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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. --- Regarding this map: Wolves are the name of the game on this map. They're fast, dodgy and reduce your Max HP by 5 each time they initiate. They also have high movement, and can perform chain attacks as they are a [Backup] class. Scattered throughout the maps are also a couple of archers and mages and in the back is the boss, but he's actually the least threatening thing here. Supports grant at least 10 Hit at C rank. This is especially crucial here as the wolves are dodgy and with the low unit count I have very little recourse should an attack miss. In hindsight I probably should have inherited Hit +10 to make the clear more consistent. Enemy AI will prioritize damage if it can't get a kill. This is why the archers and mages consistently attack Etie despite her killing them on the counter. Louis' Defense is actually too high, and he's at risk of being ignored due to enemies being unable to deal damage to him. I have to manipulate enemy positioning so they could see damage on him through chain attacks. Turn 4 is the most inconsistent turn. I have to land 4 sub-80 % hits and even with the Hybrid RNG favouring me, it's not exactly reliable. Most of my resets happened here. The boss has 0 Strength for some reason, and as such he's an absolute push-over. Even Nil can survive a round of combat with him. --- 00:00 - Intro 01:05 - Map Start 32:52 - Boss Attacks 36:15 - Final Attack