Interceptor wrote:1) Sure, she's decently durable as a Dracoknight, particularly if you give some attention to her HP/DEF. Even if this weren't true, there's nothing wrong with being a glass cannon.
2) No at other people being better, and especially no at the Devil Axe being broken. Clearly if we're planning on using Devil Caeda, we're using the Axe intelligently rather than just assuming it broke because time passed.
So we're saying the axe? Well, I suppose we could wait till the hammerne, but that isn't to say that the devil axe doesn't have it's uses early on, where people are struggling to 3RKO common threats.
But, I'm not totally unwelcome to the idea with that in mind. But what do you think of with the swords?
Man, I love the term Devil Caeda...
Anywho, I guess I could start with general suggestions for the stat-ups, and then work our way from there.
Chapter 6 Seraph Robe-I'm guessing either Zag or Wolf to make their start a little more bearable? No one really ever uses these things significantly.
Chapter 9 goddess Icon- Well, that was already taken care of, I guess.
Chapter 10 Speedwing-We got 3 potential cantidates. Roger would have 14 AS, Minerva would have 14 AS (as a draco, but hte benefit is she could have 20 speed by hte time braves show up as a sniper, so she could double paladins while sniping down dracos), George could have 14 AS (for what it's worth), Wendell would have 14 AS (helps his doubling be a bit more withlasting, if it means anything). Who's the best? I say Minerva, hands down, unless someone like Barst needs it or whatever.
Chapter 11 Spirit Dust-Maric.
Chapter 11 Energy Drop-This is tougher than one would think. If you're doubling, then you get it. But, if weapon weight is the only thing keeping you from doubling, I'd say 2 people doubling>one doubling harder. Caesar comes to mind.
Chapter 12 Weapon Scroll-I'd venture a guess on whoever you promoted early who has a secondary weapon.
The Boots-I dunno, Marth? Whatever general is on your team?
Chapter 15 Energy Drop-By now, no one on your team should be getting weighed down who can double. However, there is the fact that eventually, it's gonna be hard to OHKO enemies even with forged slayer weapons. If you give a drop to them, and it produces no better results, it's a waste. I'd say give this to people who can double, but have no slayer option for the common threat. Swordmasters and Snipers (gets shot)
Chapter 15 Talisman-Mages are high number here, but by the time you get it, the chapter will be over. Just give it to whoever's gonna be your Starlight mage, and only if you actually care to get the normal Falchion. Otherwise, just slap it on whoever, or just sell it.
Chapter 16 Dracoshield-I'm gonna call it, this is gonna be the most disputed over item in the game.
Chapter 17 Dracoshield-Followed closely by this one.
Secret Book-Your bank account
Speedwing-Depends, should doubling the coming paladins or dracos be the main point of using these later wings? Cause soon, enemy speed is gonna climb to 20-21.
Chapter 19 Speedwings-Same deal
Seraph Robe-Again, not sure who would make good use of these things.
Spirit Dust-Again, Maric
Chapter 23 Talisman-Fill up Julian's inventory, send it to convoy, have whoever's got Starlight eat it up. Mages have the highest resistance, you need a mage to accomplish things in this mission, and the only way to kill Gharnef is with a mage. So, 2 Talismans and a pure water/Barrier should help ease this chapter. Using this to defend against the upcoming mge dragons probably won't be saving you.