Lunatic+ Asset/Flaw

#1Segmented OdinPosted 3/9/2013 11:08:37 AM
Yes indeed, another Lunatic+ topic! But, well, I've been lurking the boards for a few days and gearing up for my run, and I've not really seen this issue addressed, well, anywhere.

How possible is it to clear the first four chapters with a non-Speed/Defense flaw? This is going to be my post-game file, and I would like to use +MAG, if at all possible. Anyone have any tips, strats, and suggestions for a flaw?
#2TaiphlosionPosted 3/9/2013 11:13:52 AM
http://www.gamefaqs.com/boards/643003-fire-emblem-awakening/65611211

I think this might help
#3Segmented Odin(Topic Creator)Posted 3/9/2013 11:18:04 AM
Taiphlosion posted...
http://www.gamefaqs.com/boards/643003-fire-emblem-awakening/65611211

I think this might help


I have like the fifth post in that topic, you know >_>. I already know general Lunatic+ strats. Was asking for tips on 'unconventional' assets and flaws, as that guide only gives +DEF and +SPD ones, I'm looking to roll with +MAG.
#4soma2035Posted 3/9/2013 11:33:13 AM
+Magic/-Resistance isn't too bad. You may want to soft reset your first few levels on your avatar until you get defense and speed rolls, though.
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#5spyke252Posted 3/9/2013 1:55:52 PM(edited)
You can do whatever flaw you want, if you go Freddie/Chrom strat. It's really not as hard as it seems, just more random- but it's your best bet if you want to go nonstandard MU.

Edit: Unless you have a hard-on for luck, -Lck is generally considered best flaw for most builds. This idea extends to Mag.
#6Will_UnderscorePosted 3/9/2013 1:42:48 PM
You can do whatever as long as you don't pick def/spd as a flaw. Get MU to 8 spd and a couple of def points before going into ch 1.

8 spd is important for not getting doubled by mercs in ch 1-3.
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#7Sun XiaoPosted 3/9/2013 1:51:00 PM
Will_Underscore posted...
You can do whatever as long as you don't pick def/spd as a flaw. Get MU to 8 spd and a couple of def points before going into ch 1.

8 spd is important for not getting doubled by mercs in ch 1-3.


This.

HP+/LUK- is good too because it will give your Avatar HP 5 and 2 DEF/RES. I also advise you to not take HP as flaw too.
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#8Segmented Odin(Topic Creator)Posted 3/9/2013 1:59:27 PM
Thanks for the input, everyone. Have a good idea of what to do now.

Also, while I see a lot of people mentioning the Fredrick/Chrom strat, does anyone have a link to a post explaining it? Never used it before.
#9Dragunov_ZeroPosted 3/9/2013 2:00:24 PM
If you want to go for a + MAG build, the best flaw is Luck, because it only mitigates your Str and Mag growth rates by 5% and reduces the Str and Mag cap by one point. Luck isn't too useful in battle unless you want to invest in Armsthrift and/or Miracle.

Here's a chart from the Serenes Forest site showing the effect of Asset/Flaw on stat growths:

http://serenesforest.net/fe13/char_growth.html

And here's a simulator of the max stats from the same site (just select the Asset/Flaw and the Avatar's class and the simulator will show its stat caps and how the Asset/Flaw affects them):

http://serenesforest.net/fe13/char_max_all.html
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#10spyke252Posted 3/9/2013 2:02:54 PM
Segmented Odin posted...

Also, while I see a lot of people mentioning the Fredrick/Chrom strat, does anyone have a link to a post explaining it? Never used it before.


They're fragmented in some really old topics, but I can make one later today.