Validar XP

Validar seu Windows XP como ORIGINAL sem instalar nada [ATUALIZADO] 30 de dezembro de 2012 28 de setembro de 2016 Weverton Lubask Pessoal, atualizei o post pois algumas pessoas estava tendo problemas ao ativar o nosso todo poderoso XP, ou seja, alguns casos não havia a pasta MSOOBE portanto siga os passos a seguir para ter sucesso em sua ... Les permitirá validar su instalación de Windows XP en 2 clicks. Lo primero que deben hacer es descargarse el validador que les voy a dejar a continuación, programa que hará todo el trabajo por ustedes (recomiendo tenerlo a mano por posible formateo a futuro, o cuando tengan que instalarlo en otra computadora): To improve search results for Validar Windows Xp try to exclude using words such as: serial, code, keygen, hacked, patch, warez, etc. Simplifying your search query should return more download results. Many downloads like Validar Windows Xp may also include a crack, serial number, unlock code or keygen (key generator). If this is the case then ... De este modo se detendrá la tarea de Notificación de ventajas de Windows XP original y se eliminarán los archivos relacionados para evitar que la notificación vuelva a aparecer. Paso 6. Reinicia tu equipo, ve a \'Inicio\' > \'Apagar equipo\' > \'Reiniciar\' para asegurarte de que la notificación ha desparecido. Validar windows xp [Resuelto/Cerrado] Denunciar. potrillo - 5 abr 2009 a las 01:55 PPTS - 30 mar 2018 a las 13:45. Hola, nesesito validar xp ya probe con varias vlaves y programas pero nada me da ... Como Ativar o Windows XP Sem uma Chave Autêntica do Produto. Este artigo vai ensiná-lo como burlar a versão de teste do Windows XP usando uma chave do produto nova ou usando um software para exibir sua própria chave do produto. Saiba que... En esta guía vamos a validar nuestro Windows XP al 100% DE FORMA LIMPIA, sin utilizar programas que contengan troyanos y nos modifiquen el registro, . 1) Vamos a evitar que salga la molesta estrella azul en la barra de tareas y la marca de agua en el escritorio.. 2) Validar totalmente Windows XP (ya podremos utilizar el Windows Update sin problemas). ... Validar xp [Cerrado] Denunciar. toni_elros Message postés 3 Date d'inscription domingo, 8 de marzo de 2009 Estatus Miembro Última intervención domingo, 8 de marzo de 2009 This validator checks the markup validity of Web documents in HTML, XHTML, SMIL, MathML, etc. If you wish to validate specific content such as RSS/Atom feeds or CSS stylesheets, MobileOK content, or to find broken links, there are other validators and tools available. As an alternative you can also try our non-DTD-based validator. Validar Xp was added to DownloadKeeper this week and last updated on 12-Aug-2020.New downloads are added to the member section daily and we now have 391,955 downloads for our members, including: TV, Movies, Software, Games, Music and More. It's best if you avoid using common keywords when searching for Validar Xp.

R$ 12.500,00 para aplicar

2020.06.20 16:38 iagote10 R$ 12.500,00 para aplicar

Olá amigos investidores. Consegui juntar uma quantia de R$ 12.500,00 e queria saber se vale a pena aplicar esse valor em algum produto financeiro ou apenas deixar parado na minha Nuconta, rendendo 100% do CDI.
Desse valor preciso ter no máximo R$ 3.000,00 de liquidez para uma possível emergência.
Não me importo de correr um certo risco com o restante, tendo em vista que ainda sou relativamente jovem e quero fazer esse dinheiro render para o longo prazo.
Edit: Obrigado por todos os comentários que estão fazendo. Algumas informações que são relevantes para a análise que esqueci de dizer: 1- Tenho uma renda mensal de R$ 3.000,00 e um gasto de em média R$ 2.200,00 (Aluguel, luz, internet e cartão de crédito). 2- Tenho 26 anos e moro sozinho com minha esposa que está sem renda no momento. 3- Já tenho um bom conhecimento de investimentos. Trabalhei durante 4 anos em uma DTVM e fiz um curso de formação de investidor pela XP educação. 4- Resolvi fazer a postagem para validar algumas opiniões como: A. Renda Fixa não vale a pena como reserva de emergência, B. mercado de ações parece um pouco esticado considerando o momento atual do país, C. fundos de ações e multimercado só estão com bom resultados para quem consegue fazer uma aplicação inicial elevada
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2015.04.15 02:46 GPuzzle1 Awakening, No Grind, No Pair Up, Hard Mode run: Day 1 - Prologue and Chapter 1

Well, let's get started! As always, rules are:
1 - Awakening Hard Mode
2 - No Grind
3 - No Pair Up
4 - No Renown Items
5 - Units have been picked, locked and chosen for me:
Chrom, M!Robin (+LCK/-HP), Stahl, Ricken, Miriel, Cordelia, Panne, Olivia, Inigo, Laurent, Yarne, Lucina, F!Morgan and Severa.
6 - I have to get:
ChromxOlivia
M!RobinxCordelia
StahlxMiriel
RickenxPanne
InigoxSevera
F!MorganxLaurent
LucinaxYarne
6 - Reclassing is allowed and throughly encouraged.
7 - No DLC, however. At all.
8 - I have to restart every time someone dies.
Let's Get This Started: Grimleal Breeding Program*
So we start out by making our Robin. Male, as it is already decided. Build 01, pretty standard. Face 02, going for a more decided look. Hair 02, quite flat. Hair Color 19, red-ish-brown-ish. Voice is Male 01.
As for the name, I'm going to be silly and call him a normal name - Thomas, since I have the creativity of a damp towel.
Birthday is 18/4 due to it being this weekend (I want to get the bonuses from it being someone's birthday as soon as possible).
So there we have it. I'll probably go Merc-Hero or Myrmidon-Merc-Hero for this guy. He has +LCK, so he'll enjoy Armsthrift. -HP, though, I'm not too hot about that. It affects my Defense, which is just a little bit worrying.
Let's hope I'll survive.
Premonition: Invisible Ties
This one's easy peasy.
Validar will not attack you during his phase, so you can hammer yourself into him. 2 attacks per turn is quite deadly, actually, so Thomas and Chrom kill him within 2 turns. It's over.
Prologue: The Verge of History
Chrom, Lissa and Frederick find an unconscious Thomas on the floor. I think we've all seen it. Frederick's quite funny thanks to being a massive deadpan snarker - I like the guy.
It's T1, and I want to get Fred and Lissa out of the fight for sure, so I throw them into a corner. They'll probably not get attacked, I hope.
Thomas stends behind the tent and fires a Thunder tome into the Swordmaster guy close to him, for 7 damage. This early fight is quite hard, actually, thanks to the Mage. Thomas having low defense and resistance doesn't help at all...
Chrom hits the guy for 11 damage. Now the swordmaster has 1 HP. Goddamnit, Chrom!
The phase starts, and Thomas does get the drop on the Swordmaster - but he is attacked by a Barbarian, and takes more damage. This is worrying. I'm glad I traded with Lissa early on for that Vulnerary, it's saving my life. Chrom is attacked by a Brigand, and he does 11 damage to the Brigand's 20 health.
Next turn is quite easy - both take a Vulnerary, and the enemy turn begins. The Barbarian near Thomas gets hit - but I need Chrom nearby. Chrom kills the Brigand near him, and is attacked by the Mage - but the Mage misses.
Thomas backwards, hits the Barbarian, and Chrom pulls in and hits him right in the face, killing him. The Mage approaches and targets Thomas, but he retorts with Thunder and Chrom does a Dual Strike, killing the bastard. A few more Vulneraries, and we're ready to go.
I need to bait the enemies out one at a time to actually kill them. Chrom is the bait, and a Swordmaster and actually hits him and gets hit - and Chrom levels up. +1 SPD and +1 DEF - not bad, not good either.
I pull them backwards again, in order to lure the enemies, and Thomas gets hit and attacks back - level up! +1 STR, +1 SPD, +1 LCK! Decent enough, I guess.
The Mage goes after Thomas, but misses and recieves a solid Thunder tome right in the face. Thomas kills the Swordmaster in front of him, Chrom moves in and takes the Mage out. Still one guy and the boss left.
Thomas gets attacked - doesn't suffer too much damage and retorts. Chrom gets a Dual Strike but misses, unfortunately. Chrom moves in in the next turn and leaves the guy with 1 HP, just enough for Thomas to actually score a kill.
Both drink their final Vulneraries before heading onto the boss, Chrom in the front and Thomas in the back. Chrom steps on an Event tile and gets Finn's Lance - nifty, I think Stahl will like it.
Thomas attacks the boss and Chrom gets a Dual Strike, leaving the boss with 8 HP. The boss misses just barely and Chrom gets the drop on him, startingly close to getting another level up.
Turns Taken: 13
Heroes: Thomas and Chrom
Stats Chrom Thomas
LVL 2 2
HP 20 16
STR 7 7
MAG 1 5
SKL 8 5
SPD 9 7
LCK 5 9
DEF 8 6
RES 1 4
Chapter 1: Unwelcome Change
Risen, Laura Bailey and bear meat! This cannot get better!
Fred and Lissa move to a corner, while Chrom takes the South Fort and Thomas takes the East Fort. We'll need to stand and hold this battle.
Chrom gets an attack and levels up... +1 SKL. Goddamnit! 27 XP from the tile, which is nice.
Thomas gets attacked, but levels up nicely: +1 HP, +1 STR, +1 MAG and +1 LCK!
Sully and Virion show up this round - and more importantly, an Elixir! Thomas is cornered and at very low health, I need to do something quickly.
Thomas is in a very sticky spot right now. Chrom will have to move to act as bait, and he's very close to leveling up again.
Thomas dies to an Archer and very bad luck.
I'll have to restart this chapter.
RESTART COUNT: 1
Let's attempt something different. Chrom moves to the same fort, but Thomas stands behinds him and pelts enemies. I think that's the better choice in here.
Chrom gets another attempt at a level up: +1 HP, +1 SPD and +1 DEF - good, still not great.
Thomas gets another level up after being attakced for +1 MAG, +1 SPD and +1 LCK. I have to start doubling as soon as possible.
Thomas scores anotehr kill during enemy phase, and dies again.
This is not going well, is it?
RESTART COUNT: 2
Same deal. Move down to South Fort, Chrom attacks again. +1 MAG, +1 SPD, +1 LCK. Chrom, can you get a good level up?
Thomas gets attacked, and gets a +1 HP/+1 ST+1 MAG/+1 SPD/+1 LCK level up.
We have to live through this.
Thomas scores a kill, and Chrom moves out of the Fort for a few minutes.
And Thomas dies again.
RESTART COUNT: 3
This is getting annoying.
I decide for something else entirely - abandon the forts, and head for the back. Chrom gets to attack a brigand and level up again for +1 SPD and +1 LCK.
Goddamnit.
I pull them back once more, and Sully gets hit and ends up killing a Brigand. I'll have to let this one pass, he moved towards her.
Thomas gets attacked, and I'm genuinely worried about him. +1 HP, +1 STR, +1 MAG, +1 SKL and +1 SPD, but that won't matter if he's dead.
Virion relays his Elixir, and HOLY CRAP THOMAS GETS A CRIT! He takes down a risen, which is nice.
And dies because there are too many of them.
GODDAMNIT!
RESTART COUNTER: 4
This chapter with only two units is brutal. No heals is even worse.
Let's try it with something different. I stand to the back again, but now a lot closer to Virion so I can heal as soon as possible. Heal relayed, and HOLY FUCKING SHIT CHROM GOT A MASSIVE LEVEL UP! +1 HP, +1 SKL, +1 SPD, +1 LCK, +1 DEF, +1 RES!
Thomas levels up as well, +1 HP, +1 STR, +1 SKL, +1 LCK!
Thomas dies.
Again.
Seriously, this is brutal. No heals, swarms of enemies and no pair ups...
Chrom levels up... +1 HP, +1 LCK. Thomas levels up again for +1 HP, +1 SPD and +1 LCK. Thomas gets attacked again, but Chromg gets a Dual Guard when it matters.
Chrom dies because I'm a moron.
This has been, without a doubt, the hardest Fire Emblem stage I've ever played.
RESET COUNT: 5
I move backwards once more and into the forest. Chrom gets attacked and levels up, +1 HP, +1 STR, +1 SKL, +1 SPD, +1 LCK.
I trade the Elixir from Virion to Thomas to Chrom, and Thomas gets an attack this turn, leading to +1 HP, +1 STR, +1 SKL, +1 SPD, +1 LCK and +1 DEF! I'm really feeling it!
Virion gets attacked - nice, less heat into Chrom and Thomas! Chrom scores a kill, and dodges an attack! More importantly, he's still alive!
I survive this one, and I'm using Virion to kite to hell and back. Chrom socres another kill via Dual Strike, but Thomas is extraordinarly low - and he gets another level up (only +1 SPD).
And he dies again.
GODDAMNIT!
I should have saved my Vulneraries. At this point, this is nearly impossible.
I'll try kiting. Virion gets hit during the first few battles, but the first to be attacked is Thomas, who levels up (+1 HP, +1 STR, +1 MAG, +1 SKL, +1 LCK).
The -HP penalty is brutal.
Chrom levels up and gets +1 HP, +1 SKL, +1 SPD and +1 LCK.
And then Thomas dies again during the next turn.
Ah, bollocks.
I'll have to redo-it.
RESTART COUNTER: 6!
So what do you do when this happens?
You restart the entire game, of course. This is basically unbeatable other than getting RNGesus to come and help me.
MASSIVE RESET BUTTON
I restart the game completely. The Premonition is uneventful, so I'm skipping to the meat of the real action.
PROLOGUE: THE VERGE OF HISTORY
Thomas tries to attack the Myrmidon through the tent and misses.
This is not going well at all. Chrom gets a few hits, but Thomas misses again.
THOMAS, GET YOUR SHIT TOGETHER.
Now he has barely dealt any damage and is at 7 HP. Chrom takes out a Brignad, but he's the next target. Thankfully, Chrom's being a badass, dodging hits and scoring them!
Thomas gets the drop on the Myrmidon, which is very nice. Now I only have two guys on me, and Thomas gets the drop on the other. The mage is the only guy left, but goddamnit is he annyoing. Chrom gets killed, and I have to restart.
NUMBER OF RESTARTS: 7
Thomas misses the Myrmidon, again.
GODDAMNIT!
Chromg gets attakced by a Brigand, but he's able to retort. Chromg gets the drop on the Myrmidon, which is very nice, but he is being target by everyone around him. Both are very low.
This is not good.
Thomas dodges a nearly guaranteed axe attack, and both down a few Vulneraries. Thomas gets the drop on a Brigand, and the situation is increasingly dire. A Dual Strike by Chrom helps a lot, and Thomas levels up (+1 ST+1 SKL/+1 SPD). Thomas moves onto the action square and gets an Eliwood's Blade. Thomas and Chrom use another set of Vulneraries, and stuff's starting to get problematic. Another Dual Strike by Chrom saves the day, and we reorganize for the assault onto the boss. Chrom uses the 3rd use of his Vulnerary, and I need to play smart to get him and Thomas alive out of this fight. Just having one Vulnerary will be crucial.
One of the Myrmidons is singled out, and Chrom recieves a +1 HP/+1 ST+1 SKL/+1 SPD/+1 DEF boost! Woohoo!
The Myrmidons are at max, annoying.
AAAAAND...
Thom's dead.
GODDAMNIT!
RESET COUNTER: 8!
I decide to be smart. I have Thomas move with a Bronze Sword - it probably is the better choice in here. I get the drop on the first Myrmidon, and Chrom takes out a Barbarian by dodging its attack. Thomas is cornered, but Bronze Sword beats Bronze Axe, and he doesn't take a bit of damage and even scores a kill - no, two kills, since next turn he moves onto the Mage and kills it!
Holy crap, Thom gets a +1 HP/+1 ST+1 MAG/+1 SKL/+1 SPD level up! This is going to pay off for sure!
Chrom scores a kill on a Brigand, and thanks to an event that provided him with XP, he levels up as well! +1 HP, +1 SKL, +1 LCK! This is going nicely!
I bait the othery Myrmidon into attacking me. It's a very powerful retort, and the others flock in. Luring the first one in allowed Chrom to take the kill and become the bait. Thomas takes a Vulnerary, and I am forced to pull Chrom out to get him to rest due to taking a lot of damage. Thomas moves in and picks off the other Myrmidon. This is going very nicely. Still a few Vulneraries left. Thomas goes up close and personal, but Chrom gets the drop on the Mage this time. Very low health, however.
AND THOMAS DIES TO THE BOSS AT THE VERY END!
RESET COUNTER: 9
You know what? I'll just try it some time later... This one is not going well. Heals are key, and no Lissa is painful - in fact, I'll have to develop some strategy that will allow me to beat it.
submitted by GPuzzle1 to fireemblem [link] [comments]


2015.03.25 23:42 Grivek Fire Emblem Awakening Lunatic+ Low Reset Run: Paralogue 4, Chapter 12 & Chapter 13

Previously:
 
Prologue & Chapter 1
Chapter 2
Chapter 3
Chapter 4 & Paralogue 1
Chapter 5
Paralogue 2 & Chapter 6
Chapter 7, Paralogue 3 & Chapter 8
Chapter 9, Chapter 10 & Chapter 11
 
We're just getting started on the Valm arc. This is the last stretch before the kid characters are unlocked and the game really opens up.
 
Paralogue 4: Anna the Merchant
 
I remember having an inordinate amount of trouble with this chapter on my first lunatic+ playthrough. Our units start very spread out across the bottom and the dense forest makes it difficult to move around. There are a whole lot of enemies that can get into attack range on turn one, so getting our squishy healers and Olivia to safety can be finicky. Enemies are cannon fodder for the most part but on lunatic+ even cannon fodder can roll Counter, or Luna+/Hawkeye, or Pass, and cause you difficulty.
 
Anna is found in the centre of the map. She's statistically quite a bit more competent than the enemies here but she starts surrounded and like all NPCS her AI doesn't understand Counter. It's possible for her to die on turn one if you don't Rescue her straightaway, in an old playthrough I remember trying to recruit her without a Rescue staff and having no success. She's an excellent utility unit that has staves, Locktouch and decent bases so we definitely want to keep her safe.
 
We deploy Fitzroy/Kellam, Sumia/Frederick, Chrom/Vaike, Cordelia/Libra, Lissa, Maribelle and Olivia. My general strategy here is to push into the southeast corner. Fitzroy starts off in one of the far west slots and will try to delay the west and central enemies from reaching our clump of units. The wiggly terrain and all the archers make it a little tricky for Sumia and Cordelia to work to their full potential, though both can take a Silver Bow to the face in a pinch. Chrom recruits Anna on turn 1 and pairs her so he can get into position. There really aren't a lot of safe spots turn one but Sumia, Chrom and Cordelia are able to get us some breathing room while Fitzroy distracts the other units.
 
These units are, almost to a man, far too weak for Sumia to not ORKO, which makes our previous strategy of 'peel and chip' less effective. Sumia is picking up 10XP/kill and started at 13.09, so she's going to have to kill around 20 units to hit level 15 here. There are only around thirty units on the map, so with the initial rush sorted Sumia dictates our pace. A Thief makes off with an Arms Scroll in the top right corner on turn 7. There's no way we'd be able to reach him while playing methodically enough to get enough EXP to Sumia.
 
All of the units surrounding Vincent and the NE Mage are pulled as a clump, but it's not too difficult since you can aggro Vincent through the west wall. Oh, and the units are all really bad, that helps too. We manage to feed Vincent to Chrom and he gets a good level out of it.
 
Turns: 20
Heroes: Frederick and Sumia
Resets: 0/4, I'm still not comfortable with turn one but it seemed to work out this time.
 
Levels
Name Class Level HP Str Mag Skl Spd Lck Def Res Weapon ranks
Fitzroy Bow Knight 20/14/6.19 59 29 12 29 32 19 30 16 A SWORD D BOW
Sumia Great Knight 20/15/1.00 54 29 8 32 32+2 30 24 20 E SWORD A LANCE E AXE
Lissa Sage 20/10.78 39 13 27 24 27 25 13 16 D TOME A STAFF
Maribelle Troubadour 17.92 26 0 13 13 12 15 4 16+2 A STAFF
Chrom Archer 10/9.51 31 18 1 24+2 19 16 11 6 C BOW
Cordelia Dark Flier 19/2.48 40 16 11 21 23+2 11 17 15 A LANCE E TOME
Libra War Monk ??/4.27 42 17 17 15 16 13 14 18 C AXE C STAFF
Olivia Dancer 7.22 22 7 2 11 14 9+4 3 3 D SWORD
 
Sumia just managed to hit level 15 by the end of the chapter. Galeforce in hand, I toss her a Second Seal to deliver her from her terrible class. Dark Flier -> Great Knight gives some ridiculous boosts- +6 strength, -2Skl, -5Spd, +9 (!) defense and -6 Res. She's statistically similar to Fitzroy, but she has Galeforce. Impressive stuff, though we have been feeding her a ton of experience so we should expect great results. For the next few maps Sumia is most likely going to play the role of heavily armoured, Galeforce-powered doorstop while we get units like Cordelia and Chrom up to scratch.
 
Chapter 12: The Seacomers
 
I think it's generally agreed that the Valm arc is where Awakening's plot and map design start to fall to pieces. This is an aesthetically pleasing map with very little strategic depth; the map is full of mounts, they all charge you from the start, have fun. Densely-packed enemies can be tricky to handle on lunatic+ even if they're inferior quality due to proliferation of enemy skills like Counter, Pass, and Luna+/Hawkeye. Offensive strategies often find themselves at the mercy of bad enemy skill clumps so we'll be taking the easy way out. There's a one-tile wide chokepoint in the centre of the map, just north of our starting position- Sumia and Fitzroy are bulky enough to tank hits, Chrom is bulky enough to not get OHKOed, easy.
Our new recruit this map is Cherche. Cherche is a very poor combat unit who joins at an inopportune time, but I imagine her flight has the potential to be useful so we'll try keeping her alive. Not resetting if she dies though.
 
We mildly underdeploy here since the chokepoint is too small to allow for full deployment. We bring Chrom/Lissa, Sumia/Frederick, Fitzroy/Cordelia, Cherche, and Gaius. We could've ditched Cordelia and Gaius and simply paired Fitzroy/Cherche, but there's a trick that allows us to get Cherche to safety quite reliably and I wanted to build Fitzroy and Cordelia's support.
Thanks to Galeforce, we're able to occupy the central chokepoint on turn one. Sumia ORKOs the Beast Killer Knight to the north of our starter position, then Galeforces 2W 1N of the Knight into the one-tile choke and unequips. Lissa moves 1W of Sumia and then switches to Chrom. Fitzroy then moves 1W of Chrom and unequips. Chrom is now safe and sound, guarded on both sides by unbreakable units. He can chip down the entire map and should only find himself in trouble if he starts a 2-range counterkill chain.
Cherche pairs Gaius. Gaius moves to the east-most tile that isn't in enemy range, trades Cherche speed and defence tonics, and then switches. Cherche glugs a speed tonic. On the next turn, Cherche uses Gaius's movement boost to charge to the east-most tile that's 2S of the partition, unequips, and glugs a defence tonic. Two enemies attack her on enemy phase but it's quite unlikely that she'll be killed, no promoted units can reach her and she can take one Luna+ and one non-Luna+ hit. If both near enemies roll Luna+ then she and Gaius are acceptable losses but they don't so we're fine. On turn three, Cherche is able to fly to the northeast sea tile where she's completely unreachable.
Enemies in this chapter are still quite weak, but it's worth mentioning that this is one of the only maps where weaknesses other than flying-type weaknesses have the potential to be relevant. There's one Paladin to the southwest, two Cavaliers, and a Knight who all carry forged Beastkillers; the unpromoted enemies are usually too inaccurate or weak to be threatening without Luna+/Hawkeye but the Paladin's a threat. Chrom has C bows so the Renown Longbow is really useful here- he can pick off threatening enemies like the Beastkiller Paladin and randoms with Luna+/Hawkeye at 3-range, before they get the chance to attack Sumia or Fitzroy at 1-range.
 
Once all the Pass enemies are dead and Chrom's killed everything on their side Fitzroy and Cordelia are able to disengage from the choke and pick up some experience. Cordelia gets two more terrible levels for the pile but Chrom's the real hero here.
 
Turns: 46
Heroes: Chrom and Lissa
Resets: 0/4, and we were able to keep Cherche safe. I'll call that a success.
 
The chapter 12 shop is incredibly important since it sells Master Seals and Rescue staves in unlimited quantities. Rescue staves are cheap and versatile, and they also give wonderful experience; in fact, any staff user will gain >one level by chewing through a Rescue staff. In that way, Rescue staves are almost like infinitely buyable stat boosters, except they also let you pick up skills and build support points with units that you Rescue. Buyable Rescue was perhaps the single dumbest idea in Awakening. We buy fifteen right away, that's probably not enough. If you want a picture of the future, imagine a staffbot pointlessly Rescuing another staffbot- forever.
 
Levels
Name Class Level HP Str Mag Skl Spd Lck Def Res Weapon ranks
Fitzroy Bow Knight 20/14/7.12 60 29 13 29 32 19 30 16 A SWORD C BOW
Sumia Great Knight 20/15/1.82 54 29 8 32 32+2 30 24 20 E SWORD A LANCE E AXE
Lissa Sage 20/12.41 41 13 27 25 29 27 13 16 D TOME A STAFF
Chrom Sniper 10/18/1.09 45 23 3 33+2 28 24 20 11 A BOW
Cordelia Dark Flier 19/4.13 42 16 12 23 24+2 13 18 17 A LANCE E TOME
 
Chrom's strength growth started to falter near the end there but his other stats did just fine and I think he's cleaned up quite nicely.
Eleven more levels. Eleven more levels and we can either ditch Cordelia forever or reclass her into Falco and have her rescue spam until her stats are less bad. I'd like to get her XP next map but it's so dense with bows that we probably won't be able to feed her the whole thing.
 
Chapter 13: Of Sacred Blood
 
I'm always amazed at how unreasonable and unlikeable Chrom and Fitzroy come across in the negotiations with Validar. Yeah, he's obviously evil, but you guys are rude. Constant whispering, bad-mouthing the guy's religion, making a scene in front of the honoured guest- even when he graciously gives you tons of supplies and money.
 
As a rule, any chapter with readily accessible forts is going to be an easy chapter. This map also has a nice one-tile wide chokepoint in the southeast corner of the map, and since it's a reinforcement-heavy chapter it has low enemy density at the start. This makes positioning very simple, even if we didn't have fifteen Rescue staves to play with.
Henry joins in this chapter. He's terrible but the friendly terrain makes it easy to keep him safe. We deploy Chrom/Frederick, Fitzroy/Kellam, Cordelia/Sumia, Lissa, Maribelle, Libra, Anna and Olivia. Chrom moves to the central fort on turn one and blicks a Luna+/Hawkeye Fighter. On enemy phase, he gets surrounded by laughably weak unpromoted myrmidons and fighters; he'll stay like this for the rest of the map. The rest of our units move into the southeast corner, we're careful to keep them out of enemy range but that's quite easy with so many Rescue staves.
From there, we block off the choke with Fitz. Cordelia sallies out of the choke to attack and if she's likely to be in danger on EP we have a staff user Rescue her back. On turn 5 there's a Longbow Sniper reinforcement from the near NE fort but we're able to keep our squishiest units safe by having Lissa tank the blow. There's not much left to the map, Cordelia is able to peel units away from Chrom one at a time. Chrom doesn't quite ORKO promoted enemies or enemies with Aegis+, so he chips them for Cordelia to finish.
 
 
Turns: 39
Heroes: Fitzroy and Cordelia
Resets: 0/4
 
Levels
Name Class Level HP Str Mag Skl Spd Lck Def Res Weapon ranks
Fitzroy Bow Knight 20/14/8.04 61 30 13 29 33 20 31 17 A SWORD C BOW
Sumia Great Knight 20/15/2.14 55 29 8 32 33+2 31 25 20 E SWORD A LANCE E AXE
Lissa Sage 20/16.41 44 13 28+5 27 31 29 14 17 D TOME A STAFF
Maribelle Valkyrie 20/4.32 32 5 18 18 18 20 7 22+2 E TOME A STAFF
Chrom Sniper 10/18/3.17 46 24 3 33+2 30 25 22 12 A BOW
Cordelia Dark Flier 19/10.80 47 19 12 27 28+2 16 18 21 A LANCE D TOME
Libra War Monk ??/9.62 48 19 20 18 17 16 18 19 C AXE B STAFF
Olivia Dancer 12.98 26 8 2 15 17 11+4 5 5 D SWORD
 
So close, and yet so far.
 
Chrom and Lucina have a touching CG reunion. I love how the CG is followed by the camera panning five feet over to see Fitzroy in a kilt, scowling, and Sumia picking flowers in full armour.
Lucina's bases:
Name Class Level HP Str Mag Skl Spd Lck Def Res Weapon ranks
Lucina Lord 10.00 38 18 4 24 25 23 14 11 C SWORD
 
Pretty impressive, I'd say. Lucina inherits Aether and Galeforce. Not quite sure if I should take her through Cavalier -> GK for skills or if I should just put her through Archer and have her build bow rank.
 
Oh, wait, Cynthia's paralogue is all the way over there? Rats, I thought it was on the main continent. This isn't ideal, I was hoping to do Cynthia's paralogue straight away and train Lucina in that.
In a tremendous and completely planned show of skill, Fitzroy and Cordelia hit S-support at the end of the chapter with the help of the renown Seed of Trust, and Severa's paralogue opens up a path to Cynthia's. When Cordelia is this bad all of her supports take this dark turn, the sombering story of a woman convinced she's a misunderstood genius and the supporting cast who indulges her delusion.
I guess that's our path laid out for us then. Pick up Cynthia, try to feed kills to Cordelia and the kids, then loop back to pick up Fitzroy's children once Cordelia hits 15.
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2015.03.22 23:07 Grivek Fire Emblem Awakening Lunatic+ Low Reset Run: Paralogue 2 and Chapter 6

Previously:
 
Prologue & Chapter 1
Chapter 2
Chapter 3
Chapter 4 & Paralogue 1
Chapter 5
 
Another double whammy coming up.
 
Paralogue 2: The Secret Seller
 
Chapter 6 is another tricky map so I want to maximize our experience before going there. That means it's time for another paralogue. Before I start the map I notice another Anna shop has opened up selling a second early Master Seal. This is not a particularly likely occurrence, but with the opportunity flaunting itself it feels foolish not to jump at it. My justification, I suppose, is that Anna shops are kind of like lunatic+ skills- you don't always get what you want, your job is to do the best you can with what you've been given. This Master Seal is super helpful, but other Anna shop items might've been helpful too- a Dracoshield would've saved us two resets back on chapter 5, for instance.
In any case, we already have one seal from an earlier Anna shop, which we're giving to Sumia. Fitzroy will promote with the chapter 8 Master Seal. This extra Master Seal will allow us to promote Lissa, who has had some surprisingly solid levels and will make for an excellent Sage.
 
This map sees the triumphant return of everybody's favourite recurring Fire Emblem character. She's mysterious, she's quirky, she's a Water Tile. Fate tragically tore us apart after chapter 2, but she's back and better than ever, vital to our strategy.
The map itself ostensibly has us trying to save an NPC and village to the north. On Lunatic+, I don't believe this goal is attainable unless we burn Rescue staff uses or visit this paralogue much later in the game. Anna is going to die quickly unless she gets very lucky, and the village will usually be destroyed by turn 3. The main problem with most NPC units on lunatic+ is that they don't understand how Counter works; a low health Anna will gleefully attack a Barbarian on player phase since she ORKOs them, but she doesn't OHKO and will thus die to Counter damage every time. It's quite possible for Anna to die on turn one- what could we do to prevent that? The village contains a Physic staff that would be helpful, but I can't think of any consistent method to save it on time.
We won't lose sleep over it. There's a small island to the east which is very difficult for most enemy units to access- only the boss can walk on water, and it will take a long time for 2-range units to get into position to attack. Almost every AI unit on this map is somehow tied to the village in the north; half the map will completely ignore your units and charge for the village, another chunk (including the boss) are completely immobile until the village is destroyed. This allows us to deploy a small strike force and push right through the enemy force to get to the island. We'll be heavily underdeploying in this chapter just this once, since I think this strategy is really fun. Our only deployments will be Chrom, Fitzroy, Lissa, and Sumia. Sumia is placed in the most south-easterly deployment space.
 
Battle
 
Chrom pairs Lissa. Lissa moves southeast to the river bank and switches to Chrom, ready for Chrom to ford the river next turn.
Fitzroy pairs Sumia. Sumia moves 2E, 1S of the dinky bridge and equips a Javelin. This position seems incredibly perilous but the boss group is immobile until the village is destroyed and the barbarians are all focused on destroying the village. The only enemies that attack Sumia on EP are the two Mages, Sumia easily takes their attacks and ORKOs in return.
Next turn, Chrom moves into the river and drops Lissa across the water. The only hostile enemies here are the two Barbarians at the bridge, so we're careful to keep Lissa out of their range. Sumia moves slightly northeast, hovering over the river, and drops Fitzroy to the south. The idea is that on our next turn, Lissa will be able to pair Sumia and Chrom will be able to pair Fitzroy. Anna kills herself fighting a Counter Barbarian on enemy phase. Lissa pairs Sumia, Sumia flies past the boss group and ends up 1S of the Barbarian in the southeast mountains. The guy has Counter and she can't ORKO with Lissa so she unequips and sips a Vulnerary. Chrom pairs Fitzroy, Fitzroy moves closer to the boss group and unequips.
The village is destroyed on enemy phase, so next turn everything's going to be charging us. Sumia flies over to the four-tile island and switches to Lissa. Lissa Rescues Fitzroy/Chrom. We now find ourselves on an island and the only enemy that can walk on water is the boss. Victor rolls Luna+ but he only has 2% displayed hit on Fitzroy lol. With him dead we take the rest of the map at our own pace. Chrom and Sumia both get some kills since Sumia can't handle archers by herself, Lissa gets enough healing XP to just hit level 20 at the end of the map and she eats the Master Seal.
 
Turns: 45
Heroes: Fitzroy and Chrom
Resets: 0 this map/4 cumulative
 
A strange one, that Water Tile. Who knows when we'll see each other again?
 
Levels
Name Level HP Str Mag Skl Spd Lck Def Res Weapon ranks Supports
Fitzroy 20/7.30 41 19 10 21 26 14 22 8 B SWORD B Chrom, C Fred, Vaike, Kellam, Lissa, Sumia
Sumia 16.45 30 15 5 21 19+2 17 9 11 A LANCE C Fred, Chrom, Fitzroy
Lissa 20/1.00 34 9 21 17 19 18 12 11 E TOME A STAFF C Fitzroy, Fred, Chrom
Chrom 9.58 26 13 1 15 15 10 9 5 C SWORD B Fitzroy, C Sumia, Fred, Lissa
 
I gave Levin Sword Chrom a bunch of levels this chapter since they were safe and he's just gaining so much more XP/kill than Sumia is. I think Sumia's still on track to hit 15 promoted by the end of c13. Chrom has a lot of options once he reaches level 10, I think I'm going to try Archer since I've had such good experiences with it in the past.
Lissa's stats are encouraging. I was planning to give this training spot to Maribelle, but after the Master Seal popped up I couldn't say no to the idea of promoted Lissa in c6.
 
Chapter 6: Foreseer
 
Preamble
 
This is the main reason why you'd want to go to the trouble of training an early Shepherd. A Defend map in all but name, this chapter sees us defending Emmeryn from a three-pronged enemy attack. Enemies flood into the map from the left, the right, and through a small doorway in the middle. Emm's room has an opening to the left and a locked door to the south- if an enemy thief opens that we're in deep trouble, Emmeryn is completely exposed. Our forces are split and will have to fight through a warzone in the centre to reunite. The enemy density is lower than in other maps, but the clever distribution makes them difficult to handle. It's great fun.
This map has a really urgent and distinct feel on lunatic+ that I don't think is adequately captured in the other game modes. Proliferation of the Pass skill makes it much more difficult to hold enemies at the central chokepoint. Our NPC ally Marth still has competent stats, but they're very likely to blow themselves up attacking an enemy with Counter- I've never had Marth survive the map. There's a great balance between the need to treat Counter enemies with respect and the need to restrict their free reign of the map so they don't open a door or get too close to Emmeryn. The randomized skills make the map 'feel' very organic- different challenges will present themselves every playthrough. I hope lunatic+ returns wholesale in FE14 just because I'd love to see more maps like this.
On the west side, we're deploying Chrom, Sumia, Vaike, Fitzroy, and Kellam. On the east side, we're deploying Frederick, Lon'qu, Lissa, Ricken, and Maribelle. Sumia will be handling the west side of the map, Fitzroy will try to unclog the centre, while Frederick and our unlikely Sage Lissa are going to do the best they can on the east side.
 
Battle
 
Turn one. Vaike pairs with Sumia. Sumia attacks the west Vantage+/Pass Fighter and manages to ORKO with the help of a Vaike Dual Strike. On enemy phase she ORKOs a Dark Mage that attacked her through the west wall. Chrom moves into range to recruit Gaius next turn.
Kellam pairs with Fitzroy. Fitzroy moves 1NW of the central Fighter and ORKOs with the Levin Sword; unfortunately, it rolled CounteLuna+, so we weren't able to ORKO at 1-range. That means the thief isn't going to kill itself attacking us on EP, so we've been delayed a little.
Lon'qu pairs with Frederick. With a Lon'qu pairup, Frederick can OHKO the near thief and double/ORKO the fighters with his Silver Lance. One of the fighters rolled Counter, so Frederick moves into range of the non-Counter Fighter and the Thief. They both kill themselves on EP. Lissa/Ricken and Maribelle move vaguely towards the centre but aren't committing to anything just yet.
 
Turn two and the west side's looking good. Chrom recruits Gaius and pairs up; Gaius moves to safety and switches back to Chrom. Sumia sits still and sips a vulnerary; she'll fight an Elwind Dark Mage on EP, but Dark Mages in this game have such laughable stats that even effective damage isn't scary. This guy has 15 attack and 7 speed- for comparison, the Elthunder Mage in the Prologue had 18 attack and 8 speed.
The middle is a mess since we couldn't kill the thief on EP and multiple Counter enemies mean Fitzroy won't have an enemy phase this turn either. He stands still and kills the CounteVantage+ Thief at 2-range with his Levin Sword, the guy had Underdog so I only had 81% hit but not much I can do about that.
In the east, Lissa doubles and ORKOs the Counter Fighter with Thunder. The Cavalier to the south doesn’t have scary skills so I moved Lissa into his range to ORKO him on EP too. Maribelle heals Frederick.
 
Panne joins at the start of turn 3. She's not too useful though she does double Fighters at base without needing a pairup. While we've generally been doing a decent job at the sides, we're struggling in the centre- enemies have managed to reach Marth and they preferentially go for Marth ahead of Fitzroy, so there's this mess of enemies that are hanging around not killing themselves. Fortunately, Marth isn't dead yet, and Fitzroy can handle the high-priority targets. One Thief has Counter, but Fitzroy can OHKO it with his Iron Sword so it doesn't matter.
 
The worst of the map has passed. Sumia is able to handle the rest of the west side with a little help from Chrom, who can ORKO Cavaliers with his Rapier and Gaius pairup. Lissa and Frederick can both ORKO stuff and Maribelle is there to support them. Incredibly, Marth survives the map, and since the Parallel Falchion is an infinite use Concoction Marth can tank the Dark Mages until Fitzroy's ready to handle them. By the time Validar arrives, we've killed every other enemy and picked up the sparkly tiles and chests. He rolls Vantage+/Pass; Vantage/Vengeance might be a deadly combination in player hands, but here it just means that he strikes Sumia and wastes Vengeance before she doubles and ORKOs him with Ephraim's Lance.
That was much, much cleaner than I'd expected. Sage Lissa really tipped the scales here, I normally have the most trouble with the east side of the map but she was able to support Fred really well.
 
Turns: 8
Heroes: Fitzroy and Kellam
Resets: 0/4
 
Levels
Name Level HP Str Mag Skl Spd Lck Def Res Weapon ranks Supports
Fitzroy 20/8.91 42 20 11 22 26 14 22 8 B SWORD B Chrom, C Fred, Vaike, Kellam, Lissa, Sumia
Sumia 17.96 31 16 5 22 20+2 18 9 11 A LANCE C Fred, Chrom, Fitzroy
Lissa 20/1.99 34 9 21 17 19 18 12 11 E TOME A STAFF C Fitzroy, Fred, Chrom
Maribelle 8.31 22 0 9 6 8 8 3 9+2 D STAFF
Frederick 3.28 30 14 2 13 11 7 15 3 D SWORD A LANCE D AXE C Fitzroy, Chrom, Sumia, Lissa
Chrom 10/1.00 26 13 1 18+2 14 10 7 6 E BOW B Fitzroy, C Sumia, Fred, Lissa
 
I uh, hope I know what I'm doing with Archer Chrom. I'd forgotten that he loses speed in the transition from Lord -> Archer.
This is Frederick's last map as a frontliner. He's served us well, but from here on out he won't be OHKOing things and won't be able to double even with Lon'qu's help. He's much more valuable to us as a pairup stat stick for units like Sumia.
 
Still a few scary maps left but the worst has definitely passed. Touch wood, I should be fine from here until the endgame, the only resets we'll be picking up should be from player error. Fitzroy's a fair bit behind his strength average so we won't be able to pull off my preferred c7 strategy, but with Sage Lissa I'm not too worried about it.
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2011.01.18 23:28 jhuninho_tuba Como validar Windows XP parte 4 - Atualizado

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2010.11.23 21:36 coreano Como validar Windows XP pirata???

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