![]() ![]() While there are plenty of options to build Anna, the logical conclusion is that you should get as much as possible out of her insane Magic growth, supported by her excellent Speed and Dexterity. Furthermore, her Strength is a pitiful 15%, with the class bonus only helping her up to 35%. She possesses the highest Magic growth in the game, at 50%, yet her base class is Axe Fighter. The first thing you may notice when looking over Anna's growth rates is how little her base class seems to fit her. In the following guide, you'll see why her unique talents can confuse and befuddle new players and learn how to equip the young merchant to defeat the strongest of foes. Some characters in Engage require creativity from the player to make the most out of their abilities, none more so than Anna. RELATED: Fire Emblem Engage: Best Skills To Inherit Since other characters fill the role of the shopkeeper, Anna takes to the battlefield to assist Alear in their journey to defeat Sombron. In Fire Emblem: Engage, she takes the form of Anna, a fledgling salesman separated from her family. ![]() Her striking red hair seems ever-present in the great conflicts across the world. The Flame Lance would be his only form of magical damage, but the growth rates provided by the class are nothing short of phenomenal, as one of two non-exclusive classes to provide high Magic, Dexterity, and Speed growths - alongside Griffin Knight.Tales are told throughout the Fire Emblem community of a money-grubbing merchant who seems to have the ability to travel between dimensions. Finally, if you manage to get your hands on a Flame Lance, then Royal Knight may be worth considering for a few levels. ![]() Mage Knight drops Staves and unlocks Swords, allowing Pandreo to focus on damage while expanding his arsenal. Sage keeps access to Tomes and Staves while providing a higher rank, granting access to better equipment. With these factors in consideration, Pandreo's best class options are Sage and Mage Knight. To make use of Chain Guard, you would have to change Pandreo into a Martial Master, therefore giving up his access to Tomes, by far his best weapon type. Unfortunately, High Priest is considered a Mystical class, not Qi Adept. While potentially powerful, this ability can only block a single hit and requires the user to be at max HP. This ability, exclusive to Qi Adept classes, allows a unit to take a hit meant for an adjacent ally, taking damage equal to 10% of their max HP. The only good reason why you would want to keep Pandreo wielding Arts is Chain Guard. He should focus on using his fantastic 45-45 Speed and Dexterity to blast enemies from range, instead of getting up close. Simply put, Pandreo can utilize Arts at least decently, but he will very, very rarely be in a situation where he would need to. Finally, you are bound to have plenty of units capable of finishing low-Defense targets, notably Bow and Knife wielders or a high-mobility flyer. If he equips arts, however, he cannot counterattack said mages. His Resistance is phenomenal, and his decent HP means he is the best unit in the game at shrugging off magical damage. This brings the question then: why should you hamper Pandreo's fantastic 30% Magic growth by combining it with his pitiful 5% Strength? In theory, Arts will allow him to strike low-Defense, high-Resistance targets, but why would he ever need to do that? Units that fit those criteria are likely mages, who attack from a distance, and you don't want your low-Defense healer running toward enemies to fight at close range. Here is how to best use Pandreo, as well as some options that may allow him to outperform his base class.Īs mentioned above, Arts average the user's Magic and Strength stats to calculate their damage. Pandreo is a unit with huge potential, though it may be squandered by his class. One unit that is intended to make use of this weapon type is Pandreo, who joins your team in Chapter 12, alongside Prince Fogado and Bunet. ![]() While the concept is sound, there are very few situations in which Art-wielding classes are the best option. In theory, this combination allows for magic-wielding units to deal damage to high-Resistance enemies by striking their Defense stat instead. Despite this method of calculating damage, the damage dealt by Arts is still considered physical and is therefore blocked by the foe's Defense stat. Brawling scales strictly off of the user's Strength stat, while Arts use the average of the user's Magic and Strength. Though they resemble the brawling weapon of Fire Emblem: Three Houses, they are different in one specific way. Fire Emblem: Engage introduces a new weapon type in the form of Arts. ![]()
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