Which was worth watching, but probably a subject for another day.
While I’m feeling better today, I’m still not feeling better enough to go spend a whole bunch of hours at the Finals competition for the RUHS band. So I’m going to have to neg on that promise I made last week. Sorry Aly.
Thus, between bouts of sleeping and tending to a nosebleed, I figured I would finally do something fun and show you all what an obsessive freak I’ve become about Monster Hunter armor planning.
Armor planning in Generations Ultimate fills a very similar niche to Pokémon team creation for me in that it extends a game’s lifespan through a strategic planning task.
Building the full armor set for a specific monster yields skills matching their play style. For instance, the ephemeral electric unicorn Kirin’s armor applies Divine Blessing (to occasionally reduce damage) and Elemental attack damage buffs.
So if a monster matches the play style you like, or works well with one of the game’s 14 weapon types (like the hammer-tailed Duramboros armor works with a hammer weapon), it’s an easy build.
However, if you’re someone like me that enjoys a challenge and wants to build armor with varied skills for a specific task, mixed sets are the way to go.
As a Hunting Horn main, I made it my goal to create a separate set of armor for every element and status type. The actual in-game armor forge isn’t very conducive for planning, so I turned to armor listings on Kiranico and my phone to generate ideas before wasting the materials.
Here’s my written plan for the horn that would apply a sleep element:
Some key details to note. There are five armor pieces, one weapon and one talisman for each set. The armor pieces have pre-determined skills:
Talismans have random skills when you find them, so planning out an armor set is partially about luck.
Also, note the asterisks near each piece’s skill listing. Those indicate the number of available decoration slots. Each piece can have up to three slots, and I’ve indicated what decor I’m putting in the slots though the subsection.
Most skills are applied when they reach 10 points on your overall armor, with a stronger version at 15 or 20.
Here’s how the fruits of that planning labor translated in-game:
In Generations Ultimate, a feature called armor transmog was added that allows hunters to put a decorative armor on top of the armor they’re wearing.
That way you can have your cake and eat it too: Make an armor with fantastic skills that also doesn’t look super ugly.
Sometimes the armor planning process isn’t so simple. Multiple different monsters can give the same skills, and it’s important to balance that with the defense statistic, elemental resistances and the slot count.
For instance, when I recently pivoted to try out the Lance, I tried to build up an armor set that had the Guard and Guard Up skills applied. Thanks to having a few useful talismans, I wound up comparing three potential armors:
Obviously the one I wound up with had the most work put into it, as everything just fell into place.
Between those guard skills and Divine Blessing, I aimed to be more defensive for the Lance play style. Plus a status attack buff, considering all of the lances I wanted utilized those statuses: Sleep, Poison, Paralysis and Blast.
Even if Blast does not technically count as a status attack anymore and is only buffed by Bomb Boost. But I still put them together.
Here’s how the final armor came out:
This one I transmogrified using G-Rank Basarios armor. Its bulky-looking stone armor appeared aesthetically perfect for a defensive set.
Because in Monster Hunter, aesthetics are just as important as powerful skill sets.
Out of all the builds I’ve planned so far, this Status Lance set is probably one of my most immediately gratifying and successful. Having never used the weapon before, coming in with a well-designed set made the learning process pretty painless.
Especially when it allowed me to discover the best killing blow in the game:
Another update has made its way to Fire Emblem Heroes. This one is relatively small and more focused on assisting players who are new to the game, but veteran players are able to reap some rewards too.
Thus I’m going to talk about this one all the same! Just don’t expect it to be a particularly long update. I’m still hot, tired and waiting in anticipation for the new summer units to drop.
Speaking of, get ready for that update tomorrow too. Should be fun!
Tactics Drills & Learning with Sharena
The major addition for Version 2.7.0 is Tactics Drills. In a sense these are advanced tutorials for players that go far deeper into the game’s mechanics than the cursory tutorial missions at the start of the story mode when you start the game up for the first time.
As you can see, they come in three tiers of difficulty. Each serves a slightly different purpose, but all offer the same bonuses for new and old players alike. Every five maps give players 300 Hero Feathers when they’re passed, and the sixth map will offer an orb for completion.
The small amounts don’t really build up to a lot in the end, but rewards are rewards and I can’t complain. Especially since supposedly there will be more added into the different tiers as time goes on.
So what do the tiers offer?
The “basics” tab offers challenges that showcase… Well… The basics of the game. There’s really no better way to put it.
These basics range from how different unit types move across the field to showcasing the benefits of certain strategies like baiting out enemies or teaching players how different weapons work.
They’re all pretty simple honestly, and the rewards are more worthwhile than the instruction in my personal attempts.
The “Skill Studies” tab… Again, just about does what the name implies.
Each map showcases a different skill archetype that exists in the game. Hone skills that improve stats, more attack-focused skills like Wraith, so on and so forth. If you don’t understand how certain strategies work, this will likely help you out. There are even a few toward the end that I haven’t been able to beat yet, as I find they’re a little more difficult.
The “Grandmaster” tab moves furthest away from being purely tutorial-based. Rather than teaching basic skills knowledge, Grandmaster challenges are simply that. Challenges.
The game throws you into a map with a pre-determined unit set and just has you go at it. I haven’t personally attempted these maps yet, though considering you need to have access to Book II of the story in order to even open these maps up, they’re clearly more difficult than the average challenge.
I only wish this meant they had better rewards too. But no, it’s still rather basic all things considered.
What’s interesting about all of these missions are that they’re purely for instruction and require no baseline units. The only real requirement to anything is the level cap for accessing Grandmaster tactics.
Every unit is provided based on the challenge. That means not only is everyone more open to the rewards, but newer players can see which units have great skills to utilize should they be lucky enough to summon them.
It’s a respectable idea all-and-all. I appreciate it.
You may have also noticed a fourth tab allowing people to “Learn with Sharena.” If any of you were wondering what that was:
It’s essentially a website with more in-depth tutorials on anything and everything in the game. Pretty much the same stuff you’ll get out of the Tactics Drills but spelled out in further detail.
They also include silly back-and-forth conversations between Sharena and Anna.
Again, I think it’s a respectable addition to help improve the game’s accessibility for new players.
I’m just not personally very driven to go look at them without the allure of extra rewards. Sorry Intelligent Systems.
Weapon Refinery Update
Ah yes, another four units have come up to the wringer. Has Intelligent Systems done their job in making these characters more useful than they were before?
For the most part… Not so much. From what I understand, anyway.
Katarina (known as the first scarf bae in my friend circle) essentially gained a refine to her tome that adds a Speed and Resistance Ploy skill on top of its owl effect. However, as Jonathan (owner of the bae) pointed out, her weapon’s might sticks at 14 rather than building up to 16 as we usually see. So… Yeah, that’s a thing.
Eldigan wasn’t given a straight upgrade so much as he was given an alternate path to success. His Mystletainn was already able to refine itself and have a built-in Fury skill, giving him a big boost across all stats at the cost of some health. The fact that he was able to have double the Fury was actually a great meme for a while there.
Now he can take on his son’s previously exclusive variant known as the Dark Mystletainn, which inherent accelerates Special Attack cooldown by one, then accelerates cooldown by two each time that attack triggers during combat. Honestly both are viable options, so it’s up to personal preference.
Titania probably got the worst of the upgrades in this batch. Her brand new Draconic Poleax keeps a Triangle Adept skill in-tact from her Emerald Axe, but has a much more beefy 16 might. When players refine the weapon, it apparently grants +6 resistance to units within two spaces.
I don’t use Titania, but honestly this upgrade doesn’t make me any more willing to do so. Sorry girl, better luck next time.
Conversely, Nephenee‘s upgrade from the Slaying Lance to the Dauntless Lance is a vast improvement and I couldn’t be happier. She has been a mainstay on my Water Blessing team for a long time, so I’m glad to have even more reasons to use her.
On top of cranking her might from 14 to 16 (leaving the base lance as powerful as her old one with a refinement), she also gains an inherent advantage against armored units. Zelgius and Black Knight be damned.
However, add onto that an additional refinement to the Dauntless Lance that gives her +4 Speed and Defense when she’s attacked and Nephenee becomes quite the monster in her own right.
It’s a little silly to say that she moved from being my chief lance infantry unit to being my chief lance infantry unit with even more regard. But hey, that’s what should be expected when you improve upon greatness.
I don’t exactly have a lot to say about this new feature in particular. In fact, I don’t fully understand why this standalone update was important enough to distinguish alongside new unit skills and the new game mode.
But someone decided it was important, so I’ll give it the time it demands.
Apparently when players complete quests, there will be a separate screen dedicated to showing off all of a player’s finished quests rather than having everything separated onto different pages.
I’m not sure who thought this was a significant problem that needed to be addressed, but I hope they’re happy with it. It seems a little superfluous when there was already an option to simply accept all of one’s finished quests… But oh well.
As usual, there are a number of smaller things listed at the bottom of the 2.7.0 update page. They usually aren’t big enough to give a lot of time to, but I like to spread the word all the same:
Things like new maps scrolling to the top are cool quality of life updates that always come with new versions of the game. They just don’t offer too much to talk about.
However, there are a few especially nice things in the ‘other improvements’ section this time around. Being able to set any music one wants underneath battles is something straight out of classic Fire Emblem games and is a greatly appreciated option in a title that features songs from every game in the series. Event text recaps are also a great addition for someone like me, who seriously enjoys little things like plot in silly games like this.
The most useful overall is the ability to restart ‘difficult’ maps without having to exit and reenter the battle over-and-over again. As someone who tries things like Grand Hero Battles repeatedly to earn all the orbs I can, I can assure you all that this is highly beneficial — even if you haven’t personally gotten to a point where it’s useful just yet.
Like I mentioned up top, none of the updates specifically included in Version 2.7.0 are groundbreaking. The tutorial missions that make up Tactics Drills are nice, though mostly for the rewards given how long I’ve been involved in the game. Nephenee getting stronger is also a plus, and I’m really glad I can restart missions that don’t require stamina at a faster pace.
If nothing else, even smaller moves forward like this show there’s always room for improvement in a constantly developing game like Fire Emblem Heroes.
That said, what sort of updates might you want to see come to the game in the future? Let me know in the comments down below!
In the meantime, I’ll see you all tomorrow when Sketchy Summer units arrive.
As much as it’s better to be busy than bored, I’ve been a little stretched thin. Unfortunately that means some things have to fall through the cracks, and some big Fire Emblem Heroes stuff happens to be what fell through said cracks this time around. It’s a shame too, there have been multiple things that I otherwise would have loved to talk about in a more timely manner.
But look at me complaining about missing fun stuff because work and responsibilities got in the way. Probably time to move on to what I’m talking about today before the world’s smallest violin busts out a tune.
Since I gabbed about the game’s Brave Heroes update last time around, quite a few things have happened. First and foremost:
That’s right, I got me a special Lucy.
Humblebrag that may be, but Lucina is one of my favorite characters given her high prestige as my Super Smash Bros. 4 main fighter. So I’m excited about it and wanted to share it with the world.
The last Voting Gauntlet also wound up being much more of an intense game than I’ve seen in some time. As I predicted at the beginning of the competition, Ike won.
The guy is so popular that it was hard to imagine he wouldn’t, and I got off with plenty of hero feathers thanks to my lucky intelligent deduction, so you’ll hear no complains from me. Camilla did put up a good fight though, and the intense competition both in the overall Gauntlet and within my friend group (as we literally split down the middle with our support) made things way more engaging.
Also we got 4 orbs every two days for each of the three rounds. That’s a nice incentive as well. Feel free to keep nice stuff like that flowing, Intelligent Systems.
Then as things moved into September, we got an event calendar for the month that preempted a bunch of cool things coming in the near future:
A few of these events have started already, and those are the crux of what I’m here to talk about today. So let’s get going and split it up appropriately, shall we?
Ironically this version update is the biggest news to come out of Fire Emblem Heroes in a long time… Yet I don’t have a ton to say about it.
Fire Emblem has become known not only for its high difficulty strategy-RPG gameplay, but also for its comprehensive unit support systems across many of the games in the series. In Fire Emblem Heroes, only one of those things has been represented since the initial release.
Until now, that is.
Ally support systems are in the game, and with it comes endless possibilities for ships in serious and in meme-worthy contexts. As someone who has loved shipping in Fire Emblem games since my first venture into Sacred Stones, I’m more than excited to see that we can pair up characters to our hearts content.
Just like in the main series titles, allies who fight near one another in battle gain support rankings that range from C to S when undergoing support training. However, an interesting component to Heroes’ model comes from the fact that you can constantly switch who your hero supports. You could have an S-support with a unit only to break that off and start another one back at C, and you can do so as many times as you want.
While I haven’t had the chance to build much support beyond basic C-level stuff, it seems as though the characters interact in a cute little cutscene to show how much they enjoy each other’s company for every rank you climb. You can view the little vignettes that come with this whenever you want.
In battle, supporting allies gain bonuses depending on their rank and distance from one another:
C-rank grants units +1 resistance from one space away, double that when adjacent.
B-rank grants units +1 resistance and defense from one space away, double that when adjacent.
A-rank grants units +1 resistance, defense and speed from one space away, double that when adjacent.
S-rank grants units +1 resistance, defense, speed and attack from one space away, double that when adjacent.
However, on the battlefield itself, it doesn’t appear as though supporting units get special indication beyond a heart over the support partner when you select one or the other. Perhaps there’s more if you get higher that I haven’t seen, but in this case there’s no way for me to know.
I do hope they add in a small heart animation when units fight side by side though. That would be amazing.
The other interesting thing to note about ally support is that you, the summoner, can get in on the anime-themed shipping action as well!
That’s right, what would a modern Fire Emblem game be without a self-insert character to pair with any unit you desire? The concept behind how this works is exactly the same so long as you replace each instance of “two units” with “one unit,” as you technically count as the second presence in the room.
The scaling benefits are also slightly better for summoner supported allies:
A C-rank grants the summoner-supporting unit +2 resistance and +3 health at all times.
A B-rank grants the summoner-supporting unit +2 resistance, defense and +4 health at all times.
An A-rank grants the summoner-supporting unit +2 resistance, defense, speed and +4 health at all times.
An S-rank grants the summoner-supporting unit +2 resistance, defense, speed, attack and +5 health at all times.
Okay by slightly better I actually mean infinitely better. These are some amazing stat buffs to be able to bestow upon one ally.
Which, of course, brings us to the question that serves as this post’s title.
Are you the kind of player that will pair your units together because you canonically love them as a pairing in the story of their games/the story of your imagination’s choosing?
Or are you the kind of player that will pair your units strictly to build the strongest team imaginable, letting no stat points go to waste?
Personally… I haven’t decided which category I am. In all other circumstances I would wholeheartedly go for option 1, as I ship literally anything and everything in any video game I play, TV show I watch, book I read and more. But for Fire Emblem Heroes the pure stat buffs are awfully tempting… Especially on my cavalier team.
I would kill for some high-leveled units to get even stronger.
But for the summoner support especially I’m at a loss. Who do I want to be with? Do I pair myself with a powerful unit like a Brave Lyn to make her a battling monster? Do I pair with a sentimental unit like Eirika from my favorite Fire Emblem game (despite her actual husband being available)? Or do I pair myself with a unit like Nino, my first true Fire Emblem Heroes waifu? I literally have no idea.
Oh well. I’ll have time to figure it out.
Overall, I would say the Ally Support system is a welcome addition to this mobile title that, despite being somewhat barebones right now, easily serves its purpose and has opened the flood gates for people to do whatever they please in terms of customizable relationships.
In a sense it’s somewhat ingenious to have the feature in a mobile game styled like Heroes is where each player can build their own experiences with unit pairing. Sure it’s only porting an already existing idea over, but I still think it lends itself uproariously well.
And if I ever summon her I’ll be able to finally get revenge on the restrictive Echoes by shipping Genny and Tobin.
While shipping is easily the biggest addition to Version 1.7.0, it isn’t the only one.
Though there isn’t a lot, so the pictures above basically sum everything up.
A search option for skill inheritance is a great idea, one that I’m sure already has, is continuing to and will from here on out save people tons of time when building teams. The rest of the stuff boils down to some aesthetic and deep mechanical adjustments that I don’t feel like I have to dive into that deeply.
If anything, I just think it’s safe to say that I appreciate the game developers for constantly updating things to make the best user experience possible. So far nothing they’ve done has failed me yet and it seems like the community as a whole enjoys the changes too.
Keep it up Intelligent Systems, and I’ll keep up giving you some free publicity whenever you start up new developments. New interesting developments.
New interesting developments such as –
Tempest Trials Mini: To Die on the Battlefield
A new Tempest Trial, which launched just today!
In other words, this is the section of this post that kept me from getting that much sleep last night. Thanks game, you always know how to prod at my insomniac button.
The Trials start off about how we’ve come to expect them at this point. Masked Lucina has teamed up with the four top Bonus Allies for this go around (Eliwood, Lyn, Hector and Ninian) to help lead them into the Tempest so they can protect their world.
However, she does warn them that the character at the end of the Trial is a special kind of foe:
After you break through the usual barrage of battles (seven at the highest Lunatic difficulty in my case), you come across that special foe. The build-up is intense, the anticipation is great, and in the end…
It’s Hector. Given the description Lucina gave for him I suppose it makes sense that this is the character who’d show up at the end, but I wouldn’t liked to see something more novel-
I’m sorry, what was that? 85 health?
And Distant Counter?
My god… This unit is completely overpowered.
I actually legitimately think it’s glorious just how overpowered he is. Hector is already considered to be one of the most powerful units in the game and they buffed him to high hell for this event. Thank god they keep units weak after you lose a fight, otherwise this might have been next to impossible. He actually beat down quite a few of my units before I was able to finally take him down the first time, ending the first of many future runs at the same challenges that I’ll be playing for the next week.
Oh, uhh… Also the background is pretty.
Hector kind of overshadows it, but I do think it’s quite nice. Thought that would be worth mentioning.
Mechanically speaking, not all that much is new this time around. Everything that has been added throughout the last couple of Tempest Trials runs have made their return, and I definitely appreciate their continued appearance. Weaker opponents upon losing a fight and switching to a new team still probably being my favorite. Though a close second is the two daily rounds of extra bonus points for completing runs on top of the separate daily rewards you receive for completing said runs that really encourage continued habit-building playing.
This particular event only lasting a week instead of two weeks (hence the “Mini” modifier) also means there are less reward tiers, making everything easier to collect. Bonus Allies become that much more worthwhile as a result, since they continue to boast stat boosts across the board on top of their value as point multipliers.
Now, it may sound like I just glossed over the idea that the event is shorter and has less rewards, which is something I’m sure plenty of people have found reason to complain about… But frankly I glossed over it because I think it’s rather nice.
As my very complaint-filled introduction at the beginning suggested, I don’t have a ton of time to spare as of late. Thus, having a smaller and more manageable event with easier goals to reach is a godsend if anything.
On top of that the rewards are so tightly packed that it feels like we’re getting plenty of bang for our buck in quantity.
Though that does bring up another point. These rewards are… Fairly disappointing overall.
Don’t get me wrong, things like free orbs are a commodity I’ll never complain about, and with my huge stockpile of Stamina Potions I have no doubt that all of those sweet little spheres will be in my inventory in no time flat. But these Trials tend to be known for big special prizes throughout the point accumulation process that serve as driving forces.
This run doesn’t really have that, for me at least.
Masked Lucina is the character reward, and even my love for her doesn’t change the fact that I already own a five-star version to use. Defense 1 and Quickened Pulse are also pretty ‘meh’ rewards, as they are Sacred Seals I already have (though I do encourage anyone who doesn’t have it to go after Quickened Pulse).
Distant Defense is brand new at least, and it certainly looks like it will be right at home on a bulky unit I own sometime soon. However, that’s about it beyond the orbs. Maybe I’m just feeling picky, which I know I shouldn’t considering there’s a full Tempest Trial coming at the end of the month that I’m sure will have all the cool stuff we could ask for.
One thing this trial does have going for it is a pretty dope summoning focus banner based on the Bonus Allies. Basically everyone on the list is a super cool and powerful hero to have, so even though I haven’t decided whether to use my own orbs yet I know the risk will certainly be worth it for some.
For now, however, I’m sticking with Masked Lucina as my main multiplier. Girl puts in work with those stat buffs.
Unless more comes up as I play through the next week of fights, that’s really all I have to say about these Trials. I like the idea that miniature versions can exist, and I hope that means more events will be encouraged in the future, but this particular run doesn’t add too much to the overarching plot line or the pile of special prizes we’ve seen in the past.
If nothing else it simply serves as a nice transition into a focus on some Blazing Blade content. Speaking of, how’s about we move into the next thing.
Bound Hero Battle: Ephraim & Eirika
Though I don’t normally talk about these events, the fact that Sacred Stones has been the focus makes it worth at least bringing up as a farewell of sorts.
The mid-to-late portion of August was spent in the world of Sacred Stones between new heroes and a Grand Hero Battle. By the looks of it, this event may be the last hurrah for it on Heroes for a while as things move into The Blazing Blade with the mini Tempest Trial.
Though I think it’s a shame, more than one game does deserve to have the spotlight. Life moves on and all that, so I’ll just look forward to the next shot we might get at Neimi. #NeverGiveUpNeverSurrender
In terms of the Bound Hero Battle itself there isn’t all that much to say. It features one difficult battle with three challenge levels that offer scaling rewards.
Hard mode gives out two orbs, Lunatic gives out three orbs and Infernal gives out a whopping four orbs. Nine orbs ain’t too shabby.
For the actual playable map itself, I can’t honestly decipher which map from the original game it’s trying to emulate. This one seems just a bit too simple to really give any substantial hints in my opinion, though it has been driving me crazy enough that I tried doing some outside research on the matter.
Oh, and as an added note, thank god for Serenes Forest having these maps available to see. If it didn’t my wall would probably have a very distinct Jason-shaped hole in it right about now.
The Bound Hero Battle also comes with a summoning banner featuring Eirika, Ephraim and Seth. The only one on the list that I don’t personally own is Ephraim, and considering he’s also on another banner that’s running at the same time…
I probably won’t be summoning off of this focus. Sorry Ephraim, I’ll snatch you up eventually.
Boy oh boy that was a lot. On the bright side, I think that should cover my personal obligation to talk about Fire Emblem Heroes for a good while.
Or for at least a week. At which point we get new heroes according to the schedule. Then we’ll get another Bound Hero Battle, a full Tempest Trials run and some Fire Emblem Warriors-themed maps after that.
… Yeah alright, maybe there’s more coming up than I expected. Guess it’ll give me a nice break from the already ever-present slog of school if I make the time to talk about them.
Which of course I will, so look forward to some of that!
How do you feel about character pairings coming to the mobile Fire Emblem hit? Or about the prospects of a potentially more frequent miniature version of the Tempest Trials? Or about the many events coming down the pipeline? Let me know in the comments below!
Boy, Intelligent Systems sure is looking to wring all the money it can out of its gaming audience this summer, aren’t they?
Of course I say that in jest (as much as I can muster out during my early morning writing binges), as I happen to really enjoy what they have been doing and what they will be doing in the near future.
It’s only slightly in jest, however.
My friend Jonathan has been going nuts with all of the frequently added characters he’s wanted to get, and though he succeeded in getting Delthea and Sonya from the Echoes banners (like me!), he did have to spend some real money to do it. I’m starting to feel the same way at this point, as I just barely started to replenish my surplus when today’s new banner dropped.
I’ll be completely honest and admit that I probably would have been much more excited for this if we had gotten Hoshidan royalty, as I have much stronger personal connections with the Birthright side of Fire Emblem Fates than the Conquest side. However, beggars can’t be choosers. The special heroes we got are still great and rather quirky in their own rights.
Four members of the Nohrian royal family are here to spend time at the beach with the boys and girls summoning heroes on a day-to-day basis:
A princess caught between her ‘birth’ family in Hoshido and her ‘adopted’ family in Nohr who comes to be the hero that leads one side or the other to victory in a war between the two nations. Unless you played the Revelations version of course, in which case you’d have a completely different story. In this special summertime edition of Corrin she appears as a tome using wyvern rider who attacks with Finding Nemo characters. If that’s not enough to make her enticing, I don’t know what else could.
Notable Skills: Each of the heroes in this focus comes with a weapon that grants a +1 attack and speed boost to all allies within 2 spaces during combat, which is a useful idea… Even if in execution a +1 boost isn’t necessarily the most helpful thing. Corrin’s weapon of choice is a blue tome, and she also comes equipped with a decent spread of skills right out of the box, including the Dragon Fang special attack, a +4 speed and resistance boost during initiated combat and the ability to fortify the defenses of fellow flying units.
The Nohrian royal family’s youngest sibling, Elise is a princess known for her charm, boundless childlike energy and great horseback healing capabilities. Finding her adorning a lei while on a summer vacation grants her a different set of skills, however, as she becomes an infantry unit who excels at using flower-based green tomes.
Notable Skills: Each of the heroes in this focus comes with a weapon that grants a +1 attack and speed boost to all allies within 2 spaces during combat. Elise’s weapon of choice is a green tome, and she comes with skills that grant her +2 speed and resistance, allow her to provide a +3 attack and resistance boost to allies as well as a skill that gives fellow green tome users extra ‘special points’ through battling. Honestly her skills are probably the least impressive when compared to the others.
Being the younger of the middle children among Nohr’s royal siblings, Leo tends to be a little abrasive – particularly in the face of being teased by his siblings. Despite this, his strength wielding the mystic tome Brynhildr is unquestionable and gives him a cocky edge alongside his vast intellect as a mage knight that nobody can really deny. His summer attire loses a lot of the heavy black armor he’s known for wearing in place of a simple blue cloak, and his mystic tome has been replaced by a book discussing the ever beloved(?) tomato. Which he can launch at his enemies using magic. For some reason. It’s strange, though I’d argue his older brother’s gimmick is a bit stranger.
Notable Skills: Each of the heroes in this focus comes with a weapon that grants a +1 attack and speed boost to all allies within 2 spaces during combat. Leo’s weapon of choice is a red tome, though he also comes with the Iceberg special attack, the Seal Resistance skill and Attack Ploy, allowing him to lower the attack of anyone in cardinal directions with less resistance than him.
The crown prince of Nohr, known for his stalwart attitude and willingness to fight against even the mightiest of forces if it’s necessary to protect his siblings. Out of all the characters here, Xander easily has the strangest additional ‘summer attribute’ in that he apparently cannot swim and needs the help of a floatation device to stave off what seems to be a fear of the water. However, this strange attribute becomes one of the most endearing things I’ve ever seen when it appears he uses a floatation device modeled after the dragon form of Lilith as an axe. Though I get the feeling it would be even better if Corrin had the Lilith-themed gear, just the fact that he has this makes him the one character I’m pining after for this focus.
Notable Skills: Each of the heroes in this focus comes with a weapon that grants a +1 attack and speed boost to all allies within 2 spaces during combat. Xander’s weapon of choice is an axe, and he comes with the powerful Bonfire special, a skill called Fire Boost that gives him +6 attack if he has more health than his opponent and a skill that lowers the special cooldown for infantry units with less health than him. His skills are another reason I really want to add him to my team, I’d say.
For real though, look at this:
Look at this wet and glistening beefcake swinging around an amazing dragon floatie around. It’s as magnificent as it is ridiculous and I am 100% down to add him to my teams.
In fact, I’ve already spent the 50 orbs I’ve collected over the last week or two (or however long its been since I summoned Sonya) on green orbs for him. To little avail thus far, but the summoning focus lasts for more than 30 days, so I’m sure I’ll have the chance to catch him… Even if I feel like shit to some extent because I gave up on my orb collection so early.
At least there’s more opportunities for orbs coming down the pipelines. Though I’ll mention that after I get into what has become probably my favorite part of these events: The story.
Three new Paralogue missions providing nine orbs and three corresponding missions provide for a nice bit of an orb boost after already burning away quite a few. Though the storyline you have to move through to get these orbs is… Interesting. To say the least.
Last time around I mentioned that the strange approach Anna took to taking pictures of summery heroes seemed characteristic of the game’s writers crying out for a vacation.
They really stepped it up this time around and helped me double down on that opinion.
While Anna once again hopes to document heroes in their swimsuits to sell to the highest bidder as a means of filling the Order’s coffers, this time she’s decided to abandon her goal of starting her own playboy magazine in place of starting… What I can only think to describe as her own pornography website.
I’m honestly not sure what to say, though Alphonse sums up my overall impressions fairly well:
Anyways, that just about bookmarks everything once again. You go to the Nohrian islands to find scantily-clad heroes under a fighting contract so you can get pictures of them. Starting with the girls:
Then hitting the boys as well, since Anna is an equal opportunity monetarily-driven pervert as it turns out:
Then, once you get to the end of the line with Anna’s movie collection complete, she finds that loopholes once again ruin her plans.
This, of course, leads to a comical overreaction from a character now afraid of going bankrupt. Though this one takes the cake as one of the strangest experiences I think I’ve had as a gamer.
Never before has a video game character asked me to strip down and put on a skimpy swimsuit. Caught me pretty off guard, though I’m not sure if I’d say doing so was a good or a bad thing in the grand scheme of things.
That odd experience was really the biggest thing this part of the ‘filler arc’ had to offer, and I’m already pretty much out of things to say about it. Just off of one full stamina bar I was able to collect all of the orbs available from this story focus, so I’ll probably be spending some time trying to get my hands on Xander while playing Splatoon with my friends and grinding up cards against Yami Marik in Duel Links on the side.
Speaking of probably not being worth a whole post on its own, one of the reasons I’ll be working hard to get a Xander summoned is so I’ll be able to use him in the Voting Gauntlet coming up on the horizon:
This summer hero-themed gauntlet looks like it’s going to be way more exciting than the healer unit-themed gauntlet we had in the last go around, and I’ll definitely be backing my boy Xander all the way even if I don’t personally have one to use. Though if he loses I’ll probably go with Gaius. Or I’ll improvise if both are taken down, I suppose.
We’ll see how it all turns out with time.
Another thing relevant to the game that I figured would be worth noting in this post is the launch of Feh Channel, where the in-game item delivery owl (called Feh, appropriately enough, not-so-coincidently matching the anagram for the game’s name) tells you all about everything you want to know about the future of Fire Emblem Heroes.
The channel series, if it’s a continual venture and not just a one-off clever way to do what is essentially a Nintendo Direct, will be nice and informative going forward. Just the first video that has been done really gives us a solid low down on everything that’s going on over the next month or so.
I’d check it out for yourself here, as there really is a lot of interesting information about things like the upcoming voting gauntlet, tempest trials updates, summoning appearance rate changes, a new game mode, the mobile app’s sixth month anniversary (can’t believe its already been that long, personally) and more.
The format they use with the owl is a little bit strange and admittedly annoying to an extent, but it’s still great if you want to get a look ahead of time at what I’ll likely be talking about here. If you don’t want to sit through the long-winded approach – which I can’t imagine why not if you’ve read up to this point in a post like this on my blog – everything boils down to this:
I’d say the Grand Hero Battle against Valter at the end of August has me most excited in terms of looking ahead. Seeing another Sacred Stones character appear suggest that perhaps the game will be in the limelight soon enough… With Neimi hopefully riding the coattails. I’ll never stop being excited for her.
All in all it’s going to be a nice distraction from school starting up again, since at this point I’ve got Daily Titan orientation coming up soon alongside preparations for a new work opportunity I’ve been invited to take part in. I’m sure I’ll have more to say on that soon enough, but for now just know that I’ll be stressing myself out well before classes even begin for the semester.
Though I suppose relieving that stress is what video games are best for.
How do you feel about the new summoning focus? Or about any of the upcoming updates we’ll be seeing in Fire Emblem Heroes? Let me know in the comments below, as I just love discussing all of this stuff if that wasn’t obvious enough already.
While a lot of people took off on exotic vacations for this often beloved week off in the middle of the semester, or did not have a week off this week at all from what I’ve gathered from a few of my friends, I’ve had a bit more of a subdued break so far overall. Between some work business I’ve had to make sure I’m around to do, some exams I have coming up right after vacation ends (always a good time) and helping my family at home while my Dad is off his feet, it has definitely been more of a stay-cation for me this year.
Now that’s not to say I’m complaining about it, after all just having the extra time for rest-and-relaxation has been more than enough for me considering how stressful my school load has been between four classes and being a newspaper editor. Plus I got to see my Alma Mater’s spring play, Shrek the Musical, so that’s always fun.
At the same time, having the time off has given me the chance to try out a game that I’ve honestly been considering trying for some time:
Yu-Gi-Oh Duel Links, another honestly stellar mobile game to add to my collection next to Nintendo’s ventures of Super Mario Run and Fire Emblem: Heroes. I used to watch the card game-based anime as a kid and I was pretty into that, but my interest in the game never extended much further than that – I tried learning how to play the game as a kid but it never really went anywhere. When I saw a YouTube gamer I follow start uploading content on Duel Links, however, I found myself almost instantly hooked. The layout of the game is great and intuitive, the music is exciting and the free-to-play model doesn’t get in the way of advancing in the game itself (which is always a god send in the mobile market)… Add onto that the strategy-based thinking that Yu-Gi-Oh lends itself to when you understand how the game works and you’ve got a very appealing package for me.
Fun fact, I was actually planning on making a blog post around Saturday when I first downloaded the game to make a joke about how I probably didn’t need the extra distraction in my life because of how much work stuff I have to do in my aforementioned classes and on the paper. Then I got so busy actually playing the game and having a good time that I wound up using just about all of my free time playing it rather than doing things like writing for this blog.
Okay that might be overexaggerating a little, since my time has also been split between my family, homework and hangouts with my friends from high school… But honestly it’s not that much of an overexaggeration. This game is seriously like an addiction for me, and I’d be close to saying I have a problem if it weren’t for the fact that my other stuff is still getting done either way.
Will I be posting a lot of Duel Links content here? Maybe, maybe not. I haven’t honestly decided whether or not this game is something I’d like to share my thoughts on like I have with Pokémon or Fire Emblem or whether this is more of a personal pleasure to do on my free time. This might just be one of the only big things I say about it, since if anything I might occasionally post about a new deck I’m particularly proud of or a new event that swings in, but otherwise it might not be the most apparent thing around here.
Though speaking of big decks I’m looking forward to building, I figure I should at least tease this out for any fans of the game or show as something I’m currently building up cards around:
That’s right, this is happening. And man is it going to feel satisfying when it does.
Duel Links may have been taking on all my free time, but that doesn’t mean I’ve been ignoring my other current mobile love interest, Fire Emblem. I’m rather behind in posting about what’s been going on, and I’ve come to accept the fact that I won’t always be on top of the ball in that department thanks to life, but I figure I should at least show off this photo collage to prove I at least planned on doing something with these events. It’s the thought that counts, right?
Quick-fire Fire Emblem thoughts:
The game’s first large-scale Voter Gauntlet took place at the beginning of March. It consisted of eight heroes in a tournament tree where players could pick their favorite, complete missions to earn flags and use said flags to boost the hero’s score so they’ll win in their match-ups. It was honestly a pretty engaging event, as I know I got pretty into it at least, and the end result was surprising all things considered. While it seemed like Ephraim would win easily, being the only lance user in a tournament that housed six sword users and a staff user, in the end popularity beat out nostalgia and found Lucina as the champion. Personally, I followed Eirika for the first two rounds until she got beaten by Lucina and then joined the ultimately winning party, so I got a good amount of rewards from the whole experience.
Six new heroes were introduced to the game from Fire Emblem: The Blazing Blade. Karel, Ninian, Rebecca, Jaffar, Priscilla and Lucius have made their way into the cast of characters available to summon. Blazing Blade is a game I haven’t played still, but a few of the units are still interesting to me, enough so that I’ve been looking to summon them with the extra slurry of orbs that have been released through various events throughout the month. In particular, the singing manakete Ninian seems like she would be fun to use, Jaffar has a close relationship with one of my favorite units, Nino, so I’d love to have them together, and Priscilla is appealing just because my assistant on the Daily Titan has the same name and she’s amazing. Unfortunately, while all these characters seem fun, random chance hasn’t exactly blessed me considering I’m up to a 4.75% chance to summon the focus heroes and still haven’t with the event ending tomorrow.
A new system has been added to have units inherit skills from other units. In essence, you tribute one unit with a skill you want for a unit you want to see that skill on, then you can unlock and use that skill with the inheriting character. So far I’ve only had the chance to give my five star Eirika a battle activating skill that boosts damage based on her high resistance stat, but I’ve gotten my ass handed to me by vantage inheriting Takumis enough to know the true horrifying potential of this system. Seriously, screw vantage Takumi, it’s like the world found a way to make an overpowered unit even stronger and it is the most annoying thing.
Minerva’s brother Michalis got his own Grand Hero Battle, which wouldn’t necessarily be big news in general except for the fact that Minerva is one of the main units I use so it felt significant in some small way. That’s about all I have to say for him, however.
Don’t know what it is about 2017 that’s made it so mobile-centric for me… But I guess I can’t complain. It’s certainly taken my mind off the Switch and the Legend of Zelda: Breath of the Wild. Seriously I’ve had some time to try the game out with my friend who has a Switch and it has made me consider spending that extra cash that much more. Not enough to do it quite yet, but the temptation is undoubtedly strong.
Hope everyone else is having as nice a Spring Break (or potentially lackthereof I suppose, in which case I apologize for the pseudo-gloating in this post) as I am so far, and look forward to some pretty interesting journalism-related stuff likely to be coming down the pipeline in the next couple of days!