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Commoners and nobles alike can use healing magic, and all are stuck in this class until level 5. HOWEVER, after level 5 all units have the option to promote to beginner classes; these classes all cannot use magic except monk. As such, promote anyone training faith in the monk class. Monks have practically identical growths to all other classes.
 
Commoners and nobles alike can use healing magic, and all are stuck in this class until level 5. HOWEVER, after level 5 all units have the option to promote to beginner classes; these classes all cannot use magic except monk. As such, promote anyone training faith in the monk class. Monks have practically identical growths to all other classes.
   
You have two lectures before chapter 2. You also need D in Faith to use Heal, so you need 100 points in Faith exp. Depending on how lucky you are, you get 16-40 points per lecture per student, so you need 3-6 lectures to get them to Faith D. 
+
You have two lectures before chapter 2, and a couple of explore days you can use to bump faith up with two people. There's also a saint's day where you can bump up exp with two more random people. You also need D in Faith to use Heal, so you need 100 points in Faith exp. Depending on how lucky you are, you get 16-40 points per lecture per student, so you need 3-6 lectures to get them to Faith D. 
   
 
If you have everyone set one of their goals to faith, and train them on faith during the lectures, AND they don't get screwed by bad lectures, then by the time of chapter 2 you can get the entire class to D faith. Any setbacks from bad lectures can be patched by the choir event near the end of the month as well as the forced seminar--choose Manuela. This would bump your heal uses from 5 to a whopping 40, which would have been just wonderful. 
 
If you have everyone set one of their goals to faith, and train them on faith during the lectures, AND they don't get screwed by bad lectures, then by the time of chapter 2 you can get the entire class to D faith. Any setbacks from bad lectures can be patched by the choir event near the end of the month as well as the forced seminar--choose Manuela. This would bump your heal uses from 5 to a whopping 40, which would have been just wonderful. 

Revision as of 19:28, 27 May 2020

Collection of tips from various sources here.

General Tips

  • Exp growth is greatly reduced. Always try to have Byleth adjacent to the unit getting exp, particularly for the killing blow.
  • Give a bow to every physical fighter. Some guides recommend giving a bow to every person, period, but I think I can trade them around if my mages really need them.
  • Healing exp is not nerfed, unlike other exp. Get all your mages at least Faith D, and even consider your physical classes (more on this later).
  • Every physical fighter will master Brigand, and then Archer if they have the time. Every mage will master Fiendish Blow. No other beginner class is worth the seals or time for most characters, with a couple of exceptions.
  • Going on that vein, every character should get to at least D+ in axes and then save scum until they pass their certification for brigand, as well as D+ for bows if I have the time and money.

On Grinding

It is definitely possible to grind in Maddening--just very difficult. It is also limited. I'm not sure if other routes have this, but in maddening each map is capped at 99 turns. 

In essence, grinding in FE3H boils down to having the bad guys whack your highest defense person until all their weapons break on his face. In the meantime, if he needs training he can reciprocate by hitting back with a broken weapon, therefore guaranteeing that you will get weapon and class exp for as long as possible. Problem is, given the 99 turn limit, causing the bad guys to break their weapons eats up about 50-60 turns already. With a unit with sufficiently high defense, however, this can be an incredibly fast way for one, or more, units to train.

I will save scum so that Byleth and/or Dedue get a defense level every level. Then I will give them a silver shield, Duscur heavy soldiers, and have the other be an adjutant to maximize their defense. This is crucial for recruiting other units, as it'll allow my Byleth to quickly train all the physical weapons, authority, as well as riding/flying/heavy armor if they're in the appropriate classes. Other units will try to train as much as possible on enemies that have broken their weapons, so that we can save time on lectures. 

The things that Byleth CAN'T grind are Reason and Faith, as well as initially Heavy Armor, Flying, and Riding. With that in mind, it is VERY useful to do the choir activity every time until you hit at least D in faith, and when you are doing faculty training, to train armor, flying, and riding. Once you hit E+ for heavy armor/flying/riding you can save scum while taking certifications and then grind the levels. Just remember to use magic and faith as much as you can every chapter. 

The units I want to recruit for Blue Lions include Hilda, Leonie, Petra, and/or Lysithea (what can I say...women in this game are just better imo). Ideally, I want to just train the stats needed to recruit them because I am very afraid of getting screwed with the random recruitment system...but I may not get the luxury for that. For future reference though, they require C in axe, C in lance, C in riding, and C or B in Faith respectively. All these are relatively easy except riding which I'll need to go out of my way for. I want to recruit everyone eventually for their paralogues and also because I don't enjoy killing students. 

Lectures and Goals

Each lecture you get up to 5 (or 6?) uses, if you get a perfect (and/or a bad) and praise (or console/criticize) them.

This is tougher than I first assumed. I had wanted to train everyone in axe and bow (physical) or faith and reason (magic) but the first few chapters are so difficult that I adjusted to have people train in the weapons they're initially good at, for the increased hit rate and avoid.

If I ever get over the hump, axe and bow will definitely be high priority for all physical fighters. Immediately after everyone gets D+ for both, the next immediate goal for almost everyone, except maybe Felix, is authority. Gambit chance to hit is pitiful in the early game and I need to boost it in any way possible.

For Felix, authority training isn't as urgent as he is better without a battalion in the early game. He will focus on sword instead.

For Dedue, heavy armor will be an early focus, with the hopes of reclassing him to armor knight ASAP. The hope is that, in conjunction with the heaviest shield I can find, Duscur battalion, and another defensive adjutant, Dedue will be so tanky that he can have enemies break their weapons on his face, allowing the rest of my characters to safely farm.

What about Faith?

In the early game you get 3 experience per time you damage someone, and 30 for a kill. That's with Byleth standing nearby! Such pitiful growths really hamper the early game.

Healing exp, however, is not hindered...and each person has 5 uses of heal, meaning you get 5x 10 xp. That's way, way, way more than combat.

Commoners and nobles alike can use healing magic, and all are stuck in this class until level 5. HOWEVER, after level 5 all units have the option to promote to beginner classes; these classes all cannot use magic except monk. As such, promote anyone training faith in the monk class. Monks have practically identical growths to all other classes.

You have two lectures before chapter 2, and a couple of explore days you can use to bump faith up with two people. There's also a saint's day where you can bump up exp with two more random people. You also need D in Faith to use Heal, so you need 100 points in Faith exp. Depending on how lucky you are, you get 16-40 points per lecture per student, so you need 3-6 lectures to get them to Faith D. 

If you have everyone set one of their goals to faith, and train them on faith during the lectures, AND they don't get screwed by bad lectures, then by the time of chapter 2 you can get the entire class to D faith. Any setbacks from bad lectures can be patched by the choir event near the end of the month as well as the forced seminar--choose Manuela. This would bump your heal uses from 5 to a whopping 40, which would have been just wonderful. 

All these classes will then reclass to priest so they can continue to heal, with Dedue going for soldier instead for Def+2 and Ashe to Fighter for Str+2.

Chapter 1:

Trade Claude and Edelgard's weapons and vulneraries to Dimitri and/or Byleth. Dimitri and Byleth take all the hits and do all the damage for max exp. Use forests to your advantage.

I got a +5 level on Byleth and Dimitri each which is very generous.

Chapter 2:

The A.I was really fascinating on this one. Advancing north causes all units to jump on you, which is messy at best and impossible at worst. Going west and killing Hilda, Claude and Hanneman causes the black eagles to all aggro and attack you in a way that's awkward to defend against as Hubert is within supporting distance of Ferdinand.

The best way to approach the mission is to go west, kill Claude and Hilda, then go back east to the starting position. Inch your way to the single square that only aggros Ferdinand, kill him with focus fire, then aggro Hanneman and kill him. With just Edelgard and Manuela left, cleanup should be relatively easy.

I attempted to trap Manuela on a heal tile right as she broke her Nosferatu in order to infinite farm her, but alas for me she resolutely avoided it. I can't tell if she was programmed that way or if I had bad luck.

Byleth, Dimitri and Felix all got amazing levels. Mercedes and Annette both got ok levels.

Aux Battle: The enemy stats are more in line with hard mode than maddening, making it rather easy. Park all the units in trees and heal as necessary.

I was able to grind to 99 turns, getting C rank lance on Dimitri as well as mastering noble for most characters. Not...as much as I was hoping for. If I do a re-run, I will give Byleth the broken lance instead as training to C on Byleth would have given me the ability to recruit Leonie early.