CT075 Posted November 29, 2008 Share Posted November 29, 2008 I've thought of Admiral, and I've seen Armour Bow somewhere in a PoR forum. Quote Link to comment Share on other sites More sharing options...
Admiral "Bull" Halsey Posted November 29, 2008 Share Posted November 29, 2008 I believe there already is another topic like that on the FE General board... Quote Link to comment Share on other sites More sharing options...
Ϲharlie Posted November 29, 2008 Share Posted November 29, 2008 I believe there already is another topic like that on the FE General board... There is, but it's been dead for quite a while now. Just use this one. Speaking of which, I think that this would be better off in the General Fire Emblem board. Off we go! Quote Link to comment Share on other sites More sharing options...
Warrior of Dawn Posted November 29, 2008 Share Posted November 29, 2008 I've always liked the idea of a mage that can use magic and swords (Battle Sage?). However, they screwed up the knife-sage in PoR. I'm steadily moving away from the idea. A pegasus mage would be awesome! Or perhaps a flying archer? A purely healer-oriented peasus (read: Not Elincia) would be useful too. An unpromoted, horseback mage? I'd use that. Quote Link to comment Share on other sites More sharing options...
Ϲharlie Posted November 29, 2008 Share Posted November 29, 2008 I've always liked the idea of a mage that can use magic and swords (Battle Sage?). Mage Fighters in Genealogy can use magic and swords. Mage Knights too. Neither are very good at using non-magic swords, though (low strength cap and low sword level). Quote Link to comment Share on other sites More sharing options...
Kyrra Posted November 29, 2008 Share Posted November 29, 2008 ^ Samurai :D He uses katanas Also, Dragoons would be cool. A lot of games take a different perspective on dragoons but my ideal dragoon would use heavy swords. Like twice as big as a mercenary sword. XD Quote Link to comment Share on other sites More sharing options...
riariadne Posted November 29, 2008 Share Posted November 29, 2008 (edited) Epic Hero A promoted hero that uses axes, bows, and swords Skills: Controlled Shot- Allows Epic Hero to defend against directly adjacent units with a bow, but only using half strength for damage calculations. This skill isn't affected by enemy skills. Edited November 30, 2008 by SunMoonSky Quote Link to comment Share on other sites More sharing options...
Ragnell Posted November 29, 2008 Share Posted November 29, 2008 I can't think of a very good name besides Hunter for my made up class. It would be a myrmidon-like unit who uses swords and bows. They would have low HP and Def but high Skl, Sp, and Str. And a Pegasus Mage would be cool too. A pegasus archer would be neat as well because you could have it chase after other flying units and be able to own them in one shot. Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 29, 2008 Author Share Posted November 29, 2008 I can't think of a name, but how about an armoured class that wields bows, axes, swords and lances. Maybe Champion. Quote Link to comment Share on other sites More sharing options...
Judge Judy Posted November 29, 2008 Share Posted November 29, 2008 Arch Knight! A knight who can use Anime Magic, staff and swords! Quote Link to comment Share on other sites More sharing options...
Ϲharlie Posted November 29, 2008 Share Posted November 29, 2008 I can't think of a name, but how about an armoured class that wields bows, axes, swords and lances. Maybe Champion. Generals could do that in Genealogy and Thracia. ^_^ Quote Link to comment Share on other sites More sharing options...
TripleJ Posted November 29, 2008 Share Posted November 29, 2008 The Juggernaut: HP cap: 60 Str cap: 30 Mag cap: 20 Skill Cap: 28 Speed cap: 20 Luck cap: 30 Defense cap: 50 Resistance cap: 40 Master Skill: Big Shield(when activated: 50% Can cancel an enemy attack. 50% half enemy attack) Note: the activation rate for Big Shield is Res%, and it only activates just before an enemy attack/counter-attack. The reason some of the stat caps are so high is because it's a 'third tier' class, like in RD. Notice the high resistance cap, that's why some stats, like speed, are lower than they should be, the purpose of this class is to have a Marshal with more defense, which can be very usefull in a building, more specifically in a confined area or hallway were enemies would have to get through said Juggernaut, even magic users can be ineffective, if you have high enough Resistance. Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 29, 2008 Author Share Posted November 29, 2008 Generals could do that in Genealogy and Thracia. ^_^ Oh, I've only played RD and PoR. I want Shadow Dragon so much! Quote Link to comment Share on other sites More sharing options...
irtikliwT Posted November 29, 2008 Share Posted November 29, 2008 Smith. Can restore 1 weapon use to a weapon on an adjacent unit each turn. No offensive capabilities, low defensive capabilities. Quote Link to comment Share on other sites More sharing options...
Just call me AL Posted November 29, 2008 Share Posted November 29, 2008 Mage Fighters in Genealogy can use magic and swords. Mage Knights too. Neither are very good at using non-magic swords, though (low strength cap and low sword level). And as far as I could tell, according to the site: Master Knights (I never played FE4, or FE5, so I wouldn't know for sure.) Quote Link to comment Share on other sites More sharing options...
Gatrie: Guns Blazing Posted November 30, 2008 Share Posted November 30, 2008 Dark Knight (no, not a Black Knight) uses swords and black magic Brigadier flying, archer unit Quote Link to comment Share on other sites More sharing options...
Admiral "Bull" Halsey Posted November 30, 2008 Share Posted November 30, 2008 Class Name: Crusader Weapon Experience: Sword, Lance, Axe. (Weapon Triangle Control FTW!) Caps: Str: 29 Mag: 15 Skill: 30 Spd: 24 Luck: 25 Def: 30 Res: 25 Con: 14/20 Move: 8 Type: Mounted Horsemen Skills: Negate enemies skills during a battle when confronting a Crusader. Quote Link to comment Share on other sites More sharing options...
Mr. Sirius Posted November 30, 2008 Share Posted November 30, 2008 I'll just copy and paste from my archives in regards to FE8x. Adventurer Adventurers are those that pilfer things from random people as they travel. This may sound bad, unless you consider that these seemingly immoral humans are hired specifically by their country to do that. Adventurers are almost always hired for their pilfering skills, allowing the government they work for to give no taxes to the people. Adventurers wield Knives, and face a difficult decision when they promote. Do they continue on with their work for the government, becoming a Spy, or do they become attracted to riches and become a real Thief? High Priest: High Priests are religious figure-heads tasked with the difficult role of interceding for people and their misdoings. They are the ones that cry out to save their fellow-man from any "sins" any of them may have committed. They are best known for being kind and not judgmental, despite their role. High Priests wield Light Magic and Staves and can only be Male. When they promote, they have finally heard enough problems to understand the true weight of the people; enough to become a Judge. Quote Link to comment Share on other sites More sharing options...
Lord Glenn Posted November 30, 2008 Share Posted November 30, 2008 (edited) Class Name: CrusaderWeapon Experience: Sword, Lance, Axe. (Weapon Triangle Control FTW!) Caps: Str: 29 Mag: 15 Skill: 30 Spd: 24 Luck: 25 Def: 30 Res: 25 Con: 14/20 Move: 8 Type: Mounted Horsemen Skills: Negate enemies skills during a battle when confronting a Crusader. That seems a lot like a Paladin (FE7) with slightly altered stat caps and, frankly, a really powerful skill (assuming that enemy skills aren't like a needle in a haystack). -------- As for a class... I have so many to choose from. >_> Looking at them, quite a few of them need updated concepts, since they're all primarily older ideas. However, two of the better ones on my old list are the Oracle and the Avenger. The Oracle is (in the list that I'm drawing it from) a third tier unit that is a special promotion from the base Mage class. Select Mages (based on character bios and personalities) would first promote into Battlemages, units that retain their base specialization of Anima, gain the ability to use Maces, a subcategory of the Axe discipline, and Staves. From Battlemages, these units would become Oracles, gaining higher caps and a skill, Balance. Due to the Oracle's calming inner nature, Balance reduces adverse effects, such as WTD and effective bonus damage, to the unit done by enemies. The Avenger is (again) a third tier (you can tell that this was done forever ago, since I'm not fond of third tier units now with the advent of FE10) that is the promotion from the base Drake Rider class (an alternative to Wyverns and Pegasi). Drake Riders use Lances and Avengers add Bows, a specialization of Anima, and a skill (Flamberge) to its arsenal. Flamberge is the attractive portion to the class, as everything else has been suggested before. Flamberge automatically targets the foe's weaker defensive stat (though, it isn't always automatic, as a foe can cancel it based on their Luck as a percent), regardless of whether the Avenger is using Lances, Bows, or Anima magic. In effect, it makes stronger weapons more useful, yes, but WTA/WTD and such still come into play. Edited November 30, 2008 by Lord Glenn Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 30, 2008 Author Share Posted November 30, 2008 (edited) There could be an unmounted/unarmoured unit that uses all physical weapon types... Edited November 30, 2008 by Camtech075 Quote Link to comment Share on other sites More sharing options...
Steven Tyler Posted November 30, 2008 Share Posted November 30, 2008 Since I just got out from church . . . Deacon -> Minister (Male Only_ Weapons: Light Magic, Staff (Light, Staff, Anima upon promotion) Base Stats (Deacon) Mag: 7 Skill: 3 Spd: 8 Luck: 2 Def: 0 Res: 9 Con: 3/20 Move: 6 Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 1, 2008 Author Share Posted December 1, 2008 Thief--> Rogue--> Ninja Weapons: Knife Mastery Skill: Lethality Quote Link to comment Share on other sites More sharing options...
Father Wood Posted December 3, 2008 Share Posted December 3, 2008 I'd really dig on a playable Magic Seal who can heal, for those of you who haven't beaten FE7 it's this one enemy who can't attack, but about 15 spaces all around him are redder than normal. In those red spaces, no one can use magic or heal, and the Magic Seal can move to change which spaces are red. It's pretty tough to explain, so if you don't get me just watch this: http://ca.youtube.com/watch?v=v7RZ3J58sK0 but keep in mind that this guy really hacked that copy of the game. Anyway, notice that the mages avoid attacking inside that red area, this is because they can't when they stand there. The Magic Seal also has four fantastic body guards surrounding him, has maxed luck, uber defense and uber resistance. I'd love to play as one. Quote Link to comment Share on other sites More sharing options...
Dr. Tarrasque Posted December 3, 2008 Share Posted December 3, 2008 I'm too lazy to come up with more classes right now so... http://serenesforest.net/forums/index.php?...mp;#entry173888 Quote Link to comment Share on other sites More sharing options...
Liz Posted December 3, 2008 Share Posted December 3, 2008 I've improved on my Villager class! :) NOTE: In order for this unit to actually work, something similar to the growth rates of FE11 would have to be applied. You know, in which class growths and character growths are different numbers, and are added together to get the final unit growth. Villager: A bit like the Villager class in FE2 and the Trainee classes in FE8. Villager class is kinda like the "wild card" of Fire Emblem. Uses swords as a default. Growth rates are all at 30% for this class. Base stats are all equal to 5. Promotion is dependent on the maximum stats of the unit. Promotion takes place on level 5, unlike regular promotions. Promotion: Mercenary < Equal max stats are 2 or more in: Strength, Defense, Skill, and/or Speed Shaman < Equal max stats in: (Strength, Defense, Skill and/or Speed), and (Magic, and/or Resistance) Myrmidon < Speed Fighter < Strength Archer < Skill Knight < Defense Mage < Magic or Equal max stats in: Magic, Resistance Priest < Resistance Dancer/Bard < Luck Troubadour < Female only; (Magic and/or Resistance), and Luck + extra movement (Boots) Nomad (or equivalent) < Skill + extra movement (boots) Mage Knight (or equivalent) < Magic and/or Resistance + extra movement (Boots) Wyvern Knight < Strength and/or Defense + extra movement (boots) Pegasus Knight < Speed, and/or Luck + extra movement (boots) Cavalier < Equal max stats are 2 or more (Strength, Defense, Skill, Speed, Magic, Resistance) not covered with above promotions + extra movement (Boots) Once unit is promoted, it takes class growths that are typical of the class it promoted to. NOTE: Luck is not taken into consideration in promotion except for the Dancer, Troubadour, and Pegasus Knight Class. If luck is highest stat, the next highest stat is taken into consideration. I tried to cover as much loopholes as I possibly could, but I'm not sure if I covered them all! If you spot one, please tell me! <3 Quote Link to comment Share on other sites More sharing options...
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