gamefrig Posted April 7, 2020 Share Posted April 7, 2020 turtle riders warriors who ride giant turtles, superior water mobility. equip lances skills water affitty gives +20 avoid while on water this class can move over wateress terrain for 0.5 move bass stats 25 hp 5 str 4 magic 3 skill 3 spd 2 luck 6 def 6 res 8 bld 4 charm 6 move turtle knights turtles riders who have learned to wield axes and bows equip axes, bows, lances skills tough shell if the unit ends there turn and did not attack + 10 def until there next turn base stats 35hp 11 str 6 magic 7 skill 8 spd 5 luck 16 def 9 res 6 charm 7 move 14 bld tree huggers turtle nights who are total bros. equip lances, light magic, staves/ life magic skills natures friend while on a none man made tile unit regains 30% of their max hit points bass stats 30 hp 9 str 10 magic 6 skill 7 spd 10 luck 12 def 14 res 5 charm 9 bld 7 moves eagle gliders grapplers who hand onto giant eagles and dropkick there enemies equip gauntlets skill mounted gauntlets this unit can use gauntlets while mounted base stats 26hp 10 str 7 magic 12 skill 16 spd 7 def 5 res 7 charm 6 bld 7 move elephant destroyers brigands who ride elephants as they trample there foes equip axes skill rampage allows unit to pass through 2 enemies units, deals str/2 damage and reduces move by 3 to passed through units can still move over mountains but for 1.5 movement base stats 40 hp 18 str 4 magic 10 skill 12 spd 10 def 2 res 12 charm 18 bld 6 move ice mage mages who specialize in ice magic equip ice magic skill cold comfort charm % chance to freeze an enemy (frozen status effect: unit cannot move, -6 spd, -20 avoid) base stats 16 hp 2 str 6 magic 6 skill 5 spd 8 def 10 res 10 charm 8 bld 5 move wolf rider promoted ice mages who make friends with wolves equip ice magic, strike skill call of the pack basically sumon but with wolves base stats 30hp 8 str 10 magic 8 skill 12 spd 12 def 10 res 16 charm 8 bld 7 move acid mage mages who use dangerous acid magic, feared by the public equip acid magic (subcategory of dark magic) skill alchemist unit can craft potion which include 1. vulnareys 2. pure water 3. rage tonic increases str by 5 but decreases charm by 5 4. paragon juice 1.5x exp gained, they only craft 3 per chapter and they cant move before doing this on their turn bass stats 15 hp 5 str 6 magic 8 skill 4spd 4 def 8 res 2 charm 10 bld 4 move vilain diablicall acid mages who reap in the suffering of others equip acid magic, lances skill satanist when unit is within 3 titles of another unit who takes damage, unit regains hp = to damage dealt to that unit base stats 25 hp 10 str 9 magic 14 skill 8 spd 10 def 16 res 4 charm 16 bld 6 move conductors thunder mages who have mastered their art equip gauntlets, thunder magic skill shock when unit takes damage from another unit, other unit take 1/4 of the damage dealt unless from a ranged weapon like a bow (note this does not include javelin etc) base stats 30hp 12 str 12 magic 20 skill 14 spd 12 def 8 res 6 charm 6 bld 6 move fire dancers fire mages who play with fire like a beautiful but deadly dance skill burning passion while using magic + str/2 might and while using weapons + magic/2 might base stats 30hp 10 str 16 magic 10 skill 10 spd 10 def 12 res 14 charm 12 bld 6 move woodsmen hunters who commune with the spirits of anima magic and infuse their bows with magic equip bows skills anima bow unit adds there magic to there attacks and counts as one anima attack in the trinity of magic 1. fire 2. thunder 3. wind 4. ice 5. water. bow range plus 1 base stats 25hp 12 str 8 magic 8 skill 12 spd 4 def 14 res 6 charm 7 bld 6 move Quote Link to comment Share on other sites More sharing options...
Shoblongoo Posted April 7, 2020 Share Posted April 7, 2020 (edited) [GEOMANCERS]: magic users that specialize in drawing magic out of the land itself to craft their spells. Can use special terrain-based spells and abilities when standing on or adjacent to forests, mountains, water, lava/fire, or plains. High level geomancers that have madymtetes theix class can use their magic to change the surrounding terrain. Edited April 7, 2020 by Shoblongoo Quote Link to comment Share on other sites More sharing options...
anikom15 Posted April 7, 2020 Share Posted April 7, 2020 Make a water-focused Fire Emblem a la Wind Waker and bring back the pirate class! But give them the ability to use swords. You can add an artillery class (uses cannons) and a sailor class (uses spears and harpoons). All three can travel on seawater and beaches easily. Quote Link to comment Share on other sites More sharing options...
AnonymousSpeed Posted April 8, 2020 Share Posted April 8, 2020 Mage Fighter: Literally a combination of Mage and Fighter, promoting from either. They use anima tomes and axes in combat. Their unique still, Energy Change, increases their strength by half their base magic and their magic by half their base strength. Ruffian: A thief-type unit which wields gauntlets. They are more suited to the dirty urban streets than regular Locktouch types. They have skills like FE4!Steal, Disarm, etc. Underhanded pugilists, really. Perfect for your vaguely Victorian London take on Fire Emblem. Quote Link to comment Share on other sites More sharing options...
PyroPlazma Posted April 8, 2020 Share Posted April 8, 2020 Griffon Riders: Essentially just an in between of Wyvern Riders and Pegasus Riders, wield swords to complete the trinity. Quote Link to comment Share on other sites More sharing options...
eclipse Posted April 8, 2020 Share Posted April 8, 2020 And that's the wrong subforum. Quote Link to comment Share on other sites More sharing options...
gamefrig Posted April 8, 2020 Author Share Posted April 8, 2020 wyvern in my opinion use lances that's how i have always known them as when i used setheth in three houses i always used lances 12 hours ago, PyroPlazma said: Griffon Riders: Essentially just an in between of Wyvern Riders and Pegasus Riders, wield swords to complete the trinity. Quote Link to comment Share on other sites More sharing options...
PyroPlazma Posted April 8, 2020 Share Posted April 8, 2020 4 hours ago, gamefrig said: wyvern in my opinion use lances that's how i have always known them as when i used setheth in three houses i always used lances Well since FE8 I believe they've more less used or been depicted using axes. Besides the whole point of that was Pegasus=Lance, Wyvern=Axe, Griffon=Sword so weapon triangle is represented in fliers. Quote Link to comment Share on other sites More sharing options...
AnonymousSpeed Posted April 9, 2020 Share Posted April 9, 2020 Wouldn't is make sense for the fastest and weakest flying class to use swords, while the most balanced one wields lances? Quote Link to comment Share on other sites More sharing options...
Benice Posted April 9, 2020 Share Posted April 9, 2020 (edited) 1 hour ago, AnonymousSpeed said: Wouldn't is make sense for the fastest and weakest flying class to use swords, while the most balanced one wields lances? No, because Shanna would be useless. New class idea: I'd actually want druids to be related to nature instead of dark magic. Maybe it's because I'm a dnd boi. Edited April 9, 2020 by Benice Quote Link to comment Share on other sites More sharing options...
ZeManaphy Posted April 9, 2020 Share Posted April 9, 2020 On 4/7/2020 at 9:04 PM, PyroPlazma said: Griffon Riders: Essentially just an in between of Wyvern Riders and Pegasus Riders, wield swords to complete the trinity. Wasn’t that already in Awakening? Quote Link to comment Share on other sites More sharing options...
PyroPlazma Posted April 9, 2020 Share Posted April 9, 2020 4 hours ago, ZeManaphy said: Wasn’t that already in Awakening? They never returned Quote Link to comment Share on other sites More sharing options...
vanguard333 Posted April 13, 2020 Share Posted April 13, 2020 Spider Rider: Description: Mounted units that ride spiders that were enlarged by wild magic. They are a mounted class that can navigate more terrain than normal cavalry (including mountains, cliffs, walls, etc.) at the cost of less speed. Commander: Description: Soldiers that worked their way up the ranks to a position of leadership. While they fight in the thick of the action, they specialize in leading armies to victory. A lance-wielding promotion of soldier that specializes in rallying units and commanding battalions. Quote Link to comment Share on other sites More sharing options...
Jotari Posted April 14, 2020 Share Posted April 14, 2020 (edited) *Whistle Whistle* Shamans have used Dark and White magic in the series in the past. I'd like to rectify this inconsistency of the class by making them a promoted class that uses white and dark magic simultaneously. Kite Ninja! Flying ninjas, what's not to love!? Bannerman, classes that are dedicated rally bots. We tend to try and make characters that are designated rallybots if we can, might as well make it its own support class like dancer. Armoured Mages. They're cool. Let me use them. While we're at it, sick of your healers getting one shotted? Introducing Armoured Clerics. Because when your job is to help others, you should really try and protect yourself too. Now that Three Houses has done the whole giant enemy thing, I'm really hoping elephants make an appearance as enemy only classes. We know they exist and have been used for combat in the Fire Emblem universe. On 4/9/2020 at 6:38 AM, PyroPlazma said: Well since FE8 I believe they've more less used or been depicted using axes. Besides the whole point of that was Pegasus=Lance, Wyvern=Axe, Griffon=Sword so weapon triangle is represented in fliers. Since FE9, even then only on promotion. Radiant Dawn was the first game to solidly put Wyvrens in the axe category. They couldn't even use axes in Sacred Stones. Edited April 14, 2020 by Jotari Quote Link to comment Share on other sites More sharing options...
PyroPlazma Posted April 14, 2020 Share Posted April 14, 2020 2 minutes ago, Jotari said: *Whistle Whistle* Now that Three Houses has done the whole giant enemy thing, I'm really hoping elephants make an appearance as enemy only classes. We know they exist and have been used for combat in the Fire Emblem universe. Since FE9, even then only on promotion. Radiant Dawn was the first game to solidly put Wyvrens in the axe category. They couldn't even use axes in Sacred Stones. Grammar mistake that was meant to say "Post FE8" Quote Link to comment Share on other sites More sharing options...
Jotari Posted April 14, 2020 Share Posted April 14, 2020 3 minutes ago, PyroPlazma said: Grammar mistake that was meant to say "Post FE8" Personally I think wyverns should go back to lances. Let the pegasus primarily use swords, which they've always had some association with, and keep Griffons as axes like they had in Awakening (and bring back Kinshi for bows). That not only stays true to how these classes have been depicted in the series past but also makes the most sense stat wise for classes. Quote Link to comment Share on other sites More sharing options...
Koops Posted April 14, 2020 Share Posted April 14, 2020 I liked FE4 Pegasus Knights. Using swords and lances at base and staves on promotion. That was pretty neat, but that was probably too good to keep. I feels right within FE4 tho because of fliers not benefiting from the Road tiles that appear literally everywhere. I think having Pegasi use only lances at base fits them, imo. But yeah, Wyverns too should go back to that, and have their axe rank be a reward for getting them to promote. But just don't have them start at E rank. Quote Link to comment Share on other sites More sharing options...
Metal Flash Posted April 14, 2020 Share Posted April 14, 2020 I`d like to see Griffon Rider have it`s own proper class line, not sure how I would like the weapon type to be handled though. Barons using magic i also something I`d like to see return. Quote Link to comment Share on other sites More sharing options...
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