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  1. I thought that we should probably seperate the skill requests for the US and Europe/Australia as they are region locked. This way, we can avoid mess inside the original thread. Otherwise, the same rules apply here as they do in the other one: Please state the characters and the skills you need below. Please note that skills from DLC / Amiibo Classes ARE NOT LEARNABLE from MyCastle Battles You also CAN'T LEARN skills from Characters with the BLUE SHIELDS, you also CAN'T RECRUIT them, so don't include them on your team. For people who are replying to Skill Requests, please try to do the following to make it easier for others Have the Throne Empty for Easy Capture Set your characters on HOLD and/or Remove all of their Equipments Remove DLC Class abilities from that character to increase skills available If you want to include the Dusk Dragon, please put it close to entrance so we can break them easily. Don't bait people by only using characters with blue shields since they are not recruitable / learnable Also Remember to Hit Update Castle after you finish making changes.
  2. So I have recently begun my first not just messing around save file in maddening mode, on NG because I want that golden title screen. I have made it to chapter six and I find myself increasingly concerned that I’m not going for the “optimal” builds and that I’m wasting all my in game time, which could cause me to be stuck with weak sauce units who can’t progress late into the game. Which brings me to the question of today’s thread, how essential are good skill sets and how much work should I put in? I at least plan to get death blow for my physical units, fiendish blow for my mages, and darting blow for everyone who is applicable, but then what? I’m just getting to intermediate tier so now is the time to ask, I feel. More questions: Are there any other classes that is really important to master? How much should I focus on getting skills from tutoring (as in going for certain skill ranks to get abilities)? I just want to make sure I can finish this run, and now is where I can really start shaping my units I feel. Thank you!
  3. Greetings, fellow Fire Emblem enthusiasts! First time posting as someone who has been enjoying messing around with FEBuilder to create some interesting changes for myself and a friend to enjoy casually. I am mainly using it as a way to learn, but have run into a few issues which I have not been able to find a solution for. I don't wish for anyone to work themselves to the bone to fix them, but if anyone happens to know what the cause and solution is I'd very much appreciate the help. Right. Onto the issues I've been unable to resolve. At the end of this post I will list some of the bigger changes I do recall making. I do not know if these issues are related. Issue number 1: I've found myself getting some strange text-bugs where the game vomits the letter s on a screen repeatedly, and ends it with the word "broke!", which does not seem to be taken from text adress 3, as changing the text "broke!" in that adress does not change the text in the bug. This bug occurs when I examine an item without a 'use' description, or level up my weapon skill. From what little reference I've seen to these types of issues online, it seems like there may have been a change to some ID that shouldn't have been changed waaaaay back - so I'm afraid I can't remember what I've changed. I have not been able to find any instructions on what to do about it. I wasn't very careful with what I was doing at the start, since I didn't think I'd be putting in the many hours I have into this. Here's what the issue looks like. Item Use description Weapon Rank-up text Issue number 2: My second, more gamebreaking issue is one that does not just affect graphics. It stems from the SkillSystem patch, as I've been trying to assign characters with interesting and useful skills. Specifically, the issue lies in all skills that affect combat range. Point Blank for letting archers attack adjacent enemies, as well as +1 range on both bows and spells are a problem. Whenever I use the added range to attack an enemy capable of attacking back, my character with the skill has their attack skipped and the game proceeds directly to the enemy attack. I deal no damage, and my character doesn't move. It just acts as if the enemy attacked me and I was unable to counter. What's even worse is when I attack an enemy that can't attack back. At that point, the combat-screen opens and both models just stand there until I close the game. What's weird to me is that changing the range of the weapons themselves lets me attack at at 3x range or with bows at 1x range, so it's not an animation issue. The only issue is when the skills are what should allow me to attack, rather than the weapons default range. What I can recall doing: One obvious big change is the skill system patch. Another is the fact that I used the YUNE randomizer before I started modifying the game, swapping around characters and classes, as well as weapon stats. At the very start, I recall copying and pasting things like palettes, before finding that doing so causes the palettes to use the same ID and changing one therefore changes both. I've been much more careful with what I copy where since, but it is possible something like that is behind the issues I'm having. Finally, I'll provide a list of my installed patches. Thanks in advance. - Noel Woodsoul
  4. 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!
  5. I know there is already the fe8 self randomizer, that includes skills, but i really would rather use the universal randomizer. It has several options that I like, the most important one being that you can keep enemy classes the same. Unless there is a way to do that with fe8, I really would rather use the universal randomizer. When I've initially tried this though, it seems like they aren't compatible, at least simply.
  6. If you've seen my first post, this is an addendum to that. I'm planning on starting Awakening over, this time on Hard/Classic, and I'm willing to grind and reclass this time, preferably with the SpotPass bonus boxes since I can't afford DLC. This time, any skill the parents can have is fair dinkum. I don't care how long it takes to get it. I'm in quarantine and have nothing better to do. I also have some ideas on what skills I want to pass, but I just want to confirm with you guys if these are good ideas. Which ones are the best to pass down to each kid? (Also, keep in mind that my avatar's asset is Magic and his flaw is Luck.) My current plans: Lucina: Aether and Galeforce (Chrom x Sumia) Morgan: Any male-exclusive skill (preferably Wrath) and Vengeance (Ryan x Tharja) Owain: Galeforce and Aptitude (Lissa x Donnel) Kjelle: Aegis and Hit Rate +20 (Sully x Stahl) Laurent: Tomefaire and Acrobat (Miriel x Henry) Cynthia: Galeforce and Aether (Sumia x Chrom) Brady: Galeforce and Swordbreaker (Maribelle x Lon'qu) Yarne: Lancebreaker and Pavise (Panne x Frederick) Severa: Galeforce and Luna (Cordelia x Kellam) Nah: Swordbreaker and Aegis (Nowi x Ricken) Noire: Tomebreaker and Counter (Tharja x Ryan) Inigo: Galeforce and Swordfaire (Olivia x Gaius) Gerome: Swordbreaker and Bowbreaker (Cherche x Virion)
  7. So, I got Awakening for Christmas, and I've been playing it almost nonstop. I'm currently up to Chapter 11, and I'm already planning my child units. For my first playthrough, I decided to go in semi-blind and not worry too much about the best combinations of skills. I wanna save eugenics for my second playthrough, or whenever I or my mom has enough money for the DLC. I'm playing Normal/Classic, and it's already pretty easy, so I don't wanna ruin it even more by making overpowered war babies. I'm just planning pairings that I think would work well from a character standpoint and/or be funny. Even so, I still want to improve my children's battle performance somewhat and acquaint myself with how inheritance works by passing on skills that their parents learn through their normal class progression. What skills should each parent have in their bottom slot before beginning the child paralogues that they can unlock without excessive grinding and with minimal to no reclassing? For context, here are my planned couples along with their current/default classes: Chrom (Great Lord) x Sumia (Dark Flier) Ryan (My Unit; Tactician) x Tharja (Dark Mage) Sully (Cavalier) x Stahl (Cavalier) Lissa (War Cleric) x Lon'qu (Myrmidon) Nowi (Manakete) x Donnel (Mercenary) Panne (Taguel) x Gregor (Mercenary) Maribelle (Troubadour) x Vaike (Barbarian) Cordelia (Pegasus Knight) x Kellam (Armour Knight) Miriel (Mage) x Henry (Dark Mage) Olivia (Dancer) x Gaius (Thief) Cherche (Wyvern Rider) x Virion (Archer) So, what skills can be obtained without too much effort that are worth passing down? I've already got some figured out. For example, I know I want Lucina to inherit Galeforce from Sumia because it's such a broken skill, I'm planning to give Nah Aptitude so her growth rates become absurdly high, I want Brady to have Despoil to help get some extra gold once he promotes to War Monk, and Armsthrift seems like it'd be a good skill for Yarne because it might help save money on Beaststones. I'd appreciate some input on what naturally-learned skills are worth passing down. Thanks!
  8. I have been trying to find for the love of me any kind of prem-based skills for Beruka, Kaze and Niles but no luck cause either the castles I go to don’t have the prem skills I want or half of the castles don’t have these units with the skills that I need for them. For additional information, I’m playing on Nohr, Conquest and playing on Normal Classic and here are the following skills that I’m hoping to get for these 3 in my recently started Nohr/Conquest Playthrough; Niles: Lucky 7, Death Blow, Certain Blow, Astra Beruka: Bowbreaker, Death Blow, Axefaire, Trample, Aegis Kaze: Death Blow, Luna, Astra, Lethality, Rend heaven. Please and thank you. In exchange for those that can provide these units with the following skills mentioned or any kind of skills that you have available, I will post my 2 different Fates castles (one is Valla and one is Nohr-based). Here are the details and the units I have with prem skills as of now: Castle Name: Abyss Depths Chosen Path: Valla Avatar Name: Nacrina Castle address: 12978-39237-09749-52177 Units: MU: Lethality, Nohrian Trust, Draconic Hex, Astra, Dragon Fang Jakob; Luna Azura: Pavise, Vantage Sakura: Aptitude, Counter, Renewal Hana: Sol, Luna, Aptitude Subaki: Death Blow, Rend heaven, Bowbreaker, Lifetaker Kaze: Lethality, Luna, Replicate, Aptitude Takumi: Death Blow, Astra, Quixotic, Rend heaven Hayato: Aegis, Pavise, Rally magic, Tomefaire. Second Castle: Castle Name: Imperial Gate Avatar Name: Liam Chosen path: Nohr Castle address: Same as Valla castle address Units: MU: Lethaility, Draconic Hex, Nohrian trust Felicia: Counter, Trample Slias: Pavise, Aegis, Luna, Sol Azura; Pavise, Rend heaven, Aptitude, astra Effie: Axefaire, Armoured Blow, Wary Fighter Arthur: Luna, Certain Blow Niles: Luna, Bowfaire Elise: Aptitude, Live to Serve, Amaterasu, Renewal Odin: Rend heaven, Death Blow, Astra, Aptitude, Rend heaven, Lifetaker Camilla: Death Blow, Vantage, Sol, Bowbreaker, Dragon Fang. Not included but can add on to My Castle defenders; Selena; Astra, Death Blow, Dragon Fang, Rend heaven, Counter. All units are on hold, easy seize and kill, and no one isn’t on the throne. Cheers!
  9. This is the Thread for people who are looking for specific Skills for Certain characters. Please List the Characters and the Skills you need below. Please note that Skills from DLC / Amiibo Classes ARE NOT LEARNABLE from MyCastle Battles You also CAN'T LEARN skills from Characters with the BLUE SHIELDS, you also CAN'T RECRUIT them, so don't include them on your team. For people who are replying to Skill Requests, please try to do the following to make it easier for others Have the Throne Empty for Easy Capture Set your characters on HOLD and/or Remove all of their Equipments Remove DLC Class abilities from that Character to increase skills available If you want to include the Dusk Dragon, please put it close to entrance so we can break them easily. Don't Bait People by Using all Characters with BLUE Shields since they are not recruitable / learnable Also Remember to Hit Update Castle after you finish making changes.
  10. I have the following skills but I'm not sure who to give them to. Skills in case you can't see the image: -Wrath -Guard [Occult Scroll] -Smite The only units I have with their master skills are Ike/Aether, and Steffan/Astra.
  11. Hi, I've felt like Fates dumps everything on skills instead of stats and for me that's part of what makes its' gameplay so annoying. Either you have an awesome class with good skills or you have a class with bad skills and all you can do is get out ASAP otherwise you're making the game harder on yourself (like oni skills are quite niche, have very little utility, and even though I used it often in RD, I feel like the movement-related skills like shove are not really useful in this one, maybe because all I can put on the frontlines is the bulkiest units since everyone dies in 2 hits except them, which means I don't really need to move people around and shelter is there if needed). So I've thought of trying to play the game with absolutely no skills (sadly it's impossible to get rid of personal skills, so 0 skills outside personals since we can't do anything about them...). If anyone is interested in this, don't hesitate to post here your thoughts about it (is it funny? challenging? does it change several units' viability? I already think of archers who are simply mediocre without quick draw and Setsuna would greatly suffer from that for sure). Also, do you find it funnier with- or without skills? I'm gonna try it in BR, I don't think it would be funny at all in CQ where it's already annoying with skills. *RANT AHEAD DON'T READ IF YOU DON'T WANT TO KNOW MY THOUGHTS ABOUT DEBUFFS, THE GENERAL DIRECTION OF THE FE FRANCHISE SINCE 3DS AND MY BROKEN 3DS: Ennemies spamming poison strike, seal def/spd and steel shurikens is really unfun (for me at least), I'd rather give ninjas and myrmidons a little more damage and delete seals and stat debuffs if I were allowed to. On paper it was a good idea...in game it's awful when your Effie who's supposed to be a tank shows single digit def because of a gimmick they added like "hahaha that's so funny to have no defense left in a game where ennemies hit like trucks, have 3-10x more units deloyed than you each chapter and don't even hit your unit if they can't damage it, making the only real tanks in the game nearly useless just because we could do it! hahaha have fun with this troll game!"... Please kill Intelligent systems and replace them with actual humans. And then we have ennemies with freeze, entrap and hex rods... Yeah, fire Intelligent systems, please... they're complete trolls... I don't even want to play 3H with the directions taken in the 3DS games and the whole Hogwarts bullshit. If I want that I go play Harry Potter and that's it. On top of that it means I don't have to buy the Switch, since my 3DS broke in half and the screen can separate from the main part at any moment if I don't hold it tight (FML), which means I'll have to buy a New 3ds to also be able to play Xenoblade...cash cow, here you are! END OF RANT* So, I really want to play like the old days before everyone had 2-6 skills and before you had to check every ennemy skill and your own to calculate how much damage you'd take, and forget to count attack stance ennemies, their skills and you don't even know who they will attack with...yeah, this game went too far for me, tooooooooooooo faaaaaaaaaaaaaaaaaaaaaaaar, so faaaaaaaaaar that I usually take a strong champion from another castle and spam gold DLC to buy the skill build I want to use as much as I can. I'm probably bad at this game, but I don't want to play in normal mode, it is so much easier that some chapters feel like a Pet Shop game.
  12. Hi, I typed the base stats from the main site for you to see things clearly: Great master: 19 hp 8 str 6 mag 6 skl 8 spd 5 lck 6 def 7 res 65 total Butler/maid: 18 hp 4 str 5 mag 9 skl 8 spd 4 lck 5 def 4 res 57 total Game balance? is that what butlers/maids get for being able to use shuriken? There are 8 base stats points of difference between 2 promoted classes while both are hybrid physical weapon/staff and great master has early access to a passive healing skill while butler/maid has to heal someone (so not attacking for that turn) to get heal back from the same level skill. Shuriken and daggers already hit like wet noodles. Then why this much difference in stats and why is great master as fast as butler while hitting way harder with more powerful weapons and being much bulkier, with countermagic as an anti magic skill vs tomebreaker that doesn't even break magic weapons (while countermagic counters so many weapon types) for what lv 35 skills are worth. I was wondering if I'd switch my Jakob to great master, but now I don't doubt anymore. Great master spits even more on butlers by having better growth rates (+10% hp, +5% str, +5% def) while keeping the same spd growth and loosing only to magic (5%) and skill (10%) (it means even total growths are 5% higher than butler). Why even create classes if there's absolutely no intent to balance them in the first place? I don't know, filler hurts a lot I think. Like how blacksmith and master of arms are replicates of hero with slightly different (should I say slightly worse?) stat/growth spread and different weapons (at least master of arms gets full WTC, which isn't blacksmith's case).
  13. This should be a much shorter post; partly because there are much fewer master classes, partly because the skills are pretty terrible across the board. In theory the skills should also probably have their cost cut in half, most master classes aren't even achieve Mastery without grinding. Don't know how good this list will be, having to come up with so many replacements is tough. Instead of tiers, I'm just gonna go down the list. Warmaster: Quick Riposte is the one good skill in master to me. It fits thematically and lets fists be good on EP. You can't use it over and over, but that's how it should be. Falcon Knight: Defiant Avoid certainly has a place in an evasion build, but is pointless if you aren't building for that. Instead I would give them air superiority. Although technically niche itself, it skill works against the only classes that can actually catch a falcon knight. Wyvern Lord: Vantage + Wrath + Defiant Crit is literal guaranteed crits, so that's cool. I used trample last time, but upon thinking about it I think it makes more sense here, and then give wyvern rider lunge. Motalr Savant: What a weird class to give warding blow. I can't think of a snazzy name, but give it a skill that allows the class to use physical attack strength for the magic damage calc so it can actually the hybrid class it claims to be. Great Knight: Give it Luna like we all know it should have had. Activation = Dex% Dark Knight: Tbh I would just axe the kind of pointless dark bishop and just give this class lifetaker. Holy Knight: I got stuck on this one for awhile, probably because the class itself is pointless. Dark Knight is better at offense, bishop is better at healing. Heck, give it galeforce just so there's some reason to go into this class. Gremory: I actually think warding blow makes a lot more sense here. Mages generally only engage other mages late game, at least in terms of things that actually counterattack them. Bow Knight: Give it a skill that triples super effective damage, make it a true flying / monster killer. Not sure how well this little mini series came out, but I had fun with it.
  14. You know, I didn't realize how many advanced classes there were, had to make a cheat sheet with 12! classes going on. Sorry if this post runs long as a result. I also remembered that not every class gives you skills when you master it, hence the title change. Anyway, I had a lot of trouble with this one. Not only are there a lot of things, but some of them are simultaneously great sometimes and useless other times. And in thinking of replacements, it was hard to decide what to use here and what to save for master classes. I'm only taking class Mastery things into account, not the classes themselves unless it directly applies to mastery critique. I added tiers since there are so many more items than intermediate. As always, the below is simply my opinion. Great tier: Pavise, Aegis Classic skills, solid results. The activation rate is a little bit lower than recent games but they are still skills that pretty much any unit doesn't mind having. I actually think their biggest weakness is the fact that you aren't getting these skills together without excessive grinding since fort knight and paladin have no skill rank synergy. (FWIW, I would have loved to see obstruct on fortress knights. Or wary fighter. Fort knight has a lot of potential) Almost great tier: Astra, Hunter's Volley, Lifetaker Hunter's Volley is one of the best combat arts in the game, but it's stuck on sniper when every bow user wants bow knight (or Wyvern Lord). Astra would be incredible but that -9 durability penalty means you're only using cheap weapons; it's over a third of a silver sword in one use. Lifetaker is great in a vacuum but essentially locked to mages, who typically aren't taking damage anyway. It would be a high level skill if physical had reasonable access. And of course, male only for some reason. Niche tier: Wrath Pair it with Vantage and it's straight up unfair. Otherwise you probably aren't getting much from it. 50%+ flat boost is comical and is one of the few skills I think straight up needs a nerf. Meh tier: Bowbreaker, Lethality Bows are the one thing that can regularly counter magic, so it's not useless. But bow classes also have low avoid and high hit, so you don't get a lot of practical use out of it. Maybe odd, but I actually think savage blow would be a good fit for warlock mastery. Go look at the animation for Bolganone or Ragnarok and tell me splash damage makes less sense than swinging a sword causing splash damage. Lethality working on any damage check is a neat idea, but with dex/4 its activation will almost always be in the single digits. I think dex/3 would have been better, keep below 20% but have it activate more than the paltry rate it does it now. Bad tier: Defiant Strength, Assassinate, Seal Defense, Tomebreaker, Renewal Tomebreaker being locked to fists puts it all the way down here. Something is pretty off if you don't already have sky high hit and the ability to one shot a mage with fists. Instead I think grappler could have used a skill allowing them to counter at 2 range. If bows get to easily counter at 1, I think it's fair to allow fist to give up a skill slot to get 2 range on EP. There's no reason to use assassinate over other sword skills, and I would just cut it since the class already gets a mastery skill. The seal skills took big hits in this game, and there's little reason to run seal defense on any class. Give them trample instead and have it do +5 to all Non mounted / flying. I think most of the defiant skills suck, and strength is no exception. Have less than 15 HP and die to a slight breeze in exchange for a strength boost? Just give hero sol like it deserves. It's crazy to me to put renewal so low, but 20% is nothing when the skill is basically mage locked. Getting 8ish HP per turn isn't accomplishing anything, mages in 3H can generally take one hit at full health and not much else. To top it off, it's very easy for most mages to nosferatu a 60 HP enemy fort knight and heal to full. Since all bishop can do is throw out physic (and warp and whatnot), give it live to serve in that spot (Sorry Mercedes). That took almost 30 minutes to write up! But if I'm not coming up with replacements / balances, then it's just a tier list as opposed to a balance discussion, and those are boring. Maybe if almost half the advanced class skills weren't bad, this wouldn't be a problem!
  15. Game has been out a couple weeks, long enough I think you can have meaningful discussion on it. We all know the balance is all over the place, so I thought it'd be fun to talk about what you would change to help that. If it catches on, I'd love to keep it going. Starting with one I think isn't too bad for day 1. I'm separating classes from skills i this entry to focus the discussion. The rest is my opinion. Great skills: Death blow, darting blow, fiendish blow, hit +20 This is a player phase focused game, and those are great PP focused skills.+6 is huge at the beginning and good all the way to the end. And more hit is always nice and allows archers to mitigate their range penalty. Niche skills: Vantage, Desperation These aren't bad per se, but have limited use in this game. You need to have a plan with these skills. Just slapping them on a unit isn't going to accomplish much, but they can be really good with the right builds. Meh skills Armored blow, poison strike Poison strike is less good because the 3H is all about burst damage, only in the very early game are you hitting things you don't kill outright. I can't figure out what to do with this class to differentiate it from mage. Armored blow giving defense on player phase is just weird, I would instead have a new skill similar to Dedue's personal but higher; Defensive Stance: +5 def on wait. Bad skills: Unarmed Combat, Miracle There is never a reason to get these. You're doing something wrong if miracle is proccing in 3H, and +10 crit isn't a reason to give up a skill slot over just using gauntlets. However, I think +10 crit with fists would be a good replacement. Incentivize using fists, and +10 is meaningful when it's guaranteed two hits. For priest, give it +10 heal as an equipable skill. I know bishop has it innately, let them stack; it's not like Bishop can do much besides physic and warp with its lol 4 move. Misc: Steal This would be such an incredible skill to learn permanently in so many other entries, but there's nothing worth stealing in this game outside of a couple very specific items. That's not the skill's fault though. Long post but if nothing else I had fun with it. Tomorrow I was thinking advanced class skills if anyone is interested.
  16. So, I'm curious to know how everyone handled tutoring Authority while also keeping their other weapon/mobility skills up to task, especially for the ones with a weakness in it (Caspar/Felix/Hilda, interesting that every house had at least one.) On my first play-through I kinda just ignored it, stuck a battalion on everyone and just played through, by end-game the highest level was like a C. So on my Blue Lions play-through I'm making a conscious effort to increase it, although the balance makes me fudge up at times. What has been your strategy so far?
  17. I'm really interested in how both Magic and Combat Arts work in 3H; I find it really interesting how they seem to be counterparts to one another; with each unit seeming to have a learnset when they level up their levels of the specific weapon type; unique to each unit. For example; upon reaching C+ in Axes; Edelgard learns the Monster Breaker Combat Art while Caspar learns the Wild Abandon Combat Art. It will most likely be the exact same levelling both Reason and Faith Magic. As for the "split" in Reason Magic; I'm pretty sure that both types of Reason magic(Black and Dark) can be learned by levelling the Reason rank; but the type of magic that's focused on in their learnset depends on the unit; for example it seems like Hubert will lean more towards the Dark side of Reason magic while Dorothea looks to be leaning towards the Black side of Reason magic. I'm sure both types will be usable on a unit when the class is able to use Reason magic; it won't be an Awakening/Fates situation where specific dark magic spells are locked on mages that aren't dark mages; but Dark Mages are just mages that just sway to the dark side of Reason, in terms of the class skills granting access to specific dark magic spells. EDIT: Screw it; let's talk about skills in here too; since they're sorta linked to the Magic system I guess.
  18. Guest

    FE4 Nightmare skill help

    So, I'm trying to give skills to characters, but the Nightmare Modules leave me really confused. For my example, I'd like to give Sigurd Pavise and Charm. Can anyone explain how do I do this?
  19. I'm really lost at how much was shown until now and mostly is because I want to avoid most of non-mechanics trailers. But now I got myself wondering..is there any evidence (or a straight forward reveal) of skills at this game? Also, you don't need to actually give a explanation if you don't want to, a simples YES or NO is enough.
  20. So, as the title might suggest, I'm experiencing a problem with the patch that allows to add skills into FE8: since I enabled it, my thief (15 Speed) can't seem to steal an item from an enemy (4 Speed). I tried with a personal skill, without it, even with double Cunning. Any idea or suggestion? (Also, is it the right section to ask this in?)
  21. Out of all of the personal skills in Fates the one I found the most difficult to activate is Selena's Fierce Rival. Just the idea of following up a critical hit with a critical hit sounds like an overkill. Did anyone got it to work?
  22. I'm doing a new run of revelations with Corrin as an Adventurer with +Magic using the Shining bow. What would be some good skills for her? Right now i'm thinking... Bowfaire, Trample, Lifetaker, Swordbreaker Also does anyone have a Corrin with Bowfaire because i can't find anyone who does. Thank ;)
  23. Personally i think that the stance skills along with stuff like desperation and brash assault would make cool additions to a main line game
  24. Exactly as the title says, this is where you can throw around your personal ideas of what skills you'd like to see as well as discussing what others have proposed. Skill Name (passive/activate, class it's designed for): Description (Notes) is how I've formatted mine, and it makes sense when you see it below. Feel free to format your's however you want. A small note beforehand is that I personally dislike the percentage based skills common in the series, and would instead replace them with arts from Echoes, except instead of costing hp, skills require a cooldown after use or a build-up in order to use them. A lot more of these skills make sense with that in mind. Also, these are just ideas, and the specifics would obviously change after play-testing. So without further ado: Personal Skill Ideas: General Skills Ideas: I may add more later, as my mind blanked as I got to near end, and I've already spent more time than I'd have liked to on typing these up already. So what are your thoughts on the matter?
  25. Note, this thread is pure speculation and does not indicate any specific upcoming content. Sacred Seals have been somewhat interesting since their inception in April last year, starting out as simple stat boosts and slowly expanding to include special skills exclusive to Sacred Seals (Quickened Pulse was the first), Fortify and Spur skills, and at some point Sacred Seals simply became "flexible Passive Skills". They only later gained the ability to be upgraded to have stronger, or more accurately "max level", effects via the Sacred Seal forge, as well as gaining access to crafting old Sacred Seals we may have missed and a few new seals. There are now more than 60 unique player available Sacred Seals available to us, and only some of them are skills unique to Sacred Seals (though some are available as effects on personal weapons and personal skills), and with each Tempest Trial and Squad Assault, the number steadily grows. Of course that number is mostly padded out by the variations of stat boosting skills... I'd like to ask you, what do you think lies in store for the future of Sacred Seals, now that it's been a year and a month? Is there any specific skill or effect you hope gets translated to a Sacred Seal? For the moment, let's discuss Sacred Seals here, those things I remember once being referred to as "items" to be given to a unit in an inventory slot...? My opinion in the spoiler...
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