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Challenge playlist: • Fire Emblem Awakening HM - 0% growths in 7... Chapter 2 is cleared in 3 turns (11 total). This map is somewhat spacious compared to the previous ones, and exposes Awakening's peculiar map design. If you want to rout the map in a timely fashion, pushing your weaker units forward (which right now is everyone but Frederick and his support bot) is a bad idea as they won't kill the enemies, requiring teamwork to take one down in as many as 3 attacks. They also don't take damage very well; many are 2HKO'd. Surprisingly, with some TAS-level rigging (maybe Casual mode map saves? Not bothering with that), the map should be 2-turnable. Stahl's starting position in this map is fixed to be the closest to the boss. If he pairs up with Frederick, Fred will give Stahl +1 mov - a very rare and notable bonus in Awakening, compared to Fates where essentially every mounted and lockpicking class gives movement on pair-up. What this does to Fred sometimes is inconvenience the party, because in longer maps, Fred needs to be the supporting unit not the one doing the fighting and well, how do we fight without Fred? Anyway, if we assume all luck-reliant actions unfold in our interest, Stahl must proc his dual attack with Fred all 3 times during turn 1 player phase so that his path to the boss is not blocked (he would need 7+1 mov to reach him next turn). However, since Stahl moves so far not all of the enemies in the vicinity can reach him on the second turn, and so somebody will have to clean up the stragglers. This implies that the likes of Robin, Chrom and Sully - not good at either dishing out hits or taking punishment, should somehow turn into dodge-and-crit machines on that turn with multiple low% crits and dodges. Needless to say, the odds of all of this happening are absurdly astronomical. So we settle for the plausible 3-turn instead, with plenty of breathing room. Frederick can pair up with whoever he wants, while the rest of the army has opportunities for self-improvement. Robin, who got nearly 4,5 levels worth of experience last map, continues her growth here. As you may imagine, it's not so easy to get to promotion level now that she progressed half the way with very light rigging, if it can even be called that. The reason why I went all out to feed Robin so much exp in Prologue/Chapter 1, depriving Frederick of invaluable sword/lance weapon experience (getting which is imperative to our success in some of the future chapters) is that this map features a new unit who also competes for any experience that's free to take without detriment to turn count. That's Vaike, and he's not exactly impressive. He may have a lot of health and pack quite a punch when Miriel passes him his Iron Axe, but that's about all he can claim combatwise. However, Vaike is capable of supporting the party with Rally Strength if he can somehow get to lv. 10, promote and then gain 4 levels as a Warrior. It gets harder to feed exp to Vaike as the game progresses and the gap between his offence and the opposition's defence increases; for instance, in a dozen maps from now, he can hardly dent the game's wyverns. This is also the case with Robin, though her weapon type targeting res (occasionally even hitting flying weakness) and functioning accurately at 1-2 range gives some advantage. Training Vaike seems to take way more work and dedication than that of Robin. We may find ourselves attacking enemy thieves at WTD with an already inaccurate character, and there's no Veteran skill to radically increase the exp gain from slain foes. I'm still pretty happy about doing a far better job at training Vaike than on my previous LTC attempt of this many months ago - I got him to lv. 10 in chapter 10 this time around, though he was only lv. 6 the last time around. Still, even if units can benefit from promotion, it doesn't mean we're in any rush to grant them a Master Seal, for which everyone competes. Literally everybody becomes decent to good when promoted in 0% growths, and in a vacuum you can imagine things like Dark Knight Ricken and Great Knight Kellam doing useful things, but you have only so much experience when clearing maps quickly and only so many Master Seals too. It doesn't help that units with proficient base stats join unpromoted, and it's pretty clear that a player would rather instapromote somebody like Cordelia, Gregor or Tharja than promote Stahl or Sully after a ton of babying. Chrom is the best partner for Fred. They gained C support after their work in Prologue/Chapter 1, and methodically planned supports are a big thing in this run, as a single point of speed can make a world of difference, and in a 0% growths there's no rigging an extra speed level-up to meet the benchmark. This all adds depth to a game that I find tends to trivialise FE's affinity for depth and intricacies in the ordinary context of playing the game with growths. (out of space; continued in the comments)