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MilodicMellodi

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    mellodigaldevoir@yahoo.com

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  • Favorite Fire Emblem Game
    Shadows of Valentia

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  • I fight for...
    Ylisse

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  1. I get exactly what you mean...it just felt weird to create a negative bonus since all bonuses are considered positive to the unit. Maybe I can add some kind of Null-based effect to it to make it appealing despite its restriction? What would you do here? EDIT: Actually, here's an idea. Effect: If adjacent ally initiates combat and defeats foe, and unit has already made an action, grants unit another action after that ally's combat. When another action is granted by this skill, grants [Tunnel Vision] and [Focus] to unit until the end of the turn. (Once per turn. Will not activate if unit has already been granted another action by a non-Special skill this turn.)[Tunnel Vision] Unit cannot be targeted, and is unaffected, by allies' skills and effects that would grant unit another action. [Focus] When bonus is applied, grants Special cooldown count -1, but if unit does not trigger Special after combat, inflicts Special cooldown count +1 on unit after combat. This way, there's more positive than negative. I did what you said, but also turned the Atk-7 into another bonus that has a positive and negative. This grants Special cooldown reduction like Wrath or Time's Pulse (without an HP condition to boot), but has a half-effective Spendthrift Bow drawback that's only disabled if Galeforce is at 0 cooldown after combat. This goads the unit into using and triggering Galeforce as opposed to other skills...though its effect at activation would definitely be useful for low-cooldown Specials like Moonbow.
  2. Hyper-Motivation B Passive, Exclusive Tier 0 Effect: If adjacent ally initiates combat and defeats foe, and unit has already made an action, grants unit another action after that ally's combat. When another action is granted by this skill, inflicts Atk-7 and [Tunnel Vision] on unit until the end of this phase. (Once per turn. Will not activate if unit has already been granted another action by a non-Special skill this turn.) [Tunnel Vision] Unit cannot be targeted, and is unaffected, by allies' skills and effects that would grant unit another action. Self-dance that can stack with Galeforce, but inflicts a visible Atk debuff and dancer-based Isolation on the unit until the end of the phase (so it stays even after triggering Galeforce, but goes away once the enemy phase begins). If an ally has Harsh Command+, they can reverse it into an Atk+7 bonus. It can also be rendered empty from other skill like a Tier 4 Bond skill. Also prevents the unit from being given another action by a Duo skill while trying to use this on the same turn (hence the "if unit has already been granted another action by a non-Special skill" and "unaffected by allies' effects" parts). Due to it being an exclusive skill, and the fact it's a B Passive, the unit doesn't have to worry about this skill's interaction with Canto-related skills.
  3. Living on the Edge B Passive, Inheritable to any Tier 2 (Upgrade of Live for Bounty) Effect: At start of turn, if unit’s HP ≤ 40%, grants Special cooldown count -2. At start of unit’s first combat in player phase or enemy phase, if unit’s HP ≤ 40%, unit deals 10 more damage per attack during combat. Leading on the Edge B Passive, Inheritable to any Tier 2 (Upgrade of Live for Honor) Effect: At start of turn, if unit’s HP ≤ 40%, grants Special cooldown count -1 to adjacent allies. At start of unit’s first combat in player phase or enemy phase, if unit’s HP ≤ 40%, unit takes 10 less damage per foe’s attack during combat. First one is for one-man army Glass Cannons. Stacks with Time’s Pulse and the like. Second one is for Juggernauts or Tanks who want to add that little bit of support (especially if they’re Armored units). Atk/Spd Sever 3 C Passive, Inheritable to Sword, Lance, and Axe Tier 3 Effect: Inflicts Atk/Spd -3 on foe during combat. Neutralizes Atk/Spd bonuses granted to target "during combat" from foes up to 2 spaces from target. Anti-Atk/Spd Drive that can stack with Lull Atk/Spd. Doesn't stop "during combat" bonuses from 3 or more spaces away. Balanced by the fact it's only inheritable to Sword/Lance/Axe units, so only Infantry and Cavalry units of those weapon types would be able to get the combined effects of both Sever and Lull. Bolting Special, Tome only 2 cooldown Effect: Boosts damage by 20% of unit's Atk. If foe has weapon-triangle advantage, boosts damage by 40% of unit's Atk instead. Weaker Draconic Aura (with a shorter cooldown to compensate) that boosts its power when facing WTD. This means red vs blue, blue vs green, green vs red, and colorless vs foes with Raventome effects. Can combo with Cancel Affinity (if unit is Colorless Tome) since CA only counters Triangle Adept and not actual WTA/WTD. Meteor Special, Tome only 3 cooldown Effect: Boosts damage by 40% of unit's Atk. If foe has weapon-triangle advantage, boosts damage by 60% of unit's Atk instead. Bolting, but more powerful (and a higher cooldown). Agnea's Arrow Special, Tome only 5 cooldown Effect: Boosts damage by 40% of unit's Atk and treats foe's Def/Res as if reduced by 30% during combat. If foe has weapon-triangle advantage, boosts damage by 60% of unit's Atk and treats foe's Def/Res as if reduced by 50% during combat instead. Aether, but with Meteor instead of Sol. If not in WTD, the shaver is Moonbow; with WTD, it's boosted to Luna. Improved Wingspan C Passive, Beast/Dragon Flier only Tier 0 (similar to Hone/Goad/Fortify/Ward Fliers) Effect: If foe uses sword, lance, or axe, and unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, reduces damage from attacks during combat and from area-of-effect Specials (excluding Rokkr area-of-effect Specials) by 30%. A Tier 0 inheritable skill for non-human Flier units (like Tibarn and Female Grima). This skill is a direct reference to Giant Wings, a Personal Skill of certain enemies and bosses in Three Houses that increases Avoid against sword, lance, and axe users. I made this skill's condition, but not effect, based on Beast transformation to make it appeal to teams consisting entirely of non-human units. Alert Stance Seal, Flier only Tier 0 Effect: If foe that was not attacked in prior phase initiates combat, unit takes 5 less damage per attack during combat, and if foe's Special triggers after combat, inflicts Special cooldown charge +1 on foe after combat. Flat damage reduction and Galeforce denial, but only if the foe initiates combat and that foe wasn't attacked by anyone during your most recent Player Phase. Can stack with Shield Pulse if the user wishes to use Aegis/Pavise and the like. Uncanny Blow 3/4 A Passive, Inheritable to non-Staff Tier 3/4 Effect: If unit initiates combat and foe uses non-Special skills that "reduce damage by X%", disables those skills before and during combat and boosts Atk by 10% during combat. Tier 3 version simply does Twin Blades' effect. Tier 4 additionally grants a 10% Atk boost. Combined with a Triangle Adept effect (like with Alfonse using a +Eff refined Folkvangr), that's an effective +30% Atk increase (50% when counting the WTA itself). I made the boost 10% rather than 20% so as to not totally outclass Triangle Adept. It's already as underused as it is.... Cursed Presence Seal, Enemy-Exclusive Tier 0 Effect: At start of enemy phase, if a foe is in space unit started prior phase in, deals 20 damage and inflicts status on foe restricting movement to 1 space through its next action. Imagine this with Drag Back in the B slot...that would be so evil. Essentially is like a combination of Sinmara and Gravity, but with a unique twist. The unit using this skill pretty much temporarily "infects" a space for a turn, and starting your turn on that space punishes you with a chunk of damage and reduced movement.
  4. Atk/Def Trauma 3 B Passive, Inheritable to non-Staff Tier 4 (Upgrade of Seal Atk 1 or Seal Def 1) Effect: After combat, inflicts Atk/Def -5 and [Trauma] on foe through its next action. [Trauma] - Stat penalties on unit cannot be neutralized by non-Assist skills. Thought that'd be a nice upgrade for the Seal skills. Make them able to counter Bond 4 skills and the like!
  5. Name: Nergal (Fallen!Nergal) Unit Type: Colorless Tome Infantry HP: 36 Atk: 42 (46 w/ Fury, 56 w/ Ereshkigal, 60 w/ both) Spd: 34 (38 w/ Fury) Def: 26 (30 w/ Fury) Res: 38 (42 w/ Fury) BST: 176 (192 w/ Fury, 190 w/ Ereshkigal, 206 w/ both) Weapon: Ereshkigal Might/Effect: 14 Might. Before combat this unit initiates, target and foes in an area adjacent to target take damage equal to 0.8x (unit's Atk - foe's Def or Res). At start of combat, if foe's HP ≤ 75%, unit deals 7 more damage to foe during combat. Assist: NONE Special: Iceberg A Passive: Fury 4 B Passive: Glimpse of Winter's End B Effect: Drastically slows Special trigger (cooldown count +2). If foe is a Beast, neutralizes effects that activate if foe transforms. If foe is a Dragon, disables foe's effects that calculate damage using the lower of unit's Def or Res, and if unit initiates combat, calculates damage using the lower of foe's Def or Res. C Passive: Pulse Smoke 3
  6. Glimpse of Winter's End B Passive, Exclusive (Fallen!Nergal) Effect: Drastically slows Special trigger (cooldown count +2). If foe is a Beast, neutralizes effects that activate if foe transforms. If foe is a Dragon, disables foe's effects that calculate damage using the lower of unit's Def or Res, and if unit initiates combat, calculates damage using the lower of foe's Def or Res. Skill that not only disables effects gained from Beasts when they transform, but also steals damage adaptation from Dragon foes. Just thought this would be a fun idea to make lol
  7. Brave!Lucina's Geirskogul Before: Effective against dragon foes. Grants Def +3. Grants Atk/Spd +3 to sword, lance, axe, bow, dagger, or beast allies within 2 spaces during combat. Grants Def/Res +3 to sword, lance, axe, bow, dagger, or beast allies within 2 spaces during combat, and if foe initiates combat against those allies, grants Special cooldown charge +1 per attack to those allies. (Only highest value applied. Does not stack.) After: Effective against dragon foes. Grants Def+3. Grants Atk/Spd +3 to sword, lance, axe, bow, dagger, or beast allies within 2 spaces during combat. Grants Def/Res +3 to sword, lance, axe, bow, dagger, or beast allies within 2 spaces during combat. If foe using sword, lance, axe, dragonstone, or beast damage initiates combat against those allies, triggers [Savior] on unit. If unit triggers [Savior], grants Atk/Spd/Def/Res +3 during combat. [Savior] - Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects. Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur. The Breath-like effect is removed, but in return she gains Spectrum Savior against melee foes. In addition, she also receives the stats she gives her physical allies (All+3) while triggering Savior.
  8. I went with a more defensive and supportive build on mine, though once I get Ylgr from this Hall of Forms I'll change it to the second build. First build: Dire Breidablik Reposition Ruptured Sky Fort. Def/Res 3 Wings of Mercy 3 Inf. Hexblade 3 Fort. Def/Res 2 -5 Atk and +10 Def/Res, with Wings of Mercy and Infantry Hexblade letting my physical non-beast Infantry have a better chance in some fights. I also placed my Summoner in the Res team, so I should be guaranteed to live at least one combat against a tome/staff user. Second build: Dire Breidablik Reposition Ignis Steady Impact Special Spiral 3 Rouse Spd/Def 3 Swift Sparrow 2 Possible +4/17/16 Spd/Def if I initiate on a turn I wasn't adjacent to anyone (which is even easier in the new Mjolnir's Strike than before). Ignis with Special Spiral means that after activating it once, I'll be able to trigger Ignis every third attack; when I initiate, this means that I should be able to activate Ignis at least on my second attack every combat unless my foe has Guard. I'll also place my Summoner in the Def team to give Ignis more damage. At least this way I'll be able to contribute, though by how much I don't really know.
  9. An Artificial Merge would be a resource that adds +1 to any unit's merge count (if that wasn't obvious enough). The question I have for everyone here is would this be healthy to add to the game? On one hand, there are a good number of units who have not been seen since their debut banner. For those people who have these units, Artificial Merges would be a great way to finally allow them to get those units to +10. Artificial Merges would also be a great answer to how IS would let Alfonse, Sharena, and Anna eventually get to +10 themselves. On the other hand, Artificial Merges would allow a lot of people to become content with getting less copies of a unit from banners, since banes are lost on getting +1 on their merge count. It would also make people less reliant on Combat Manuals for the sake of merges for certain units (though this can be considered a positive thing as well). In the end, one major thing that comes to mind is how much would it cost us to buy it, or if would be able to be obtainable through quests or one or more of the various game modes. Would it have a price tag equaling that of a Forma Soul, or perhaps it could be equal to a FEH Pass subscription. It could also be somewhere in between. Maybe IS could also view them as being less expensive than a FEH Pass, or — as unlikely as it would be — even more expensive than a Forma Soul. Personally, I think a good price for an Arfifical Merge would be $15 (or the equivalent of $15 in other currencies), with a limit of 1 per month outside of quests giving it as a reward. However, it could also be a good addition for the FEH Pass itself (though with how the FEH Pass works, that means if we spent our money in the right way we'd be able to get 3 Artificial Merges for just $10). What do you all think about this? Could it be something that could be implemented into FEH? Would it be appreciated?
  10. Swap is actually extremely useful in Aether Raids for some units with warping skills, especially if those units use Bond or Unity skills as well. My Brave!Edelgard has Swap and the Atk/Res Bond 3 seal, and she's been able to teleport to her allies and put herself right where she wants (even if an ally is already there, since she's...well, swapping in with them).
  11. In terms of Movement-based Assist skills, Reposition is the best one in the game by far. The ability to move a unit out of danger like that is too good to not be anyone's favorite. In terms of Movement-based skills in general (specifically skills based on warping), I'm tied between several: Flower Hautclere, Ground Orders, and Wings of Mercy. The first has a lot of other skills attached, but the main one here is the ability to easily let Brave!Edelgard (the exclusive user of this weapon) warp to an ally within Drive distance. That opens up a lot of potential with positioning, especially when you take Reposition or Swap into consideration. The second allows for a Flier to give that warp-ability to non-Fliers. My favorite user of this is Halloween!Nowi who I also inherited Escape Route to, because of Grimoire. Combining the three skills, she's allowed to warp both herself and her non-Flier allies with relative ease, and this allowed me to get up to Tier 19 in Aether Raids before I thought of using other strategies. The third is great because of dancers. You put this on multiple dancers and have one of your units attack in such a way that they take heavy (but not fatal) damage, those dancers will be able to warp to that unit from anywhere. Even better if you put it on a Flier dancer like Peony or Plumeria, as they won't be stopped by sea or mountain tiles.
  12. I thought I'd make a topic for those that wanted to share any unconventional or ingenious uses for skills they've found out about, either through experimentation or by someone else telling them. By unconventional or ingenious, I mean any uses for those skills that may or may not have been intended or thought out when the skills were released. I'll start us off to give you a general idea of what I mean. Note that I'll change or remove things if I'm wrong, so tell me if so. 1 - The Unity skills (Atk/Def Unity and Atk/Res Unity so far) only work against field penalties (from daggers, Chills, etc). The Lull passive skills bypass this, as the stat penalties it inflicts (as miniscule as they are) are during combat. (This may have been the intended idea behind the Plegian weapons, to be used as a counter against the Unity skills.) 2 - Combining Miracle, Mystic Boost, and Heavy/Flashing Blade (or a similar skill) can potentially stop many foes from eliminating your unit; as Mystic Boost heals your unit after combat, you can be brought to 1 HP many times, as long as you can keep the unit alive until Miracle is ready to activate. Brave!Ike, Brave!Hector, and both genders of Default!Byleth can abuse this interaction well, especially the first and last due to the first's superior damage reduction and the last's ability to prevent the foe from using the effects of many skills that would allow them to take him/her out before Miracle procs. EDIT: Hel also does this very well thanks to Hel's Reaper. 3 - Saintly Seraphim's effect can be translated to mean "for every 4 Res the foe has, the foe loses 1 Res". Using the same logic, Triangle Adept can be translated to mean "for every 5 Atk the unit in WTA, the foe loses 1 Def/Res". Combining the two with a skill like Glimmer that deals damage based on the damage the unit inflicts, you can easily OTK most blue units with the greatest of ease (especially if you combine these with her Soul of Zofia, which has a Desperation-esque effect). 4 - A unit with 44 max HP or lower that is damaged by the effect of an ally Winter!Bernadetta's Hrist can use Ardent Sacrifice on her and immediately get into Desperation HP%, as the total HP lost from this is 11. Adding additional Winter!Bernadettas increases this by 4 max HP for each Hrist proc, as they each activate their own effect at the start of the turn simultaneously. 5 - A second interaction with Hrist and Ardent Sacrifice. If the unit with Ardent Sacrifice also has Fury 4, you can use Dance on that unit (after it uses Ardent Sac.) before attacking with said unit, taking a total loss of 19 HP. A unit with 38 or less max HP will be able to proc their own Escape Route or an ally's Wings of Mercy after losing that much HP, potentially setting up a sweep (especially due to Galeforce and now Canto existing). This is sort of an experimental thread, honestly, but I'd like to see if you guys have any interesting skill combinations 🙂 You don't have to be as thorough as I am, but at least some general explanation about the skill combination would be great!
  13. Lightning Blow A Passive Tier 0, Inheritable (similar to the Hone/Goad/Fortify/Ward C Passives) Inheritable to non-Staff only Effect: Unit's Def and Res are halved during combat. If unit initiates combat, disables foe's non-Special skills that "reduce damage by X%". Grants any unit that uses this skill the ability to completely disable the foe's damage reduction skills, at the cost of severely cutting down on their own defenses. Only meant for units with the Atk to back up their role, especially considering that it doesn't grant the unit any stat boosts aside from the damage increase inherently gained from disabling damage reduction. Ardent Sacrifice+ Assist Tier 2, Inheritable (upgrade of Ardent Sacrifice) Inheritable to non-Staff only Effect: Restores 15 HP to target ally. Unit loses 15 HP but cannot go below 1. After first combat combat against unit each turn in which a foe initiated combat, restores 10 HP to all adjacent allies (if any). An upgrade of Ardent Sacrifice. Its healing (and self-harm) is higher, and it also heals all adjacent allies during the enemy phase after the first attack a foe launched against the unit. Great for pseudo-Healers, especially those that have great self-sustain.
  14. Magi-Science Mastery A Passive Exclusive (Fenrir) Effect: During odd turns, unit can move up to 3 spaces and is unaffected by terrain when moving. If unit initiates combat, grants Atk/Spd/Def/Res+3 times the spaces traversed when initiating this battle to unit during combat (max 9). After combat in which unit initiated combat, inflicts Atk/Spd/Def/Res -2 for each space moved before combat (max 6) until unit's next action. I know the wording is a bit weird, but this is how it works. 1) Fenrir gains the movement of Cavalry, and the terrain traversal of Fliers, during odd turns. This is because I feel he's going to create a dragon mech that'll be so powerful that it'll give him these abilities. 2) Grants him All+3 times the number of spaces he moved to initiate combat. This means that if he moves 1 space to attack a foe, he only gets All+3, but if he moves the max spaces to initiate combat then he'll gain All+9. And of course, if he moves 2 spaces then he'll only gain All+6. The value gained is dependent on the immediate combat, and not any prior initiations, so he won't be at All+9 if he somehow gets to attack again (like from a Dancer). 3) Inflicts All-2, -4, or -6 depending on the spaces moved when initiating combat. This sort of mimics the whole "overheating" aspect of machinery, making him less effective after combat the more power he pours into his attacks. If a unit with high Res (or Def AND Res if the unit's range is 2) and Atk manages to push through his most powerful attacks, he'd be able to be counterattacked next turn with no real difficulty.
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