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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. --- This map introduces Mage Cannoneers, who can pelt you from long ranges with all manner of cannon shots. They're not very accurate, but they hit quite hard and the status effects can really mess things up. However, by far the biggest problem with this map are the fliers, especially the Griffon Knights. They are obnoxiously evasive and unlike the equally fast Swordmasters are immune to the evasion penalties from terrain effects like Water and Smoke. They also spawn in waves and can easily overwhelm you if you're not careful. The end of the map can get quite hectic, as a big wave of reinforcements spawn from behind while all remaining enemies charge you at once. There is some randomness in how certain enemies move on turn 1, which influences how later turns can play out. In this attempt the movement was slightly unfavourable, forcing me to rely on Zelestia dodging a 40% Tomahawk on enemy phase of turn 4. The reinforcements are zone-based, so you have control over when they spawn. However, all untriggered reinforcements will spawn anyway after aggroing Alcryst/Diamant. Enemies will prioritise damage over avoiding counterattacks. This is why Diamant attacked with his Silver Sword instead of the counter-negating Hljidskjalf. Fun fact: The emblems summoned by Veronica do not count as corrupted, unlike literally all other enemies in Fell Xenologue. --- 00:00 - Intro 00:22 - Battle Preparations 02:36 - Map Start 24:28 - Reinforcements A 41:25 - Reinforcements B 44:00 - Bathroom Break 56:27 - Alcryst/Reinforcements C 1:22:26 - Diamant 1:32:35 - Final Attack