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illegal knight

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  1. No no no... Pirates in the world of Fire Emblem are same role as Brigands (you called them Barbarians). The different is, Brigands are able to move on mountains, and Pirates are able to move on waters. They are axe-wielders. Pirates and Brigands promotion units: Berserker or Warrior. http://fireemblem.wikia.com/wiki/Pirate And about the sword or dagger one, Thieves also able to move on water even suffers massive penalties. Promotes to Assassin or Rogue. As Rogue, their penalties on water area now only movement reduction. They have Locktouch Skill that doesn't require [lockpick] anymore (who Thieves need) and Clear-vision Skill (larger fog-of-war's disclose-area than other class). (Ref.: Sacred Stones and Radiant series) nb.: Marine-Thieves are Pirates in Japanese Fire Emblem installment's Class-Introductions.
  2. Okay...allow me to analize it if you don't mind... And you request about "update" ideas from Sacred Stones era into Fates era, yes? Now let's get started. From Sacred Stones yes, I still remember about the gentle Franz, the cheerful Tana, and the elegant Cormag. But the cute Myrrh (manakete) isn't ground unit. She is an airborne unit which no suffers any terrain penalties as well as never gain terrain bonus, and weak againts bows and anti-dragon weapons. No wonder why she has wings, right? You may proove it later on. Back to main topic, Since Basilisk Riders has passive ability which have a change to petrify the enemy, the damage output would be relatively weak. Low Str and low Mag. Their physical damage may equal to Pegasus Knights and their magical damage may equal to Monks (FE8). So their critical attack which adding change to petrificating would works well and balance. Basilisk Rider. Lance E, Tome E. Skills: Lv.1.: Sandcruise. Able to move without any movement reductions on the desert areas, but unable to move on the icy areas. Hence, as lizard's nature. Lv.10.: Rockgazer. Add a change to petrifies the enemy when successfully land the critical attack. Trigger : (Luck/3)% Promotion after Lv.10 or more: -Basilisk Knight. Lance D, Tome E, Axe E. Skills: Lv.5.: Lighting Breath. Able to attack or counterattack the enemy when unarmed. Ignore enemy's Def and Res. Damage output : (Str+Mag)÷2 Lv.15.: Hike. The user and all allies 3 tiles radius around the user are able to move on the mountainous areas. -Basilisk Warlock. Lance E, Tome D. Skills: Lv.5.: Quadraspell. Change to hit the enemy four times with 0,75 base damage output. Tome only. Trigger : ((Mag+Spd)÷3)% Lv.15.: Lightning Aura. After the battle, all enemies 2 tiles radius around the user are hit by lightning and suffers damage 20% of their current HP. May petrify the enemies. (current petrifying rate) + 3% I just try to describe your descriptions as well as implementing them to the latest World of Fire Emblem with a warning: many people would disagree about "still able to combat even lost the weapon". Perhaps I may wrong, but is the character with the Basilisk Rider class in your mind is a cunning young woman who seek revenge? And other question: even I'd tried to balancing it as well, I want to know: how your character with the class above and the allies fights the massive numbers of enemy units with the same classes as your described?
  3. It may be an unique class, I admit. It might deployed on the desert, water, or mountainous battlefields which lack of (ground) knights who able to stands on the crucial tiles due their disadvantage with the areas. However, the class has many weaknesses. As the Armor-unit who tasks guarding the chokehold areas, this class cannot granted with terrain bonus (which is very important for Armor units in order to guard those points) due the nature of airborne units. Low movement, low speed, and low resistance.... nature of the Armor class, but have weakness from tomes, bows, and ballistas as well as anti-dragon and anti-armor weapons respectively. This class looks so cool but unable to doing fully defending task or fully sortie assaults because no terrain bonus and low movements (which made them unable to do preventive actions to chase enemy's mages, archers, or artilleries). nb. even I imagine about the face of the exhaused wyvern who forced to fly wearing the heavy armor (if any) while carrying the Armor unit on the back.
  4. Yes, it's pretty useless if have sure that always rarely or even never got critical attack from enemy units. Then let the enemies had it. Or may useful in online pvp battles. I believe that units with good skill and luck stats may nullified the opponent's critical hits while the units may still have descent critical rate since the unit have nice skill and luck stats. If roughly the unit's (no matter the-high-level-difficulty-enemies or any pvp characters) unit's have skill 25 and luck 20, then the unit have added +15% critical evade stacked with the unit's own critical evasion based from stats and critical-evasion-Skills or buffs. And I said again: if you sure you would be rarely or even never got critical hits from any opponent (storyline, or even online pvp battles), then you are absolutely correct: this Skill is pretty useless.
  5. When I played in Lunatic difficulty, the enemy units often do critical hits. Not finished the game because the 3DS doesn't mine , but my cousin's. No idea if my luck as player may worst than yours .
  6. Correct! The Skills I created were means for the sake of promoted class. I created this Skill literally weak for low level stats, while still balance with another unpromoted-class Skills which still used by high level promoted class. The enemy's high level swordmasters with this skill may made Nohrian Berserker cries in disappointment, because it let the Berserker (with Gamble Skill) do critical motion first only to missed the attack. Beside, the Lv.10 Skill might made the Swordmasters on both sides more deadly (for Astra) and might provide convenience for Blacksmith class.
  7. Yes, and it stacks with any critical evasion Skills and stats. But the different is, it will triggered when the opponent started to critical-attack motions.
  8. Because it stacks with any Skills or stats with critical-evasion rates but the different is, the Skill will actives when the opponent started to doing critical-motion (and the user will dodges the attack). Besides, it an unpromoted class skill. In the world of Fire Emblem, critical strikes are crucial. When I tried to creates any class, I'd always think about to turn-the-chessboard-over first. That's mean: I will not created a so-powerful skills because I'm always imagine about "when I meet the massive numbers of the enemies with basically the class I'd created in Lunatic difficulty". I hope everyone here must have turn-the-chessboard-over reasonings first when try to creates any class/Skills, unless if interested to creates the unique class for enemy's boss characters.
  9. Swordsmith. Sword E. Skills: Lv.1.: Awareness: Evade enemy's critical attack. Trigger: ((skill+luck)÷3)% Lv.10.: Enlightenment: Skills triggering rates +5%. Promoted into Swordmaster or Blacksmith. Hoshidan's Class.
  10. Then I think, snipers or marksmen should able to wield Daggers since knife weapon has been exist in the world of Fire Emblem. Well, at least let it be the same as medieval bowmen who wield daggers for self-defense againts melee-attack. Max.wpn.proficiency : Bow S, Dagger C.
  11. Crossbow weapons from Radiant Down were capable to close range attack but can only wield by Warrior class, while the Marksman class has +1 range-attack, made all their equipped bows has the range of Longbow (2-3).
  12. It will be nice if this class is an enemy-class only, because it will be so challenging while we must penetrate the enemy's line. By my all respect, if this class were used for player's class, I'm really againts it. As my personal opinion, using a character's death as a Skill-triggering, etc, are not nice at all. Forgive me, but not all Fire Emblem players prefers to play Casual-Mode, sir...
  13. ^ Bishop? Yes indeed. The 2nd are Valkyrie (now has been evolved into Strategist) but with better mobility.
  14. It doesn't wrong if mentioned about in most FE world, wyvern riders use lance as their basic weapon. But from FE 13 until now, wyvern rider's basic weapons are axe. No idea about the future. About armored unit which use magic, yes, you mentioning Baron (boss unit). But when mentioning unique enemy unit, well... I have no words... Basically, Armored Units and Spellcaster Units were equal. It depend who land the blow first: The Armored Units slashing their blades to the fragile Mage Units first, or the Mage Units fry the Armored Units inside their own thick mails first. And Spellcasters "stronger" than Armors generally in the terms on the range which Spellcaster would hit the Armor Units firsthand. Dueling (not arena, but on the battlefield) example: a Paladin (just Paladin! No! Do not bring a General!) wields his/her Wind Sword and Pike for facing a Sage who wields his/her Bolganone and Bolting. I believe you will understand what I means, sire. And about the horsemen and infantries, I never seen any advantage or disadvantage. I used both Social Knights and Armor Knights equally since they have different tasks on the battlefields. Social Knights basic task for chase and destroy while Armor Knights basic task for protect and defend. Canto need mobility actions of the four-legged or winged ones. Armor Knights mails are so heavy that made them unable to move normally (Villager's mobilities even better than Armor Knight's), so you will not so mean to them for "doing" Canto, right?
  15. Mage Knight! ....a relic from the past...what a memory... a mounted spellcaster who wield tome (anima) and staff which has been extict now... Btw, the role you mention above still exist... They are Falco Knight. Still a "Knight", yes?
  16. Armored spellcaster....? Armor >< Robe, it means, thicker Armor = higher Def with lower Res, and More layered (except dancers) Robe = lower Def with higher Res. In other words, despise about armor-slayer weapons will be their weakness or not, this class will be the first spellcaster which weaker againts magic and suffers disadvantage when must battle on the desert areas. Am I wrong?
  17. Interesting class, Sir... it would be nice. But about the Skill Fencer Lv.10 Skillful Parry, it didn't work againts magic, right? Well...you know...parrying... blocking incoming attack with your blade. Different than Pavise which blocking with the large shield. Btw, different than Generals, this Skill will be depend with must-be-equipped sword, yes? So, if this class lost it's equippable blade (via durability-exhaused, -if exist- when still enemy's turn...or got hit by -if exist too- enemy with Disarm Skill), this Skill will not work, indeed? And about Duelist's Skill Lv.15, how many percentage formula for it's triggering rates?
  18. By the way, Lumberjack and Miner have the same role as Brigand/Mountain-Thief (who would promoted into Berserker, same as Pirate/Marine-Thief). Barbarian may same as Brigands. You can put the Lumberjack and Miner as the trainees category: Journeyman/Warrior-Trainee. And basically, according to the Fire Emblem storylines, Fighters and most axewielders are never officially member of the country's military forces from the start. Most of them were civilian volunteers who choose to joined the banner, while others forced to became criminals or joined the mercenary bands. In other words, the only unpromoted/basic military or "martial" axewielder class is only the Wyvern soldier.
  19. Mercenaries are soldier of fortunes that must belongs to Civilian. Basically, nobody interest to hire or paid a criminal despise his/her abilities (the FE stories often despise this fact, lol). And mercenaries are technically soldiers, but not officially members of any country's military forces. In other words, mercenaries are battle-civilian those will fights for someone who hire/pay them for combative works. And you forgot adding the water criminal Pirate/Marine-thief. ---------------------------------------------------- I'm interested about Spearfisher. And I will talk about it accordingly to weapon types in the world of Fire Emblem. You can rename the Spearfisher into Fisher (if you interested with unisex names) since fisher never use sword, axe, bow, or even tome or staff for work... They would always use lance and use dagger only for the captured fishes (and pls don't ask about shuriken...). I'd considered the Fisher as a young character who under category as a "Trainee" class (ref.: Fire Emblem Sacred Stones). Recruit-class are belongs to the land while Fisher-class are belongs to sea. Now this is my idea about Fisher-Class: Fisher. A novice seafahrer who works near water areas. Lance E. Skills: Lv.1. Rivercross : able to move on water platforms. Promoting after max.Lv.10: -Seaman. A seafahrer who officially member of the navy. Lance E. Skills: Lv.1.: Str+1 Skill+1 Hit-Rate+5 Lv.10.: Rivercross Skill changed into Swim: movement on water platforms has no longer decreased. -Mariner. A sea adventurer who enjoy explorations. Lance E. Skills: Lv.1.: Str+1 Spd+1 Avoid+5 Lv.10.: Rivercross Skill changed into Swim: movements on water platforms has no longer decreased. Promoting with Master Seal after Lv.10 or higher: -Seaman: --Sailor. A naval officer with remarkable abilities. Lance D. Lv.5.: Assault: there's a change to 3 times hits with 0.75% damage. Trigger rate: (skill/3)% Lv.15.: Swim Skill change into Ocean Soul: the user and all allies in 3 tiles radius around the user are able to move acrossing the water platforms without any movements reductions. Doesn't effect Fisher-type units and Fliers. --Privateer. A resigned military seafahrer or former sea adventurer who seek the fortunes. Lance D, Sword E. Lv.5.: Crosscounter: when avoid enemy's attack, counter damage dealt +50%. Lv.15.: Swim Skill change into Ocean Spirit: no movement reduction on water platforms. Movements +2 on water platforms. -Mariner: --Privateer. A resigned military seafahrer or former sea adventurer who seek the fortunes. Lance D, Sword E. Lv.5.: Crosscounter: when avoid enemy's attack, counter damage dealt +50%. Lv.15.: Swim Skill change into Ocean Spirit: no movement reduction on water platforms. Movements +2 on water platforms. --Bucaneer. A former sea adventurer who lived by piracy. Lance D, Axe E. Lv.5.: Pilfer: when fights and hitting the enemy, takes a random item (not weapon) from enemy's inventory no matter the enemy still standing or defeated. May takes gold with random values with triggering rate (skill/4)%. Critical Rate +5. Lv.15.: Swim Skill change into Sea Spirit: No movement reduction when move on water platforms. When standing on water platform, restore 50% HP every player's turn. Promoting Lv.10 or higher unit with "DLC" special item : Ocean Seal (ref.: Fire Emblem Sacred Stones). --Sailor ---Admiral. The legendary naval veteran who respected by both allies and enemies. Lance C. Skills: Lv.25.: Pontus (active) : summon a mystical warship with no Lv. or exp-gauge beside the user with same HP and stats of the user. Technically the ship is an unmanned Balistician (with the same attack-range and slow movement) unit on the water, but no Skills and inventory. Enemies who got hit or defeated by the ship automatically transfers the exp-points and dropped items to the user who summons it. Cannot be unsummon. Cannot be pairing-up. Can only be summoned on water platform. Can only move on the water. Can only summon 1 unit per user but can be resummoned after the warship destroyed. The ship automatically destroyed when the user defeated on the battle. Lv.35.: Admiralty : the user and all allies in 3 tiles radius around the user gain +5 damage dealt and +10 Critical Rate. --Privateer ---Corsair. The elite seafahrer who can only hired by worthy price. Lance C, Sword D. Lv.25.: Leviathan : when the user stand on the water platform, the user gains all stats +3. Lv.35.: Kraken (active) : use the chain to pull an enemy or ally along with his/her pairing partner to close to the user. Range: 5 tiles. --Bucaneer ---Marooners. The expert outlaw-of-the-seven-seas who feared by any forces. Lance C, Axe D. Skills: Lv.25.: Flying Dutchman: when fight on the water platform, nullified enemy's all defensive Skills. Lv.35.: Jolly Rogers (active) : place a Jolly Rogers flag beside the user. All units in 5 tiles radius around the flag will have Str+5, Mag+5, Def-5, and Res-5. The Flag's HP, Def, and Res stats are same as the user. The flag have no action turn and cannot attack. The flag will be vanished after 5 turns. Can be used on the ground or water platform. Cannot be removed after placed, but enemies or allies are able to destroy it. Can only 1 flag placed per user and can be placed again after the flag before has been destroyed. This is my simple idea about the lancewielder as a marine-unit (Pirate with Axe, Thief with Sword/dagger, and Outlaw with bow). And let the Fisher become the first marine-unit which is not from Criminal category (at first). And also I gave the idea about the Skill that can be evolved in order to avoid harming the Character's Skill slot by one Class.
  20. Arcanist : a mounted spellcaster or horse mage. Troubador's counterpart. Same stats growth with Troubadors. Tome E. Max.wpn.: Tome B. Skills: Lv.1: Mindseeker: when fighting adjacent to an enemy, enemy’s Hit Rate -20 Lv.10: Fog: All enemies' Hit Rate -5 within a 2 tile radius. Promoting classes after Lv.10 or more: 1. Dark Knight (Everyone knew about Dark Knight already...lol...) 2. Seer : a mounted vagabond who always finding the truth about the world. Literally a magical Ranger. Similar stats growth with Dark Knight. Tome D, Bow E. Max.wpn.: Tome A, Bow B. Skills: Lv.5: Seal skill : after the battle, enemy's skill stat -6. Lv.15: Magnificent 7 : on turn 7, spd +7, the partner's pairing-up spd+7 as long as pairing-up with the Seer. Effect continues until the end of chapter's battle. Nohrian's class if in FATES.
  21. Greetings, I'm a newcomer in this forum, and I found this interesting thread.... . If you don't mind: Since this is a thread for new classes, I have a simple idea about the new class for the Lord one. The weak and crappy infantry master-of-none Lord class. A young prince of a small kingdom on the coast of the continent. Strong determination even his body is not very strong as his soul (at the beginning, but will have nice growth later on). Sword D, Staff E. Equip: Rapier, Heal. Since he is the Lord class, all his Skills are considered as Personal Skills: 1. Cloudy Charm - passive - initial - cannot be removed. : the user and all allies within 3 tiles radius around the user gains Hit Rate +5 and Avoid +5, but the user cursed by the land: cannot gain any terrain bonuses. (May able to be part of the storyline) 2. Leadership Talent - passive - learned at Lv.1. : the user and all allies within 3 tiles radius around the user gains all stats +1. Still gained even already have maxed stats. Stack with any Rally Skills and Dancing Skill. 3. Command Aura - passive - learned at Lv.10. : the user and all allies within 3 tiles radius around the user gains damage dealt by +3 and damage taken by -3 when encounters the enemies. Stack with Skills which gains damage dealt and/or reduce damage taken. On the scripted storyline later, he will have Celestial Sword (prf, range 1-2, inventory-locked or untradable) and Heaven Seal for promotion. At Lv.10 or more, after he use his Heaven Seal: Sky Lord, a dragon/wyvern-riding Airborne Lord with nice growth stats (I want to at least have one flying Lord in Fire Emblem history). Max.weapon proficiencies: Sword A, Staff C. The Sky Lord is the only flier-class who wield the sword, while other flier-classes can't (note: the sword-wielding flier-classes has been extinct now). Skills: 1. Dragonologist - passive - learned after promoted.: negates the user's flying-type and dragon-type weaknesses. 2. Erebus - passive - learned at Lv.5.: Attack with Sol effect, Luna effect, and Ignis/Rend-Heaven effect at once strike. Able to critical and double attack. Trigger: (skill/2)%. 3. Divine Crown - passive - learned at Lv.15.: +10% trigger Skill-activation rates to the user and all allies within 3 tiles radius around the user. I just want to strengthen the role of the Lord not only have the role on the storylines and the battle-sequences, but also the role on the battlefields as the chief of the battle-formations. This is my idea about the airborne supreme-commander on the battlegrounds who responsible to organizes and protects his men and women while he must strong enough to strike down the hearts of the enemy's forces, but still far from overpowered since his total stats are not too great. (note: he even will not be qualified to join the Super Smash Bros series) I hope I could share my simple fun imagination here. Best regards.
  22. Greetings, ladies and gentlemen. I'm a newcomer here. I played some FE series and I found this forum friendly and interesting. I hope I may have "new home" here. Best regards...
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