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  1. Hi guys! I was looking into the reclassing mechanic in Fates and noticed that your level doesn't reset this time around. How are supposed to grind skills then? Can someone give me an explanation, because that confuses me to no end. Also, is skill/stat inheritance still a thing with the children or do they function differently from Awakening?
  2. Has anyone gone through making FeM!Morgan a Manakete? And if so what skills have you given her? And which Manakete mother passes on the best stats?
  3. [spoiler=rules]1. The game is non-bastard. 2. This game is NOC. Don't talk about the game outside the thread unless granted mod permission to do so. Please post any game-related comments in the game thread (if alive) or in the graveyard quicktopic (if dead). 3. Days last for 72 hours, nights last for 24 hours. Prod-dodging posts will not be considered towards activity, please let the mods know if you intend to lurk or if you have important commitments that will prevent you from posting for long periods of time, otherwise two prods will result in forced replacement or modkill. 4. Lynches require hammering except during D1, where a majority lynch may happen. In the following phases failure to hammer will result in No Lynch, and the second no lynch in the game will result in a universal loss. Don't talk after the hammer. 5. LyLo will be anounced regardless of it being true LyLo, MyLo or potential MyLo/LyLo 6. You will be informed if your action fails or is redirected. 7. No screenshots, Mod conversation quoting (Role PM, night results PMs, etc) or post edits. Any of these will most likely end up in a modkill. Flavorspec through character names and the sort is discouraged but allowed. 8. Being modkilled for any of the above or blatantly failing to play to your wincon will result in automatic loss for the player involved regardless of the game outcome. If you are unsure whether or not something you are about to post would be against the game's rules, please contact me and ask. Player List (13/13) - kirsche - Boron Lord Gaius - Dandragon - Cosmicdude - Marth - Shinori - Junko - Refa - Disco Kawaii - Izhuark - Quote - Roxas - Terrador [spoiler=Deaded]- Terrador. Astrid, mafia 2-shot ninja w/ Paragon/Savior. Lynched Day 1. - Refa. Haar, VT w/ Guard/Provoke. Killed Night 1. - TheCosmicDude. Devdan, mafia Roleblocker w/ Serenity/Wrath. Lynched Day 2. - Quote. Tauroneo, Doctor w/ Resolve/Smite. Killed Night 2. - Izhuark. Nasir, Mass Caffeinator w/ Nihil. Killed Night 2. - Roxas. Sothe, VT w/ Thief. Lynched Day 3. - Marth. Lethe, Tracker w/ Halfshit/Fullshift. Killed Night 3. Subs - The3rdCorinthian - eclipse - Gilgamesh - Rapier - Blitz - Crysta - Gaius - zerosaber
  4. So I am trying to grind my units up since some of them are falling behind, particularly units from paralouges whom I left to do till the end of the game for reasons I don't even know.I was just wandering is there any way to grind Paragon easily. Thanks in advance.
  5. Hello! I am planning on making Libra!Owain a Dread Fighter in my current Lunatic playthrough, and I don't know which skills would be optimal for him. I already made the pairing, and I plan on passing Galeforce with Lissa (hello grinding) and Renewal with Libra (I'm really open for suggestions for this one though). The final skill set I plan on having is: Galeforce Renewal Vantage Vengeance Astra Other skills I'm considering are Swordfaire, Agressor, Limit Breaker and Lifetaker. What skills would be optimal for him? I'm open for suggestions outside of those choices since I never used a Dread Fighter before :P Thanks!
  6. Hey Guys. I'm pretty new to the concept of 'breeding' children for optimal stats and skills and wanted to give it a go during my FEF: Invisible Kingdom run through. I have already calculated the max stats and growth rates for each child as the result of each pairing available to the father or mother in Azura's case. This is where things begin to get a little confusing for me. How do you determine which mother is the best for what child? Is it more preferable to balance the child units stats or polarise them towards having higher stats in some areas (i.e. a +6 in DEF or a +7 in STR, etc)? Then, going on from the stats, how do you determine which of their available class sets would complement them the best? I understand how skill inheritance, class inheritance and seals work and have not gotten around to considering the best options in depth for the child units yet. If anybody would like to use Shinonome as an example to explain how to determine who the best mother is l have provided all of the stats from each pairing below. (The stats next to Shinonome's name are Ryoma's stats). Ignore the colours, they are for my own reference. Any help or direction would be greatly appreciated.
  7. Hello, I'm playing FE5 for the first time and currently playing chapter 8x. Since Thracia 776 is the hardest FE game, I want to make my life as comfortable as possible. I have two skill scrolls already (elite + wrath), but I'm not quite sure, who shall get them. My plan was to give wrath to Nanna, because she can heal 3x, whenever she does a critical. Leaf with his light sword would also be a nice idea against the bosses, who have ridiculous defense boost. Though I have no idea, who to give elite. I was thinking to give it to Olwen, but it still lasts a few chapters till I'll get her. I'd like to use it already to get more exp. in earlygame. My current main team: Leaf Othin Havan Nanna Safy Fargus Hicks (?) Tanya (?) Asvel Lifis (only used in chapters with doors / chests) Fin Karen (?) ?= not sure
  8. So, I've always wanted to make my own FE game for some years now (about 7 or so) and a few years back I was into rom hacking. Long story short, I lost a lot of my contents back then including working form of my FE8 patch. A few years later I finally recover a few animations and mugs however, after putting such a project down for some time coupled with the fact that a lot of progress was loss I no longer feel compelled to resume my FE8 hack. ...but, I seen the debut of FEXp back in the days and loved the freedom and capabilities of creating a FE game on that engine. I didn't pick it up at the time because I was midway in between finishing my GBAhack....eventually I put down FEhacking (after the loss of progress) for 4 years, my college years, and now I'm back. So why am I here: I've been browsing the web for fexp help for a few weeks now and it's pretty scarce, I'ma be honest. Klok's tutorial was great, but it left out most the things that it would take a long time to figure out on my own, like the counter intuitive aspects of fexp (which there are a lot). I would reeeeeeeally, really, really, like to know the limitations of Fexp, and what problems rpg maker presents for creating a FE game. because I'd hate to be stuck midway in development. Fire Emblem and the Seven Seals brief overview/summary : Some Important Houses and Families of Cambria: Gameplay & Goals: Revamped Class System Now one of the reasons I really wanted to work with Fexp is the implementation of skills.... I've been playing around with fexp for a few weeks now....and I'm still in the dark with its capabilities... but here are some skills I want to implement. Some of which I won't reveal due to me not wanting to spoil everything. SKILLS! So yeah guys that's it, I really would like to know the limitations of Fexp, what is possible and what is not... please don't suggest I wait for Fexna, Ive seen someone get told that 3 years ago lol...unless you know for a fact yeti will release the beta to the public before the months end or something. Names in Red are subject to immediate change
  9. so I had a quick question about obtaining skills via seals and wasn't sure which thread to post it in - basically, my f!Kamui Aoi, is on a certain IK chapter on hard mode and nearly done with the battle; and I just realize that I have absolutely no characters with locktouch. There are four total chests, but only three keys obtainable, and I have none in my inventory either. I really don't want to start over, since none of my units have died and I've done a good amount of grinding on the map. I'm level 10 and dark blood class; but luckily, I happen to have the outlaw subclass. If I promote myself into an adventurer right now using a parallel seal, when would I get the lock touch skill ? Also, I had Sakura open both treasure chests before resetting and one of them has a (defense??) beast stone while the other has a flying katana, i think. If the katana's obtainable via other ways, I'd rather just grab the beast stone, but if I can't get it anywhere else, I'd much prefer to have both ; u ; Thanks in advance ! * U *
  10. Can anyone who's played the game and is experienced with the game mechanics help me with this question? Let's say I want to optimize my units in-game as much as possible. When would I begin to reclass, disregarding skills (because that just makes everything more complicated and I'd rather have this questions answered first). For example, let's say I want Sakura to end up as a War Priestess, but I want to make sure she maxes her stats as much as possible before reaching 20/20. Should I switch her class to Pegasus Warrior early on to help cap her speed/strength? What would be a general rule for reclassing in order to max stats? Or is there none, and am I just being overly simple? If you'd like to say something about reclassing for skills too, please do! Any information is appreciated :)
  11. So I'm kinda new to Fire Emblem but I know with Awakening you can have customization with your characters. A few people just told me "Do what you like." I'd rather have efficiency with my characters so that I can massacre people online. XP Not to mention I'd rather get the game done quickly and max out my characters and have them at their best ASAP. I do have ALL DLC for this game as well. Thank you in advance. ~StormVentus
  12. i don't have the game yet but i got enough info to make the routing for shared, and hoshido characters. im still trying my best to make the best route for nohr, i will start with the shared characters routing tell me what you think about my idea thank you Gunter:starting class Great Knight >> parallel seal >> lv 1 to 5 hero >> paralled seal >> lv 5 to 15 Reverent Knight >> parallel seal >> back to lv 15 to max Great Knight noted obtained skills: Sol, Deadly Breath, Overbearing, Diamond Strike, Rescue (for me, i will swap Diamond Strike and Rescue for Beast Shield and Armor Shield if the shields are DLC only skill) Felicia: starting class Maid >> parallel seal >> lv 1 to 15 Hero >> parallel seal >> lv 15 to 17 strategist >> parallel seal >> lv 17 to max Maid noted obtained skills: Sol, Axebreaker, Battle Command, Servant's Joy, Tomebreaker (for me, i will swap Tomebreaker for Patient Assurance) Jakob: starting class Butler >> parallel seal >> lv 1 to 15 Great Knight >> parallel seal >> lv 15 to 17 Strategist >> parallel seal >> lv 17 to 19 Paladin >> parallel seal >> lv 19 to max Butler noted obtained skills: Luna, Diamond Strike, Battle Command, Aegis, Servant's Joy Kaze: starting class Ninja >> Master Seal >> lv 1 to 5 Puppeteer >> parallel seal >> lv 5 to 15 Trueblade >> parallel seal >> lv 15 to max Elite Ninja noted obtained skills: Snake Venom, Astra(or Lethality), Puppet Break, Swordfaire, Kunaifaire Azure: Starting class to 10 Singer >> P. seal >> lv 10 to max Pegasus Warrior >> M. Seal >> lv 1 to 15 Golden-kite Warrior >> p. seal >> lv 15 to max Singer noted obtained skills: Special Song, Voice of Peace, Foreign Princess, Swallow Strike, Sun God Silas: Starting class to max lv Cavalier >> M. seal >> lv 5 to 15 Great Knight >> P. seal >> lv 15 to 18 Hero >> P. seal >> lv 18 to max Paladin noted obtained skills: Diamond Strike, Patient Assurance, Sol, Aegis, Defender (for me, i will swap Defender for Beast shiled) Mozume: starting class Villager to lv 15 >> P. seal >> lv 15 to max Bowman >> M. seal >> lv to 15 Golden-kite Warrior >> P. seal >> lv 15 to max Great Merchant noted obtained skills: (Aptitude but once all stats maxed, remove Aptitude), Prescient Victory, Soar, Sun God, Easy Life, Extravagance i will post more units if you want to see the rest, i do have Izana and Asura's routing since they are shared but it also depends if you guys want to see more
  13. Endgame kinda caught this, so he gets credit here. You can use Streetpass to BUY SKILLS with the same name [err... same character]. Marriage Seals allow you to hop to your partner's classes. ...Kamui gets any and all classes of choice by selection at the start. Kamui can marry anyone. Therefore, all characters have a potential access to any class in the game. Chaining and some Tedium ahead guys--- because if that's the case, on any given run with given enough gold and time, by abusing the ability to buy skills, it'd be possible to get any possible skill combo on any character.
  14. ...how to hack skills onto units in Fire Emblem: Awakening, that'd be great. Sorry if a thread like this already exists, I was just unable to find it.
  15. At 60+ classes that's a lot of skills. Plus characters have character specific skills. We could potentially have around 150+ skills with our current knowledge. The skill mechanics of If are very different with Parallel Seals being in the game. If there are no Secondary Seals, then the game will be forcing a very specific skill path. That doesn't really make sense though now that I think on it, because there are 6 slots, 1 is filled by default. Then there's 5 more, and if each class has only 2, then with Parallel seals you can only attain 4 more skills per character, so then there must be a way to reset the characters level or somehow get more skills than at cap. Plus the UI before battles has a "Swap Skills" section, imposing that you will have multiple skills. How do you think they will handle skills in Fire Emblem If? Will Hoshido and Nohr share classes and class skills? Will there be Secondary Skills or a way to reset EXP? Will different classes on Hoshido and Nohr have the same skills (I.e. Dragon classes and Pegasus Classes having the same skills)? There are too many questions for skills.
  16. Hello everyone! I've been trying to make a StreetPass team as challenging as possible without using MUs. To this end, I've scoured the net for any effective gimmicks or strategies only to come to the conclusion that anything one can assemble, any reasonably competent player can destroy it using Pair-Up. And yet, as one last tribute to Awakening before If is presumably released stateside sometime next year, I wanted to devote one final save file to making a challenging StreetPass team and would appreciate any advice. From what I understand, the most useful skills for this endeavor are as follows: General Skills: Limit Breaker: Without this, almost any tactic employed will undoubtedly fail. Counter: Might as well attempt to kill through passive damage if active damage fails. Aggressor: Provided one has a chance to initiate combat, they ought to hit as hard as possible. ____'faire': An alternative to Aggressor that becomes the only comparable option for female units. Vantage: Since it’s HP-based, it only ought to be used on a unit with Miracle. Procs: Lethality: When used selectively, it can be a great asset. Personally I intend to limit use of it to half my team or less, to discourage auto-dismissal. Miracle: Useful in a select number of instances, particularly involving Vengeance or Counter. Vengeance: Primarily useful with Miracle. Being a guaranteed proc doesn't hurt either. Luna: For when Lethality and/or Vengeance isn't used, but a proc could still help. Hit/Avoid: Lucky 7: +20 Hit/Avo for seven turns. Few StreetPass battles will eclipse this limit. Quick Burn: Start with +15 Hit/Avo with a general decrease (1 Hit/Avo?) per turn. Anathema: -10 Avoid/Critical Avoid to enemies within a 3-tile radius. Notable for encompassing the attack range of all weapons except for Mire. But other Hit/Avo skills seem more effective. ____'breaker': +50 Hit/Avo against a single weapon type. Useful if a unit is locked into a weapon type, or if one simply wants added utility against tomes or bows. Hit+20: Self-explanatory. On to the weapons. Usually, over-reliance on Celica's Gale will make a team even easier to defeat, provided a player slaps on Tomebreaker. What can be done to introduce a little variety? Granted, all forgeable weapons will have +3 Mt / 25 Hit. Weapons: Celica’s Gale: The most accurate 'brave' range 1-2 weapon in the game. Brave ______: Be it a sword, lance, axe, or bow, the opportunity to hit twice is invaluable. Eirika’s Blade: May be more useful than a Brave Sword due to its higher accuracy. Superior _____: Can be equipped when sortied to act as a ‘Breaker’ during the first player phase. Dragonstone+: Despite its lack of a Brave effect, there aren't any skills or weapons that reduce its accuracy like WTA or ‘breakers’. There are ‘hazards’ like Wyrmsbane, and the Falchion variants, Wyrmslayer and Book of Naga which all deal effective damage. And Aegis which halves damage, but none of these hinder its accuracy. In order to narrow things down a bit, it seems that in order to be an effective unit in StreetPass, a unit should possess as many of the following classes/skills as possible: Class Sets and Skills: Thief: Lucky 7 and Lethality Wyvern Rider: Swordbreaker, Lancebreaker, Quick Burn Dark Mage: Anathema, Vengeance, Tomebreaker Barbarian: Axefaire and Counter Fighter: Counter and Axebreaker Mercenary: Axebreaker and Bowbreaker Cavalier/Knight: Luna Priest: Miracle Myrmidon: Vantage, Swordfaire and Lethality The Barbarian/Fighter/Mercenary line have significant overlap, with the former two being male-exclusive. The Myrmidon line, while quite useful in-game for Vantage, Swordfaire, and Lethality seems to be superseded by the Thief line with Vantage's decreased prevalence, and the latter's access to Lucky 7. Cavalier and Knight seem to be functionally similar in regards to having Luna in common, and few other skills of value in a StreetPass setting. Paladin may be a superior ending class though due to its higher movement and generally higher speed and skill. But before getting into my own theory-crafting setups, I also have a couple questions on this matter that I'd appreciate some guidance in: Questions: 1. As only two units in this file can use boots, is it best to give them to high movement units to enhance it even farther, or give it to someone with lower movement for the surprise factor? 2. The MU is treated as the ‘boss’ of the StreetPass AI and, from what I've observed, seems to spawn furthest from the player’s units. Does this usually happen or does it fluctuate? 3. Are any ‘hackforges’ applied if the recipient’s file is on Hard mode or above? And does this only apply if weapons are unforged? Also, from what I recall, having a higher difficulty on the file the team is generated in does nothing. Is all of this accurate? My Unit: For a setup like this, a MaMU is personally favored due to being an innate Counter-bomber with the potential to also run Miracle/Vengeance. There is also more versatility in potentially being able to pass on their class set to up to two more units. Granted, FeMU can do the same, but only with Lucina (who gets all she needs in a StreetPass setting from Olivia in my opinion). With this minor preamble aside, here is what I've devised so far. Open to suggestions: MaMU (+luk/-str) -Wyvern Lord: 85/55/42/47/48/59/55/40 10 movement (Boots) -Paladin: 85/51/42/49/50/59/51/52 Finn’s Lance/Brave Lance Limit Breaker, Miracle, Counter, HP+5, Iote’s Shield/Acrobat The luck asset is for higher Miracle procs, while a strength flaw is the only one that doesn't hurt luck or speed. Being locked to Finn’s Lance, which provides +2 strength and luck, ensures that MU will attempt to Counter–bomb, though a Brave Lance may be better should the first attack be dual-guarded. HP+5 means that MU can be all-but-KO’d, but due to Miracle, deal 84 damage, killing a standard player’s unit. Iote’s Shield is to negate a Wyvern Lord’s flying weakness, while Acrobat removes most terrain penalties for a Paladin. Would Vengeance or a Hit/Avoid skill be better, and which class seems more effective? Chrom!Inigo-Dread Fighter: 80/54/49/53/54/57/48/52 Celica’s Gale, Brave Sword, Brave Axe Limit Breaker, Rightful King, Vantage, Lethality, Counter Has a 23% base chance of activating Lethality with a potential irl chance of ≈43% via two hits of Celica’s Gale. Perhaps Patience or Hit+20 would be better than Counter? Olivia!Lucina-Dark Flier: 80/48/53/54/55/57/41/50 Celica’s Gale, Brave Lance Limit Breaker, Rightful King, Vantage, Lethality, Iotes Shield Similar to Inigo, but with Iotes Shield instead of Counter. Would Hit+20 be better to ensure a hit, or All Stats +2 for that extra Lethality percentage point? ...and that's all folks! No not really... While I'm somewhat set on the above units, even those are open to suggestions. On top of that, I still have seven more units to account for! When considering mods, inherent classes, and complementing skills from potential parents, this is what I devised so far: Pairings: Child Class Sets: Notable skills Parents Owain Priest, Myrmidon, Barbarian: Miracle, Vantage, Swordfaire, Lethality, Axefaire, Counter Would benefit nicely from a Dark Mage father, or Donnel’s luck (+6 mod = 61 luck as a promoted unit with LB). Other than that, he just needs to exist. Potential fathers: Libra, Henry, Donnel, MaMU, filler (Ricken, Virion etc.) Brady Priest, Cavalier, Mage: Miracle, Luna Could benefit from a Counter father. Besides that, his only notable feature is his +3 luck mod. Potential fathers: Vaike, Donnel, Gregor, Gaius, MaMU Kjelle Knight, Cavalier, Myrmidon, Wyvern Rider Luna, Vantage, Swordfaire, Lethality, Swordbreaker, Lancebreaker, Quickburn Aside from lacking Miracle for M/C (which she can’t get aside from MaMU), she has a plethora of useful skills. She could benefit from more breakers or hit/avoid skills. Potential fathers: Henry, Libra, Vaike, Donnel, Gaius, MaMU Cynthia Cleric, Pegasus Knight, Knight Miracle, Luna, Lancefaire, Tomefaire While excellent in-game, she needs some work to be StreetPass usable. Frederick only provides Wyvern Rider, Chrom is taken by Olivia and would only provide Aether, the Archer class, and overlapping Cavalier class anyway. Henry provides Counter as well as Dark Mage and Thief skills. Gaius provides Counter as well as Thief and Myrmidon skills. Potential fathers: Gaius, Henry, MaMU, filler (Frederick) Severa Mercenary, Dark Mage, Pegasus Knight Bowbreaker, Axebreaker, Tomebreaker, Anathema, Vengeance Could use a father with Wyvern Lord for ‘omni-breaker’ potential. Thief would also be beneficial for Lucky 7 in addition to Quick Burn. Potential fathers: Frederick, Virion, Lon’qu, MaMU Gerome Wyvern Rider, Priest, Fighter Miracle, Counter, Swordbreaker, Lancebreaker, Axebreaker Would benefit from Dark Mage, for Anathema, Vengeance, and Tomebreaker. Or maybe Donnel for that luck mod. Potential fathers: Libra, Henry, Donnel, MaMU Yarne Taguel, Barbarian, Thief Counter, Axefaire, Lethality, and Lucky 7 (can also inherit a breaker or Quick Burn from Panne if his father lacks Wyvern Rider) Aside from getting the full Wyvern Rider class set from a father, Libra could work for Miracle/Counter/Vengeance, while Kellam provides Miracle and Luna (albeit with Thief overlap) Potential fathers: Kellam, Frederick, Virion, Libra Laurent Mage, Dark Mage, Barbarian Anathema, Tomebreaker, Vengeance, Axefaire, Counter Works well with a Miracle father or, barring that, someone that buffs his Hit/Avo in general. Potential fathers: Kellam, Libra, MaMU, filler Noire Archer, Dark Mage, Knight Hit+20, Bowbreaker, Tomebreaker, Anathema, Vengeance, Luna She has an innate -2 luck mod, making her less suitable for Miracle+Counter+Vengeance. Instead, she can be converted into a Lethality user or dodge-tank. Potential fathers: Gaius, Gregor, Stahl, filler Nah Manakete, Mage, Wyvern Rider Swordbreaker, Lancebreaker, Quick Burn, Tomefaire Has potential due to Dragonstone usage, but requires significant investment to be made usable. Henry is notable for providing several Hit/Avo skills from his Dark Mage and Thief classes. Can alternatively be paired with Donnel to make a third-gen Morgan with two male-exclusive skills (albeit with Dragon weakness). Potential fathers: Henry, Donnel, MaMU, filler Morgan All relevant classes and skills (aside from Aggressor and Counter) She could be raised as a third-gen unit to inherit two male-exclusive skills, namely Counter and HP+5, letting her run a similar setup to MaMU. Or she could run a duplicate skillset to whatever sibling she has. A child fathered by Donnel (like Donnel!Kjelle, Donnel!Nah, Donnel!Severa) would be an ideal candidate, but someone like Gaius/Henry!Cynthia could suffice as well, without ‘ruining’ Morgan’s mother in the process. This basically becomes a question of what six children besides Morgan should be used, and whether Morgan would be better off with an equally versatile sibling or functioning as a MaMU 2.0. What do you think?
  17. Regarding the status screen of the few characters we've seen and their skills, what do you all speculate will be some new skills in this game? Potentially, Kamui's main skill might be the Dragon's Vein/Pulse ability, while Aqua's might be singing (similar to galdrar).
  18. I can't be assed to find the old one which is very possibly 3+ years old now. I once made a tier list of the Genealogy skills, and naturally, my list-making self has decided to remake it. It's a simple enough list, as skills are much easier to judge than units for numerous reasons. Personal experience definitely comes less into play here as well. The ranking criteria are as follows: -Availability: How available this skill is to your units. Obviously the more common the skill, the more useful. This does not include the auto-critical tacked onto 50+ kill weapons (because then Critical could theoretically be the top of everything by virtue of reinforcement farming). Class/weapon skills are included in this tally. Also, it is taken into account which units possess these skills. For example, Ayra possessing Nihil is absolutely useless because she will never, ever be critted; whereas Alec's possession of Nihil is a little more useful because he can avoid Horseslayer crits. Same with, say, Wrath: Tiltyu and Tinny possessing Wrath is useless because they are extremely frail for a majority of the game, whereas Arthur is amazing with Wrath, especially if he is Lex or Levin's son. -Effect in Battle: How this skill benefits (or poses a drawback) to your units in battle affects its placement. Does it make your units kill enemies faster? Make them die less? Allow them to progress further? -Activation: How often does this skill activate? The more it activates, the better, naturally. -Adaptability: How easy is it for this skill to go from one generation to the next? This also includes how it benefits or hinders children characters. -Contributions to Efficiency Plays: We're not looking at absolute LTC here, but we're not turtling either. How does the skill help your units achieve their goals easier? Rings are also included in a skill's overall ranking. This, of course, affects very few skills, but it does affect the availability of the Ring skills. Another minor consideration is how well the skill works with other skills on units. For example, the almighty Ambush/Wrath combo makes both skills more useful when stacked, but not necessarily on their own. This is mostly looked at with skills like Charge and Continue which can be very dangerous when combined together or with Pursuit. UPDATE: Due to requests the tier list has been switched to two separate lists by Generation. Those are below. This is the original, and general, tier list, and will remain up for debate and reference. Pursuit Tier Pursuit High Tier Dance Elite High Middle Tier Prayer Steal Charisma Middle Tier Critical Continue Astra Charge Bargain Return Wrath Low Middle Tier Ambush Luna Low Tier Sol Nihil Life Bottom Tier Great Shield [spoiler=First Generation]Pursuit Tier Pursuit High Tier Dance Elite Return High Middle Tier Prayer Steal Charisma Middle Tier Continue Critical Charge Astra Bargain Low Middle Tier Wrath Luna Ambush Low Tier Sol Nihil Bottom Tier Life Great Shield [spoiler=Second Generation] Pursuit Tier Pursuit High Tier Dance Elite Charisma High Middle Tier Continue Critical Charge Middle Tier Prayer Astra Charge Steal Bargain Low Middle Tier Wrath Ambush Return Luna Low Tier Sol Life Bottom Tier Nihil Great Shield [spoiler=The Almighty ChangeLog]3/8/2015: -Bargain dropped to Middle Tier, position still debateable -Critical dropped to Middle Tier, maintains same position
  19. I'm thinking of having Donny equip Sol. (The Sword) With Armsthrift, I believe it's a rather good choice. Donny doesn't have THAT many useful skills, anyways? But, since I already have him equip Sol, The Skill, will the chance for the Skill to activate double?
  20. As the title says, if you could create your own skill for fire emblem awakening, what would it be. You can bring back older skills if you want and just add a bonus effect.(Note: Your skill will be considered a DLC skill, so it can be equipped by any unit and class) I'll start with a few examples: Helmet Buster: Allows unit to receive effective bonus damage against armored units. Naga's Blessing: Negates effective damage bonus for dragon units.
  21. I thought of this as a challenge run for once I start my Lunatic and Lunatic+ Run and wanted to see if anyone else had the same idea. Basically what I'm asking is this: If your avatar was only allowed to be in 3 different classes, which class sets would you pick? Classes not allowed: Lord, Lodestar, Dancer, Villager, Taguel, Manakete,Gender Specific classes and Conqueror. Since the Avatar starts off as a Tactician by default, you have the choice of either keeping the class line or swapping it for a different class once you obtain a second seal. You can still use DLC classes such as Dread Fighter or Bride and it will not count as one of your three classes. For Example: My Class sets would be Mercenary, Myrmidon and Cavaliar.
  22. I post this here as well as gameFAQ in case people are interested. Since people keep on repeating the same questions forever, I decided to make a little spreadsheet to help everyone estimate their damage. https://docs.google.com/spreadsheets/d/1GsTw_wKN_fLDjx4diZqXaMVzLeVclYszgDhrDOT8gi0/edit#gid=0 In the first row, you can specify your own stats which are needed for damage calculations. Add your strength and weapon might and weapon rank bonuses (Faire skills, Aggressor etc.) and put them into the cell below "P. Attack". This is the stat you see ingame as "Atk". Add your magic and skill. Magic is needed for Ignis damage calculations, skill is needed for trigger chances of skills. On the right side you can toggle "Rightful King". The second row shows you the exact chance to trigger each skill in percent. In the third row you can toggle skills. If you want to activate a skill, enter 1. To deactivate, enter 0. The fourth row you can see average and maximum damage of a skill. Fifth row describes the priorities in which the triggers of each skill are checked. Let's say you have lethality, aether and luna. The game will roll whether you activate lethality, if that happens the skill triggers, if not, the game rolls for aether, checks if it triggers or not, if aether doesn't trigger, the game checks for luna. The left column of the sixth row can be ignored since it's only purpose is to provide data for calculations. The right column of the sixth row shows the average damage contribution of each skill. It's an estimation based on your stats. red "lethality" rectangle shows damage in case it triggers or no. Same with aether, astra, luna, ignis. Edit: If you want to use this for magic, put your magic in "P.Attack" and your Strength in "M. Attack" and put the resistance of the enemy into "defense". It's only needed for Ignis calculations. Tell me what you think of it if you'd like.
  23. An independent gaming journalism site that I frequent just published a comprehensive breakdown of the use of skills throughout the history of the Fire Emblem series, from "Holy War" to "Awakening", the latter of which the writer is very critical of, and it was very fascinating to read. Be sure to check it out if you're interested in the mechanics the series: http://www.gatheryou...-emblem-series/
  24. Note: These are my OPINIONS. This is also taking into account recent feedback. So you want to build a StreetPass team that will give your opponent a run for their money? It ain't easy, that's for sure. First of all, we need to assume a couple of things. First, we should assume your opponent is playing on Classic. Second, their units are paired up. Third, they are relatively competent FE players. Pairing up murders hit rates. We know this for a fact. So, a skill that is absolutely necessary is Limit Breaker. Limit Breaker will allow you to actually have a chance of hitting your opponent, even if they are paired up. However, Limit Breaker alone won't save you. Just look at this "amazing" StreetPass team: https://www.youtube.com/watch?v=1ijdawoAVVc Look at some of these skills. Now, remember assumption #1? This person did not think their team through. We see skills such as Galeforce and Lifetaker. These skills, while great when you use them, are useless in SteetPass teams. I shouldn't need to explain why. Other skills that don't work are support skills (DS+, DG+), Locktouch, and Critical skills. Especially Gamble. DO NOT USE GAMBLE. In addition, HP related skills such as Vantage and Sol don't work either. Your unit most likely won't last the turn, so don't bother. So what skills should you use? Well, besides Limit Breaker, Counter is another good one. For those of us who don't use bows, Counter is a very scary skill that can and will leave you near death. Another good one is shockingly Hit +20. Let's face it, your hit rate's going to suck. If you are below the 60% threshold, you're praying for hits. Hit +20 should alleviate some of that. Here's the small list: Anathema: Hit rate. Lethality: Don't base your team around this. It doesn't work. Otherwise, it's a good backup. Luna: The bigger they are, the harder they fall. Limit Breaker: You need this. Counter: I'm taking you down with me! Miracle: I might attack again! Hit Rate +20: So you can actually hit. Aggressor: If you're gonna hit, might as well hit hard. Quick Burn: Once again Hit rate. The map should be over before it stops working. Lucky 7: Same as Quick burn. Now, what about weapons? A common tactic is to just distribute all of your A rank weapons among your units. It's also a stupid one. Remember hit rates? Sometimes you can forge better weapons. For example, a Forged Hector's Axe has overall better stats than Hauteclere. A forged Alm's Blade sacrifices 5 hit for 3 might and 5 crit over Mercurius. A forged Aversa's Night is infinity better than Goetia. And don't forget brave weapons. Now, what is the problem with most of these weapons? Their low durability. Now, your unit will probably will be dead before their weapons break, but you could prevent that from happening with Armsthrift. It's up to you to decide. Then we get to throwing axes. The best throwing axe is Helswath (Unless you're Walhart in which case you use Wolf Berg). Helswath has a high might and is overall better than a Tomahawk. Unfortunately, there's a problem. 60 hit. Ouch. This is where you would want Hit +20. Now you might actually have a shot of hitting. Short List of Good Weapons: Any Brave Weapon. Alm's Blade: Monstrous might and hit. Use this over Mercurius. Ragnell: If you have a Swordsmaster, put this in. Don't use Amatsu. Gradivus: The best lance. 1-2 range and functions as an elixir. Hector's Axe: Same reason as Alm's Blade. Helswath: Hit +20 will be really useful if you use this. Wolf Berg: If you put Walhart on your team, he needs to use this. Double Bow: A must for Snipers. Parthia: If you aren't a sniper, use this instead. Valflame: Definitely use instead of Mjölnir. It's got a better hit rate and the highest Might. Excalibur: Very high hit rate. The critical rate doesn't matter as much. Celica's Gale: There's a reason why people use this on Apotheosis. Aversa's Night: Same as Alm's Blade. The life-stealing property doesn't hurt either. Goddess Staff: . Otherwise Fortify. Elixir: I know it's not a weapon. But . Now with all that said, will your team still lose? Yes. Dual Guards and Dual Strikes will destroy your team no matter what you do. All you can do is just make it more difficult.
  25. Hi guys! So I am in need of suggestions on skills for my units to learn. I have noticed that Fire Emblem: Awakening becomes too easy when units start getting pair-up. It does not have any challenge anymore when enemies get steam rolled over by paired up units. I want some kind of challenge like in the old days. The idea came to my mind then: Play without pairing up units! It is fine if units are standing adjacent to one another, as they do not receive those ridiculously OP stat boosts as much. Without further waiting, here are the pairings I had in mind: Chrom x Sumia (Two Aether-Luna Proc Users) Lissa x Ricken (Luna) Maribelle x Lon'qu (Vantage) Sully x Donnel (Galeforce) Cordelia x Stahl (Luna) Olivia x Libra (Vengeance + Tomefaire) Miriel x Gregor (Vantage) Tharja x Gaius (Galeforce) Cherche x Frederick (Luna + Aegis) Panne x Kellam (Luna) Nowi x Vaike (Luna + Axefaire) Avatar x Lucina/Cynthia (Creates the most number of Aether-Luna users) Rough Draft of Skill Sets: Male Avatar (+Magic, -Strength) @ Sorcerer/Sage -Vantage -Vengeance -Tomefaire -Hit Rate +20/Tomebreaker -Limit Breaker/Filler Lucina @ Dark Flier -Aether -Luna -Galeforce -Iote's Shield/Tomefaire/Lancefaire -Limit Breaker/Filler Cynthia @ Dark Flier -Aether -Luna -Galeforce -Iote's Shield/Tomefaire/Lancefaire -Limit Breaker/Filler Owain @ Sage -Vantage -Luna -Tomefaire -Galeforce -Limit Breaker/Filler Brady @ Sage -Vantage -Luna -Tomefaire -Galeforce -Limit Breaker/Filler Kjelle @ General/Hero -Luna -Galeforce -Aegis -Pavise -Limit Breaker/Filler Severa @ Dark Flier/Hero/Paladin -Vantage -Luna -Galeforce -Hit Rate +20/Lancefaire/Tomefaire/Swordfaire -Limit Breaker/Filler Inigo @ Sorcerer/Sage -Vantage -Vengeance -Tomefaire -Galeforce -Limit Breaker/Filler Laurent @ Sorcerer/Sage -Vantage -Vengeance -Tomefaire -Tomebreaker -Limit Breaker/Filler Noire @ Dark Flier/Sorcerer -Vantage -Luna -Galeforce -Tomefaire/Lancefaire -Limit Breaker/Filler Gerome @ General -Luna -Aegis -Pavise -Renewal -Limit Breaker/Filler Yarne @ Berserker/Warrior -Luna -Axefaire -Pavise -Swordbreaker -Limit Breaker/Filler Nah @ General/Hero/Manakete -Luna -Pavise -Renewal -Axebreaker/Lancebreaker/Swordbreaker -Limit Breaker/Filler Morgan @ Sorcerer/Sage -Aether -Luna -Galeforce -Tomefaire -Limit Breaker/Filler Thanks for any suggestions or comments!
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