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  1. Want to bring to the forum's attention of a game called Symphony of War: The Nephilim Saga. It's by an indie Western company called Dancing Dragon Games. Published by Freedom Games, the same publisher of Dark Deity. The gameplay is reminiscent of Soul Nomad. Grid based, turn-based strategy but rather than 1 v 1, it's squad v squad combat. A squad can be led by a generic or a named character. Class changes, promotions are all present. There's a wide variety of units, ranging from swordsmen, samurai, knights, gunners, archers, mages, healers, etc. Oh, and dragons! I won't be starting a LP of this, as I'm still not done with Banner of the Maid. That one is delayed, as....well...first there was work and then there's medical issues with the family that require my attention unfortunately. Either way, I'm intrigued by the game and wanted to let you guys know! https://store.steampowered.com/app/1488200/Symphony_of_War_The_Nephilim_Saga/
  2. I decided to try out vanilla Lunatic for Awakening's 10th anniversary, and this chapter is a massive roadblock (no pun intended). Any ideas for how I can make it through? Since this is a quasi-ironman run (i.e. I'm allowed to reset from my last save if I get a Game Over instead of starting the whole run from scratch), I'm open to any plan that requires sacrifice, though I'd obviously prefer keeping everyone alive if I can. I know Lunatic doesn't really have any consistent strategy and requires you to rethink your plan on the fly, but even just an idea for what to do on Turn 1 would be a huge help. NOTE: This is NOT Lunatic+; this is regular Lunatic. No worrying about shit like Vantage+, Luna+, Pass, or Hawkeye. I'm masochistic to a certain extent, but I have my limits, and Lunatic+ sounds like CBT without the CB. (Plus, I haven't unlocked it yet, so I couldn't play L+ if I wanted to.) My current team (not including Stahl, Vaike, or Miriel) Chrom Level 3 Lord (36 EXP) 22 HP 8 STR 2 MAG 9 SKL 10 SPD 7 LCK 8 DEF 3 RES Inventory: Falchion, Rapier (34 uses) Supports: Frederick (C Support) Weapon ranks: D Swords Skills: Dual Strike+ Robin (female, +Spd/-Def) Level 5 Tactician (98 EXP) 21 HP 9 STR 7 MAG 8 SKL 11 SPD 8 LCK 6 DEF 4 RES Inventory: Thunder (25 uses), Vulnerary (1 use) Supports: Lissa (C Support) Weapon ranks: E Swords, D Tomes Skills: Veteran Lissa Level 2 Cleric (19 EXP) 18 HP 2 STR 5 MAG 4 SKL 4 SPD 9 LCK 3 DEF 4 RES Inventory: Heal (23 uses) Supports: Robin (C Support) Weapon ranks: E Staves Skills: Miracle Frederick Level 1 Great Knight (76 EXP) 28 HP 13 STR 2 MAG 12 SKL 10 SPD 6 LCK 14 DEF 3 RES Inventory: Silver Lance (18 uses), Miniature Lance (10 uses), Bronze Sword (50 uses), Elixir (3 uses) Supports: Chrom (C Support) Weapon ranks: D Swords, B Lances, D Axes Skills: Discipline, Outdoor Fighter Sully Level 2 Cavalier (93 EXP) 20 HP 7 STR 1 MAG 8 SKL 8 SPD 6 LCK 7 DEF 2 RES Inventory: Bronze Lance (47 uses) Supports: None Weapon ranks: E Swords, D Lances Skills: Discipline Virion Level 2 Archer (0 EXP) 19 HP 6 STR 0 MAG 11 SKL (9 naturally, +2 granted by Skill +2) 5 SPD 7 LCK 6 DEF 1 RES Inventory: Iron Bow (40 uses) Supports: None Weapon ranks: D Bows Skills: Skill +2
  3. As the title of this post suggests, I cleared the first chapter of the DLC side story and was able to go to Abyss in the main story timeline, and there was a list displaying exclusive and special weapons (such as Rapier, Levin Sword, etc.) in a place named the Altar shop I believe? Anyways, this might be a dumb question and all, but are you able to use these exclusive special weapons in early game or late game of the main storyline or are those weapons reserved for the side story only? Also, if by chance I am not able to get access to it instantly in the side story DLC, would I need to recruit Constance or Hapi (I forgot which characters you get from which chapter) in order to unlock the Abyss weapon and item shop? Please and Thank you.
  4. I managed to be cheese through almost all of the first battle map of CS, thanks to giving Killing Edges to the three main lords and giving steel shields to Cav Dimitri and Warrior Edelgard (personally not a fan of Armoured Knight imo, but that’s just me), to allow them to wreck all of the enemies, even the annoying gauntlet users. However, the one thing that I find absolutely annoying and hard to deal with, is Yuri’s Fetters of Dromi Relic, that allows him to halve any damage taken and gives him high avoid, and with the Lucky 7 skill that he has with the Trickster skill. My Dimitri and Byleth that have 80-90% hit rates against all enemies, then have lower hit rates against Yuri and almost get doubled, even in player or enemy phase. Help? I swear I have so much trouble on this, even on Normal, and I have tried using many gambits and strats with Ashe, Hilda and Edelgard, but even then, my bad luck lets Yuri damage my Dimitri and Byleth. Also I lost my Claude to one of the gauntlet users unfortunately, and I used up all of my Divine Pluses, rip.
  5. Expanding on my question’s title here, since I am attempting the first chapter of Cindered Shadows and before battle preparations, I am not a fan of Edelgard’s canon class, which is armoured knight, since it leaves her vulnerable, stat-wise and movement-wise. Looking at the change between reclassing Edelgard into a warrior, is it worth making her a warrior for better stats and balance and making Hilda into a different class, by first going through peg knight and then doing falcon knight for better stat spread, especially for her spd? Also is it better to sacrifice restore for Linhardt as a bishop or is restore a lifesaver in the first chapter of CS?
  6. I was able to get a free OG!Micaiah in this week’s revival banner on my first free summon and apparently for a slow magic unit, my version is +spd but -def. Is it viable to keep her and make a potential speedy and atk based tank mage bulid for her, with the following skills: DB4, lull atk/res 3, joint drive atk, atk/res solo 3 with refined Thani and Luna special, or should I make an atk and res based dmg reduction bulid for her in AR O and Arena as a bonus unit? If neither of these options work or appeal to the type of bulid I wanted for OG!Micaiah, does she also make good fodder for my +atk, -res F!Tiki with Distant Def 3 or should I feed distant def 3 to a mage type unit, like my unmerged Delthea or Valentines Mist?
  7. Fe Echoes SOV has weirdly caught my eye’s attention these past few days, since I have been craving something of an Fe based game that has different gameplay style and combat mechanics as opposed to Fates and Awakening which I have already beaten more than twice, and since I find the item finding or the quests to be a bit tedious to complete in 3H, I wanted to check out whether how good or how amazing is Echoes SOV really is in terms of combat mechanics, battle system. I have already heard that the story, music and graphics are god-like, thankfully without spoilers, which is harder to come by lol. Is it a good idea to pick up Echoes SOV alongside with the DLC packs that it offers and possibly extra amiibo features that it has included for better grinding and gold farming or is it better to just get the game by itself and then buy the DLC after I beat Echoes and the story mode of it? Some help would be super appreciated for a Fe semi-noob like me. Also by any chance does this game have any online battle modes or street pass functions or has that also been disabled as well?
  8. I have tirelessly searched through so many castles and all I just want is some offensive skills for my daughter in-game Soleil (decided to marry Laslow cause he best cute boi) but none of the castles that I have searched through have the offensive skills that I’m trying to comb through to get. My main priorities regarding getting Soleil skills are Aptitude and Lucky 7 cause I want her to be an absolute great lord spd demon since my MU is +Str. If anyone who still plays Fates nowadays has a castle that I can access without having to grind tirelessly to get the skills that are my main priorties, that would be heavily appreciated. In exchange, I will share my Rev castle code and all of my units are gen 1 characters, but they have some interesting skills that I acquired through other player s’s My Castles. The castle code for my Rev castle is 12978-39237-09749-52177. Castle name is Abyss Depths Region is NA Minerals and Resources: Meat, Peaches, Emeralds, Corals Units on Castle Defense Roster: MU: Nohrian Trust, Draco Hex, Death Blow, Astra, Dragon Fang Laslow: Lethality, Rend heaven, Astra, Aptitude (Dancing Blade is DLC-exclusive only fyi) Ryoma: Dragon Fang, ShurikenBreaker, Aptitude, Death Blow, Astra Azura: Aptitude, Dragon Fang, Renewal, Astra, Inspiring Song Sakura: Counter, Replicate, Renewal, Amaterasu, Aptitude. Takumi: Astra, Death Blow, Rend Heaven, Sol, Astra Camilia: Bowbreaker, Aptitude, Death Blow, Dragon Fang, Sol Slias: Lethality, Sol, Death Blow, Rend heaven, Defender Hinoka: Aptitude, Luna, Bowbreaker, Death Blow, Lancefaire. Kaze: Rend Heaven, Luna, Lethality, Aptitude (Clarity is also DLC-exclusive). All units are on hold, no dusk dragon or litih, also no golems or automatons and it is easy seize I believe. Might change the rotation of the 1st gen characters on the Castle defense roster to gen 2 once I have done all paralogues to make a castle roster full of children skills at the very least Friday, just a heads up to those that want these skills for the units listed above in exchange for giving me a Soleil aptitude and Death Blow if they have one. Keep on Fire embleming!
  9. Sup everyone, here I come with some more content for your entretainment. Some of you must be asking why SC is on hard mode and the answer would be: "the developers REALLY want you to play that mode on NG+" so instead of made this a luck base mission, I'm gonna try and beat it while keeping my sanity. Without further adds, here's te playlist: EDIT: I finally remember to put the link from the first game so here you go:
  10. I've been really bored recently...and I don't have any games to cure my boredom...any suggestions? (RPGS, Shooters and Strategy games only!) (Mainly games from the SNES era)
  11. Hello everyone, it has been a long while I showed my face here. Today I brought to you a really nice yet somewhat obscure series called The Legend of Heroes 6. I'm planning tackle all the games while doing a LLG on the hardest difficulty while attaining 100% completion in the game Ruadath tried this challenge a long while ago and since he didn't brought it back, I decided to tackle these gems since I love this saga. Without more to talk about, here's the playlist: Only thing left it's the endgame, so bottle up guys: WE'RE GOING FAST
  12. COME HERE FOR PAIRINGS AND SUCH ADVANCED HELP WITH PAIRINGS AND STRATEGIES IS HERE SO LOOK NO FURTHER IF THAT IS YOUR QUEST
  13. Hello, my friends and fellow video game enthusiasts, I beat Duma this morning, it was awesome and I am now well on my way to the Thabes Labyrinth (just reached Furia Port). Before I go in there, woefully unprepared, I would just like to know which units you used to clear it and maybe some general tips on what to do and what to avoid, i.e. is it better to have at least one person of every class or are some classes utterly worthless in there? Things like that. Before we start, let me give you a rundown on which classes my Villagers switched into: Gray - Dread Fighter, though he's weaker than Saber atm Tobin - Bow Knight Kliff - Sage Faye - Saint (Tankiest. Cleric. EVER.) Atlas - Dread Fighter, since I picked Sonya over Deen (again, Saber is stronger) I also consistently used everybody during my current run, so every character is free game. I'm looking forward to your tips and experiences and offer my thanks in advance! Oh, one more thing: I've heard that there's some secret boss at the end. Please don't spoil his / her / its identity for me while writing your posts. Thank you! Much love, ~ DragonFlames
  14. Was wondring if anybody else on Serenes has played/heard of Yggdra Union. It's a pretty awesome game and it's rather similar to fire Emblem in several ways. It even has the weapon triangle! I'm asking not only because I'm curious but also because I was probably going to do a playthrough on Twitch and was wondering if people here would be interested in that sort of thing.
  15. I was wondering what exactly are the reinforcements and the overall map at the "Creation" battle, It would be super helpful, I haven't seen the full map or reinforcements anywhere.
  16. And people still say the one RN system makes the game more difficult for the player...
  17. After much trial and error (aka 1 stamina potion because I kept accidentally bringing in my arena team) I got the Xander battle down! I was surprised it went so smoothly this time in all honesty! Here's my strategy, if you have any other ones be sure to show me as well! I'm usually not that good with these kinds of battles unless someone dies first....
  18. Let's Play: Master of Magic Do majestic 1994-fireball-animation attract any attention? I sure hope so, because as a newcomer in this forum in general and the LP subsection in particular, LPing a 22 years old strategy game might not be a good marketing decision. Still - I'd like to enter the fray with this oldtimer, hoping that some of you will enjoy its phenomenal graphics and polished gameplay awkward animations and questionable game balance. So what is this game? In short, it's basically Civilization I, but MAGIC! Its mechanics for science, infrastructure and (especially) combat are different enough to make MoM a unique game, but an experienced Civ player should be able to get into this game rather quickly. Like probably every Civ spin-off in history, MoM is all about expanding and developing an empire before you eventually murder your opponents. Is it still any good? Well, yes - I wouldn't do this otherwise. The graphics haven't aged well and the first thing I did was muting the sound, but the gameplay itself is very enjoyable, even by today's standards. 4X games like this usually have a good replay value in general, and compared to (at least the first) civ games, Master of Magic has even more parameters to make every playthrough unique. Unfortunately, it shares another trait: the AI in this game is hilariously weak, so the higher difficulty setting put the player at an equally hilarious disadvantage to make up for it. Is there more of this awesome intro? Yeah, I only sewed together two small parts of it. Here's the whole thing (not my vid). Do you want to get started already? Yes. [spoiler=Getting Started] Just going over the settings real quick: Hard is only the second-highest difficultiy because 1) I am a filthy casual, 2) I haven't played this in a while and 3) I don't enjoy if my opponents summon the Armageddon on me while I teach my guys how to use a halberd. 'Powerful magic' means that the main sources of magic power yield more mana, but are also guarded by more powerful monsters. There are 14 prebuilt wizards to choose from (Here's a list)... ...but being a filthy casual, I prefer to go with a more optimized build. The game includes five magic realms (afaik directly ripped off Magic: The Gathering) and quite a few special abilities of varying power. I'd like to go though those as well: [spoiler=Magic Realms] Somewhat surprising, very few of the Life magic spells are healing spells. Instead, this realm focuses on supporting spells, making the common troops of a Life wizard quite terrifying. Other than that, it has a few spells to improve your empire's economy and some direct counterspells against the Death and Chaos realms. Death magic is the polar opposite and one wizard cannot learn spells out of both of these realms. Death spells do what you'd expect: Weakening the enemy, both in combat and on the world map. The more advanced spells can get really devestating, so a Death mage can be a really annoying opponent. Not by power, but by efficiency, Death also features the best summoning magic in the game. Chaos is the reason why I don't like to play this game on impossible. Most of its spells are combat related: Quite a few Summons (including the powerful but expensive Great Drake), a lot of directly damaging spells and very little else. At the very end of the spell list, however, you'll find a few global spells that can be summed up as 'fucks up the whole world, except the caster's cities'. On impossible, an enemy Chaos mage will grab one of these fast and that's just no fun. Nature is the Jack-of-all-trades of the realms, unfortunately including the Master-of-none part. It has spells of every kind (supporting and damaging, both for combat and for infrastructure), but they tend to be nice instead of powerful, making this (in my opinion) the weakest realm in the game. Sorcery has a few vaguely wind-related spells, but the strengths of this realm are illusion (like invisibility) and meta-magic (starting with powerful antimagic and ending with acutally stealing global enchantments). In my experience, Sorcery gives you a rather slow start, but later not only are some of the advanced spells really powerful, but the AI gets boned hard by invisible and/or flying units. Every realm includes 40 spells, divided into four tiers. The number of books picked determines how many of them you'll find (and be able to study) in your library: ten books give you every spell of the realm, fewer books randomly remove some, starting at the most powerful tier. Even though some of the special traits are really powerful, they're less impactful for the overall game. So I'll just link a short summary instead of going into detail here. I'll just explain my final build: With this combination, I'll get a lot of value out of my non-magical units, hopefully to the point where they're as strong as the most powerful summons (and way less pricey). Alchemy allows me to convert gold and mana without losses in either direction, giving me a lot of flexibility throughout the game. Warlord boosts the experience level of all non-magical units, even giving them an additional combat rank above the usual maximum. The downside of taking both these traits: I can only hope that I will have all of the more important spells in my library. Fortunately, the three spells I'm really looking forward to are only in the second-highest tier, of which I'll only be missing three... Picking 8 books of only one realm also gives me seven of the basic spells at the start of the game. I'll go over them when I actually start playing. And finally I get to choose which race populates my capital. This decision mostly affects the earlygame since you'll be able to capture neutral cities (although occupying a dwarven city as a elven ruler will result in angry dwarves), but the difference can be quite significant. I'm picking Halflings because they have the strongest combat units in the game while also being able to build up a decent infrastructure. I'm not kidding, by the way. Hobbit units are pretty insane. But again, I'll go into detail when I actually play this game - in the next update. This one's long enough, but I hope that I managed to keep a few readers going up to this point. As an addendum: This is only my second LP and the first one was in a smaller forum and in my native language. So I'd really appreciate feedback, especially if some passages are phrased weird or just plain wrong. As long as it's not "EVERYTHING SUCKS!", feel free to be critical. ;)
  19. I'm replaying Revelation for the second time, but it's the first time on hard mode. Classic mode. I'm struggling more than I expected to. I've been put to tears. Please help me. I don't know if I'm going to need more help after this, but we'll start here: Chapter 12. My avatar (+spd/-str). Keeps dying. I gave her and almost every other unit deployed at least one of the following tonics (my avatar has all of them): HP, luck, defense, resistance. I believe some of them also had a meal that boosts speed. In the past, I've put other royals on the same boat as the avatar, because they've always had the best stats for me. But because I now know about the Dragon Veins and how tedious the map can be without putting one royal on each boat, she is the only royal on that boat. I've been putting Subaki (reclassed to Samurai) and Hayato alongside her. All of my units so far have survived except Kaze and Saizo. I also have two bond units, one a Samurai, another a Wyvern Rider. All three of those units on that boat get pretty banged up on, but my avatar gets it the most, especially from the Dark Mages. I feel like I've done all I can to prepare myself for this chapter, yet I can't stop letting myself down. Anyone, please give me tips. I need help.
  20. So since I have yet to see this spelled out anywhere, Name a class, then name another class that can effectively dispatch the former- assuming both units have maxed stats and weapons. I've noticed a maxed out swordmaster with 150 avo, 69 spd (while paired) still ends up being outgunned by daggers/shuriken. While normal units would have 0% hit chance, master ninjas that dont even have maxed stats are somehow able to achieve around a 60% hit rate. This is WITH the swordmaster having shurikenbreaker and (I think) without the master nin having swordbreaker. Does the weapon triangle advantage really give THIS much of an advantage? Im not sure if i have the correct cause of this phenomena, and I may be exaggerating the hit rate a bit, but regardless I've seen some hit rates that dont really make sense based solely on stats. Thoughts? This was posted with 5 vs 5 multiplayer in mind. Not castle battles.
  21. Hello friends, I've finished Birthright and Conquest and during my playthroughs I noticed that Intelligent Systems changed a lot of things in this game from Awakening and even added new things as well. And one of the things they changed was the level up system, you can't reclass forever so you have to be careful of how to use your seals. I don't intend on making mistakes on my Revelations playthrough, so I ask when is a good time to promote a unit? I just got Takumi for example and I wanna master seal him to a sniper and then heart seal him to a Basara because of Rend Heaven, but the question is should I do that now with him at level 10 or level him up a little bit to improve his stats? Basically what's the optimal way of going about this? Eternal Seals are kind of expensive so I don't wanna buy too many of them if I can avoid it.
  22. How was there not already a thread for this? Surely I can't be the only one here who likes XCOM Enemy Unknown/Within... And of course XCOM2 is coming out soon. HYPE.
  23. So ... we have some interesting things on our hands. a) Debuffs from weapons, which apparently stack [i heard that Silver debuffs add up over consecutive battles.] b) An inability to double with most 1-2 range weaponry, the exceptions being Tomes. c) Nosferatu nerf [can't double]. d) Nohrian terrain, map layout and varied objectives. e) A lot of Player Phase oriented skills, like Prescient Victory or Belka's Ambush skill, or things like Flamboyant and Line of Death which make it inadvisable for units to take on tanking roles. There's an obvious shift in emphasis from Enemy-Phase action to Player Phase actions. The weapons have also gone some interesting shifts: Bows are part of the triangle, have some interesting slayer options and Prescient Victory is a solid skill, especially when you factor in that bows can double at range. Myrmidons and Archers are no longer straight-forward the weakest, high-movement classes are not by default the best because while they can get places faster they can do less when they get there and a shift to a predominantly not-Seize or Bosskill playstyle is upon us, if Nohr is any indication. Our previous understanding of how to play Fire Emblems is being rewritten. Going forward, what will be the best way to play the game at a brisk place? Reliable player-phase offense seems to be very valuable since our tanks won't also be our routers. What does everyone think?
  24. Hello everyone! If you haven't gotten to Paralogue 18 this will have spoilers for that, just a heads up! I've played through Awakening twice now on Normal/Casual and very few recruitable characters ever give me trouble as much as Gangrel (not including Paralogue 17 good lord). So I've thought about it, and would like to know, what do you guys do for that chapter to recruit him? I'll share what I usually do, but I'm almost positive there is a better way to go about it. My strategy is to make sure that I at least have two flying units. Frederick is a Wyvern Lord with A support for Chrom who is a Great Lord. I pair those two together and put them in the mountains right until Gangrel comes close enough to them, which ends up happening at the bottleneck of the two mountainsides. I'll fly out and switch to a weaponless Chrom and talk to Gangrel. Meanwhile, my other flying unit (it doesn't really matter who it is, my first time playing through was Grand Master Female Avatar and Falcon Knight Cordelia) will pair up with the Avatar and make their way to the village. My other units, besides Lissa and Libra, would go and clean up the spawn area but avoid going near the bottleneck just in case they pull Gangrel to them. Lissa (Sage) and Libra (Sage) were on standby in case anyone needed healing. With the village taken care of and the spawn area clear, I just wait on Chrom to finish talking to Gangrel for two more turns, meaning Chrom is weaponless during that time. On Normal difficulty that isn't a problem, but I think this plan would fail on Hard and up. Needless to say, Chrom finally gets Gangrel to join. Since I'm Casual scum, I just send Gangrel off to fight everyone by himself, but when I play on Classic I planned on just having Lissa or Libra to rescue him so he doesn't get killed by his former comrades. After that, everyone charges in and cleans up the map. It doesn't seem too hard of a map, it's just Gangrel makes it difficult if you really want to recruit him. Like I've said, I know my strategy isn't that great, so I'm curious on what others on Serenes Forest have tried.
  25. So I thought hey, let's make a guide for the best skill sets that the 1st Gen characters can have, because why not? Obviously the kids will always outclass their parents (with very few exceptions), so this is mainly a thing kindasorta for fun for people who feel like using the parent generation as a challenge or for whatever other reason. So basically, our mission is to come up with the best singular skill set and class (or multiple sets/classes if they exist) for every parent-generation character. To participate: Pick a Gen 1 character, propose the class, and propose a skillset for him/her, discuss. (If you like, rank the character relative to the other Gen 1 characters in terms of effectiveness; I may implement a tier/rating system into the guide as well at some point.) * About DLC: Skills like Limit Breaker, Aggressor, All Skills+2, Iote's Shield, etc. will be listed in parentheses. In most cases, DLC skills will be superior to the alternative. [spoiler=Gen 1 Men] [spoiler=Chrom] 1) Lead Chrom - Sniper / Paladin / Bow Knight Skills: Aether, Dual Strike+, Luna, Rightful King (Limit Breaker), Bowfaire/Dual Guard+ (Aggressor) 2) Support Chrom - Great Knight / Great Lord / Dreadfighter Skills: Dual Strike+, Hit+20, Charm (Limit Breaker), Dual Guard+ (Aggressor), Aether (All Stats+2) [spoiler=Frederick] 1) Lead - General / Wyvern Lord (Dreadfighter) Skills: Luna, Pavise, Aegis, Deliverer (Res+10), Dual Guard+ / Swordbreaker (Limit Breaker) 2) Support - Paladin / Wyvern Lord Skills: Str+2, Dual Guard+, Deliverer (All Stats+2), Luna (Limit Breaker), Pavise / Aegis (Aggressor) [spoiler=Virion] 1) Escort - Dark Knight Skills: Mag+2, Tomefaire, Deliverer (Aggressor), Lancebreaker (Limit Breaker), Lifetaker (All Stats+2) [spoiler=Stahl] 1) Sniper Skills: Luna, Bowfaire, Astra, Pass (Limit Breaker), Hit Rate +20/Lethality (Aggressor) [spoiler=Vaike] 1) Crittank - Berserker Skills: Axefaire, Sol (All Stats+2), Counter (Aggressor), Wrath (Limit Breaker), Lucky Sevens / Zeal [spoiler=Kellam] 1) Lead - Sage Skills: Tomefaire, Luna, Pavise (Aggressor), Dual Guard+ (All Stats +2), Acrobat (Limit Breaker) 2) Utility - Sage Skills: Healtouch / Tomefaire, Locktouch, Pass, Acrobat (Limit Breaker), Movement+1 / Pavise [spoiler=Donnel] 1) Useless (But Endearing) Country Bumpkin - Hero Skills: Armsthrift, Sol, Counter (Aggressor), Bowbreaker, Patience (Limit Breaker) [spoiler=Lon'qu] 1) Lead - Assassin Skills: Swordfaire, Astra / Lethality, Lancebreaker, Vantage / Lucky Sevens (Aggressor), Str+2 / Acrobat (Limit Breaker) 2) Escort Support - Wyvern Lord Skills: Move+1, Deliverer, Pass / All Stats+2, Lucky Sevens (Aggressor), Str+2 (Limit Breaker) [spoiler=Ricken] 1) Lead - Sage Skills: Tomefaire, Luna, Lifetaker (All Stats+2), Aegis (Aggressor), Mag+2 / Dual Guard+ (Limit Breaker) [spoiler=Gaius] 1) 'Tank' - Hero / Assassin Skills: Swordfaire, Vantage (All Stats+2), Sol / Avo+10, Lucky Sevens / Counter (Limit Breaker), Astra (Aggressor) [spoiler=Gregor]1) Tank - Berserker Skills: Axefaire, Sol, Counter (Aggressor), Wrath / Bowbreaker (Limit Breaker), Vantage 2) Support - Hero / Assassin / Berserker Skills: Axefaire/Swordfaire, Armsthrift, Gamble (Limit Breaker), Wrath (Aggressor), Patience (All Stats+2) [spoiler=Libra] 1) Lead - Sage Skills: Mag+2 (Limit Breaker), Tomefaire, Vengeance, Anathema (All Stats +2), Miracle (Aggressor) 2) Healtank / Miresniper - Sage / Sorcerer Skills: Mag +2 (Limit Breaker), Tomefaire, Tomebreaker (/ Aggressor), Lifetaker (/ Aggressor), Renewal (All Stats +2) 3) Magekiller - Dreadfighter / War Monk Skills: Tomebreaker, Vengeance / Lifetaker, Lifetaker / Renewal (Res+10), Anathema (Aggressor), Miracle (Limit Breaker) [spoiler=Henry / Gangrel] 1) Miresniper - Sorcerer Skills: Vengeance, Wrath, Anathema, Counter (Limit Breaker), Gamble (Aggressor) 2) Tank - Berserker Skills: Axefaire, Anathema, Vengeance / All Stats+2, Counter (Limit Breaker), Wrath (Aggressor) [spoiler=Basilio] 1) Lead - Berserker / Hero Skills: Axefaire, Luna, Sol (All Stats+2), Wrath (Aggressor), Counter (Limit Breaker) [spoiler=Walhart] 1) Conquer live and reloaded - Conqueror Skills: Luna, Pavise, Deliverer (Res+10), Str+2 (Aggressor), Conquest / Dual Guard+ (Limit Breaker) [spoiler=Yen'fay] 1) Lead - Assassin / Sniper Skills: Swordfaire / Bowfaire, Astra, Deliverer / All Stats+2, Lancebreaker / Prescience (Aggressor), Vantage / Str+2 (Limit Breaker) [spoiler=Priam] 1) Lead - Hero / Assassin Skills: Swordfaire, Sol, Luna (Astra), Vantage / Bowbreaker (Aggressor), Lancebreaker / Counter (Limit Breaker) [spoiler=Gen 1 Women] [spoiler=Lissa / Emmeryn] 1) Lead - Valkyrie / Sage Skills: Galeforce, Tomefaire, Dual Support+, Renewal (Limit Breaker), Healtouch (All Stats+2) 2) Rallybot - Falcoknight Skills: Rally Magic, Rally Speed, Rally Movement, Rally Resistance, Rally Luck (Rally Heart) [spoiler=Sully] 1) Lead - Paladin Skills: Swordfaire, Luna, Astra, Deliverer, Lancebreaker (Limit Breaker) [spoiler=Miriel] 1) Support - Valkyrie / Sage Skills: Tomefaire, Anathema, Dual Support+, Mag+2 (Limit Breaker), Demoiselle (Bond / All Stats+2) 2) Lead - Sage / Sorcerer Skills: Tomefaire, Anathema, Dual Support+, Vengeance, Tomebreaker / Lifetaker (Limit Breaker) [spoiler=Sumia] 1) Lead - Darkflier / Sage Skills: Galeforce, Tomefaire, Luna, Pavise/Dual Guard+ (All Stats+2/Iote's Shield), Renewal/Dual Guard+ (Limit Breaker) [spoiler=Maribelle] 1) Gale Support - Darkflier / Valkyrie / Sage Skills: Galeforce, Tomefaire, Dual Support+ (/ All Stats+2), Mag+2 (/ All Stats+2), Lifetaker (Limit Breaker) [spoiler=Panne] 1) Escort - Wyvern Lord Skills: Move+1, Deliverer, Pass, Lucky Seven / Str+2, Lancebreaker / Swordbreaker (Limit Breaker) Dedicated to mobility support, basically. IDK if Lucky Sevens works from the rear of a pair up, but if not, then Str+2 should always be used since Panne will probably never be at the front when attacking happens. [spoiler=Cordelia] 1) Falcoknight Skills: Galeforce, Vengeance / Sol, Lancefaire, Bowbreaker / Axebreaker (Iote's Shield/All Stats+2), Armsthrift / Anathema (Limit Breaker) 2) Non-Falco Lead - Sorcerer / Hero Skills: Skills: Galeforce, Vengeance, Anathema / Armsthrift, Tomebreaker / Patience (Limit Breaker), Armsthrift / Lifetaker (All+2) [spoiler=Nowi / Tiki] 1) Lead - Manakete Skills: Str+2 (All Stats+2), Swordbreaker, Deliverer, Lifetaker (Bond), Wyrmsbane (Limit Breaker) 2) Support - Dark Knight / Sage Skills: Mag+2 (All Stats+2), Tomefaire, Deliverer, Swordbreaker (Bond), Lifetaker / Lancebreaker (Limit Breaker) [spoiler=Tharja] 1) Sniper Skills: Bowfaire, Luna / Vengeance, Hit Rate+20 / Pavise, Pavise / Hit Rate+20 (All Stats+2), Lifetaker (Limit Breaker) 2) Tank - Sorcerer Skills: Vengeance / Luna, Pavise, Anathema, Tomebreaker / Bowbreaker (All Stats+2), Lifetaker (Limit Breaker) 3) Miresniper - Sorcerer Skills: Luna / Bowbreaker (Limit Breaker), Lifetaker, Hit Rate +20, Prescience, Tomebreaker (All Stats +2) [spoiler=Anna] 1) Utility - Sage Skills: Tomefaire, Locktouch, Pass, Acrobat (Limit Breaker), Movement+1 2) Bride of Avatar (DLC only) Skills: Bowfaire, Hit Rate +20, Bond, Mag+2 (All Stats+2), Lucky Sevens (Limit Breaker) [spoiler=Olivia] 1) Dancer Skills: Special Dance, Galeforce, Swordfaire, Astra, Lethality/Pass (Limit Breaker) [spoiler=Cherche] 1) Heal Support - Valkyrie Skills: Dual Support+, Deliverer, Tomefaire, Healtouch, Lancebreaker / Demoiselle (Limit Breaker) 2) Escort Support - Wyvern Lord Skills: Dual Support+, Deliverer, Str+2 (All Stats+2), Swordbreaker (Bond), Demoiselle (Limit Breaker) [spoiler=Sayri] 1) Lead - Wyvern Lord / Assassin Skills: Galeforce, Lancefaire / Swordfaire, Astra / Speed+2, Deliverer (All Stats+2), Swordbreaker / Lancebreaker (Limit Breaker) [spoiler=Flavia] 1) Lead - Assassin / Hero Skills: Armsthrift, Luna, Pavise (Limit Breaker), Sol (All Stats+2), Lucky Sevens / Move+1 / Acrobat [spoiler=Aversa] 1) Lead - Darkflier Skills: Shadowgift, Galeforce, Vengeance, Anathema / Lancefaire, Deliverer / Lancefaire (Limit Breaker) 2) Miresniper - Darkflier Skills: Shadowgift, Galeforce, Deliverer / Lancebreaker, Lancebreaker / Tomebreaker, Lifetaker (Limit Breaker) Oh yeah and we're skipping the Avatar/MU since they can do basically everything. EDIT: Actually if people want, now that we're more or less done with preliminary skill sets for everyone else, I suppose we can attempt Avatar skill sets for each class just for the hell of it if people want.
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