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Palasid

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About Palasid

  • Birthday 09/11/1996

Profile Information

  • Pronouns
    He/Him
  • Interests
    Video Games (Nintendo & PC), Puns, the Stock Market, and being a lawyer.
  • Location
    Georgia, USA

Previous Fields

  • Favorite Fire Emblem Game
    Shadows of Valentia

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  • Members
    Valbar

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  • I fight for...
    Order of Heroes

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Palasid's Achievements

  1. Yeah Jedah definitely wanted to, at the very least, halt the degeneration of Duma (Whether he believes it can be cured? Maybe, he's crazy.). However, I think it would have simply been delaying the inevitable. By the time Grima comes around, Duma and Mila would have degenerated again too. Not to mention Naga did beat both of them, and she beat Grima too.
  2. I have only used Kagetsu once. I thought he looked neat when he joined on my first hard-mode playthrough. However, I dropped him because I didn't really want to use a swordmaster at the time. I had Alear (As a General) so I wasn't hurting for a sword unit. All this to say I brought him back on chapter 16. He was wonderful, his damage was lacking because he only ever had the Wo Dao equipped. I eventually dropped him again until endgame when I needed an extra body. Somehow he was one of the top performing units with Kagetsu despite being a MUCH lower level than my other units. Maybe being level 7-8 at the start of endgame. This man was given little to no love and preformed despite. Always a swordmaster, only Wo Dao and I think Wyrmslayer/Armorslayer in endgame... His worst aspect was a low strength and resistance I think. 8/10, good dude.
  3. I like Jade, she is neat and her armor looks cool. I think her personality gimmick of being a stoic comedy writer is fun. She is such a strange knight archetype though... An ability that boosts her res when waiting is nice. Good strength, great defense, oddly high magic and res. Her dexterity is also great, when I first got her I just assumed she would always crit kill at least one enemy. Her problems are that she has really shakey hitrate, as with most units with low luck. Mixed with axes it hurts her a LOT. I have tried to use her in all my playthroughs. (Hard, Lunatic). She makes a surprisingly strong Pegasus Knight. I will admit I dropped her in all but one playthrough, she has a really hard fall off much faster than Louis. I will give her a generous 4.5/10, she has potential but Knight/General just can't cut it on harder modes.
  4. I like Amber a lot, even if his voice actor could have probably done a few more takes on his crit quotes... I have attempted to use him for three playthroughs (Hard, Lunatic, Hard [No Promotions]), in Paladin and Thief and Cavalier. However he just kind of exists. He does solid damage, but thats about it. He struggles with his hit rate, his speed makes him tricky to leave next to groups. He doesn't have outstanding defense either... He is fairly balanced. Also I am not sure if its just me... but he always has very unreliable hitrates. It doesn't look like he should but... I think he was supposed to shine as a unit where you could send him off to distant physical enemies to distract them for a minute... Thats not really possible in Lunatic. He is average, he has advantages and a niche people may want, but left alone he won't be impressing anyone. 5.5/10
  5. When I used Alear I always felt underwhelmed by their personal class. They start pretty strong, fast and with an average amount of bulk. Without the dragon-emblem bonus, I see no reason to stay in their personal class. The longer I play the weaker Alear feels, even though they aren't ever obsolete. Alear will continue to be fast and has decent power. However on Hard (Later maps) and Maddening they lose some of their key offensive power. One of the most curious things about Alear is that they seem to have a lower luck stat than almost every other Lord in the series. It doesn't really affect their hit rates but its kind of unique. The personal skill is great, plus is extra good because Alear supports everyone. Availability is the best, of course. Liberation is a cheap good weapon, but I feel like people put too much stock into its usefulness. The Wile Glanz is a fun sword... but I wish there was more time to use it. Its also just... fine. Not the best, not the worst. I would probably give Alear an 8/10, because they always feel like they lack something crucial despite in theory being always a really solid unit.
  6. Making this was really fun. Surprised how hard some were to choose.
  7. This is a cool idea! FE2- Emblem of Rebellion- Alm feels natural, yeah he's famous for sword and bows but he kinda started it. I could see his gimmick centered around offense and echoes penchant for using HP as a resource for arts. Engage Weapons: Royal Sword (Heavier Brave Sword), Luna Bow (Breaks Armored Units) and Echoes Falchion (Effective against dragons, heaviest falchion). His skills could center around being damaged with things like Desperation, Windsweep that has a higher chance at lower health, maybe a personal version of reforge that takes wearers HP in order to heal break. For his activation art, it could simply double users strength for an attack. Simple and strong. FE3/12- Emblem of Shadows- Characters like Kris or Caeda would make sense... but I think Katarina has the most potential, shes pretty cool at least. She could have an Assassin's thunder tome which inflicts poison and maybe is super light. Silence staff feels on brand and could also be super nice in a pinch. Starlight for the max engage weapon, which could break units that use swords, axes or lances. Maybe for her activation skill she could Silence and poison all units in a small nearby area. Like 3 spaces around her? FE4- ?- I don't know enough about FE4 to make a good decision. Seliph or Julia could be cool, I guess? FE5- Emblem of Guides- One character I do know in FE5 is August, and dude seems like a bro in heroes. Can't say anything about weapons but let him heal, let him boost allies and be a pure support. FE6- Emblem of Hermits- Would she be added? No. But Niime is kind of awesome. Focus on the odd dark magic spells like Nosferatu (Its in the game on Micaiah anyways), Maybe a heavily nerfed version of luna which ignores half of enemy resistance but can't crit or double? Ending with Apocalypse which is just dragon effective and strong? Activation skill could be Eclipse which halves an enemies HP. For her skills she could boost her damage or defenses when being alone. Maybe she can break other tomes when engaged because Dark magic beats Anima in GBA games? FE8- Emblem of Silver- Seth is awesome, and maybe could be a mix between Sigurd and Roy. Getting more defense at lower HP, increasing movement. The whole deal about Seth is that no matter the pain he will remain steadfast. He could use an Axereaver, like Roy, but now a lance. Heavy spear to hurt armors more, like Sigurd's Ridersbane. Maybe end off with Vidofnir, which is just a good lance that raises defense. FE10- Emblem of Skies(?)- Elincia would make a great addition! Starting give her a Wind Sword, simple 1-2 range physical sword, maybe make it weaker to balance? Then a Physic staff, which is helpful, and end with Amiti which is a very light brave sword. She could work well as a support offense unit, reducing critical hit chances, maybe giving flying when engaged? I don't know what her activation ability could be... maybe lowering enemy movement or stunning them like Sigurds?
  8. Bringing up Lyn's engrave, I think its actually really good. Sure -3 might is rough but I have had amazing luck with it on Tomes.
  9. I haven't finished the game yet, but its considered a cavalry mixed range unit who can "Hobble" (Reduces movement I think?) units and lower their defenses. I think it might have a couple higher stats but cannot confirm this. Its built to be a chipper I think, but gets melee weapons for Breaking.
  10. Shez is too strong, but I love playing Jeralt. Raphael and Balthus are also two of the better units I've had too. Constance is my answer to everything magical, but mainly because I gave her the resistance breaker tome and gave her almost all of the magic boosting items.
  11. I love the weird gimmicks of most dark magic, and anima is also basic but neat. Light always seemed cooler than I think it ended up being. But all three are pretty dope.
  12. Paper Mario: The Thousand Year Door holds up very well. Sure it has its down points. Even considering that its incredibly fun to play and control and still looks great.
  13. You COULD do a no magic run. No casting reason or faith spells. That might be a little extreme though.
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