

Overall: Early join time, decent bases, and average growths that can be slightly mitigated with early promotion gameplay. Flexible with bows to deal with fliers.

---

Ward: While Lot is quite the decent fighter even after promotion, sadly it is not the same for Ward. Due to the focus on the stat scaling in FE6, Ward is always having a disadvantage, especially against Lot:

1) Base 5 Spd. While it looks alright initially, but with his low Spd growth, he is actually one of the slowest units in the long run. While his Str growth is great, but his low Spd will not allow him to perform as well as Lot against most of the enemies, be it doubling or to prevent getting doubled.

2) His 0 Base Res and a mere 5% Res growth. Even at 20/20, Ward's abysmal 1.85 Res makes him the perfect target for long range stave users like Sleep/Berserk. Most magic units can ORKO him if they double, which is not a difficult thing with Ward's low Spd growth. Even Barth is laughing with his 4.6 Res at 20/20.

3) 15 Con after promotion. For axe users, it should be better when a unit has higher Con, however, being able to be rescued is more important than just having 1 less speed reduction (compared to Lot if there is a penalty). Most paladins have 11 Con, which means that their rescue aid limit is 14, which also means that while they can rescue Lot, they CANNOT rescue Ward after his promotion. This severely limits many strategic moves as only a few selected units must be used in order to use Ward safely.

4) A Lv.1 Bartre is on par with a 20/1 Ward, and a Lv.20 Bartre has 1 more Spd than a 20/20 Ward while having the same Str.. and that is when Bartre is kinda mediocre due to his low Spd.

Overall: Despite similar join time, he is inferior to Lot in most aspects. Not really worth the investment unless you really like him.

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..and that's one less item from my "things to complete" list.

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