У нас вы можете посмотреть бесплатно FE9 0% growths LTC: Chapter 18 - Crimea Marches или скачать в максимальном доступном качестве, видео которое было загружено на ютуб. Для загрузки выберите вариант из формы ниже:
Если кнопки скачивания не
загрузились
НАЖМИТЕ ЗДЕСЬ или обновите страницу
Если возникают проблемы со скачиванием видео, пожалуйста напишите в поддержку по адресу внизу
страницы.
Спасибо за использование сервиса ClipSaver.ru
Completed in 6 turns (100 total). Challenge playlist: • FE9 0% growths - Low Turn Counts Playthrough After we beat up Duke Tanas, Oliver, some very important changes occur that change our experience during this 0% growths run. Firstly, Ike promotes, which I show at the start of the video. Oh look, his stats are still bad in 0% growths, you could say, but at least now he's less likely to be doubled by generic enemies and he can take some siege tome chip without any Pure Water. He's still far from a good combat unit and hasn't been one since chapter 3 or so, but a free boost in stats is something we appreciate nevertheless. Then... Reyson! You can refuse his offer to join you, in which case Janaff and Ulki will also leave. Of course Reyson is better than the Renewal skill you get if you reject him. In fact, Reyson is the single character who's indispensable in every single map from now on. A map may require good mounted units or good fliers but whatever the objective and context may be, Reyson is always a huge help with whatever it is we're trying to accomplish (which is low-turning this game under our restrictions). He can take a Seraph Robe to be more durable, but 14 AS means he's fast enough to not get doubled in the event he needs to hit (sometimes we might expose him to enemies) and his huge resistance means siege tome users will avoid him (this is a problem for dancers in other FE games). Then we have Tanith. Jill and Marcia have been pulling off some impressive things in spite of having no growths at all, but Tanith is a long-awaited flier/mounted unit (as a flier can do everything a Paladin does, forfeiting the bow/wind magic weaknesses with the Full Guard) who, with appropriate forges, is indeed capable of soloing the chapters where she joins, though she won't do anything over the top that, say, a trained Jill could do like one-rounding Wyverns (I think she can do just that with the Sonic Sword though). She might appreciate offensive or defensive stat boosters like Energy Ring/Dracoshield; not quite sure if she's getting any of that just yet, but she's a candidate to consider. Janaff is probably the better newcomer Laguz, as he transforms on turn 1, just like Lethe. 20 AS is better than Lethe's 15 AS, and he flies with 8 move with 26 attack right off the bat - I'd say he's not too bad. On this map he instantly shows his worth by soloing the Wyverns in the south of the map while the rest of the party ambushes the fortress. I could summon Tanith's reinforcement for a similar effect, but I prefer the reliability of being able to lure the Wyverns myself - otherwise the AI might screw me over and weaken Wyverns until they run away, leaving me unable to rout the map in 6 turns as planned. A 7-turn of the map is easy and is essentially a Tanith solo. Tanith has 24 AS, 1 point less than Stefan (who is switched out as we really can't afford an extra foot unit when we have to carry three of them into the fortress already), but with more luck, so she faces like 30-40 hit from most enemies here without any supports (she supports Reyson and Marcia, which is kinda nice). The map can be cleared in 7-turns with Tanith alone, not even Reyson is necessary. However, a Paladin rush strategy with stoned Reyson is possible and enables a 6-turn clear. Reyson takes a Laguz Stone on turn 1 and after that being repeatedly rescued and dropped allows the party to gang up on enemies twice a turn. Among the "Paladins" rushing we have Tanith, Titania, Kieran and Jill. The other three are still good enough for KOing enemies, assuming they have the right forges to do so. The siege tome Sages here threaten with long-range magic so Pure Water/Ward staff uses are very welcome. Shinon's recruitment is somewhat of a pain in the arse, as he stands in your way and is ready to attack anybody with the Brave Bow. However, he will always heal himself when injured, which I exploit by bringing him to 1-2 HP twice. He retreats right into Ike's embrace, where Rolf/Ike recruit/KO him. Meanwhile, Volke and Sothe open the three chests (Silence staff, Wrath skill, Recover). Recover is unnecessary with Mend around, and I honestly have no clue how high my hit rates with Silence can be. I don't think I can silence much with it, if anything at all, with my healers not growing any decent magic. Wrath is mandatory for slaying Ashnard later on, and could be taken by somebody else to make lategame bosskilling easier, but we don't want to take 10 turns to beat Ashnard so Ena's most likely taking this skill. Challenge playlist: • FE9 0% growths - Low Turn Counts Playthrough