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Silverdawn77

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Posts posted by Silverdawn77

  1. 17 hours ago, Azz said:

    I mean if you're gonna talk Sonya as a Cleric, you're gonna have to talk about pitchforks and who gets them and overall Sonya doesn't need nor deserve one.

    All she gets as a Cleric/Saint is pretty much just Seraphim however you have to go through 3 levels as a Villager then 12 as a Cleric and unless you're grinding, it will take a while with how past level 10, exp is gained slowly. It's really not worth it when Sonya already has Fire, Thunder and Exaclibur as a Mage right out of the gate and once she promotes to Priestess she gets Recover so it's essentially just a lot of work for one spell that three other characters (four if you count Saber but Mage!Saber isn't worth it tbh) get the spell naturally and a lot quicker than reclassing Sonya.

    Also again, pitchforks are best used on other characters (namely the three knights since armours are so bad in this game).

    Well no you don't have to talk about who should get a pitchfork. i did not ask if its viable to make her a cleric, nor whether it was more viable than giving it to someone eles. i posted that i did make her a cleric, enjoyed using her as a cleric, and asked if anyone else had done so. i did open with "why doesn't anyone talk about it", but i was using that more as an opener, if you will

  2. 9 hours ago, LoneRecon400 said:

    The reason people don't talk about is:

    1). She doesn't learn Seraphim until she reaches a level 1 Saint. That means having to get through 11 levels having to depend on a 60% accurate spell to hit for her to promote in a timely fashion.         


    2). There's better reclass options. Falco Knight would not only increase her Movement and Durability, but Banish would also allow her one round most terrors outside of Duma Tower.

    3). There's better Pitchfork Candidates.  Mae reclassed as a Pegasus would just as good, if not better, than Sonya as one and joins much early. You could also do something else like Archer Valbar for an sniper with extra durablity.


    4). Just the general opportunity cost of recruiting her over Deen. 

    i wasn't asking about other options for the fork. i was talking about Sonya's merits as a cleric vs as a mage. theres no "better" options for the fork, anyone who gets the fork will turn out amazing.

  3. why does noone talk about it? yeah she loses excalibur, but arguably seraphim is better on celicas route and with her growths the villager loop makes he broken as shit if you level her up to 10 at least.

    now i'll be the first to admit i love class changing, i like finding different classes that work with units that i like. its a feature i've loved since they put it in the game, so i may be a little biased.

    but anyway  has anyone else tried sonya as a cleric?

    also side note, jank as it is cleric/priestess mathilde is HILARIOUS.

  4. On 1/28/2019 at 6:43 AM, Aggro Incarnate said:

     

    At the end of the day, both of their strengths lie primarily in their personal orbs. Aegina's strength is free 2-range with the Pallas Riana providing useful ranged chip at various parts of the run, and therefore serves as good low-investment midgame filler deployment spamming her personal orb in select useful scenarios that doesn't require much apart from certain damage/hit rate boosting setups like braces or skill setups. Post-promotion Enid is the most reliable out of all your magic options as a oneshot nuke against bulky physical enemies and bosses with the Pallas Leia, and ends up transitioning better to lategame, but at the high investment cost of needing to promote to access her magical prowess to begin with. As such, Aegina and Enid ends up having different modes of utility which shines at different points of the game. In this sense, my personal preference is to Use Aegina, Train Enid.

    Wow, thank you so much for answering, this is actually really helpful. im not sure if its what you meant but im kinda getting that Percival isnt worth taking either aegina or enid out of my roster.

  5. 2 hours ago, Ice Dragon said:

    "Burning through" things means the rate that they're coming out is fast, not that the number remaining is small, even if it really is.

    That said, Laylea is unlikely to get in anytime soon since she's a substitute, and Lewyn and Homer are unlikely to ever be given the ability to dance because "Bard" is simply the name of the wind mage class in their respective games and predates the first Bard refresher class. The Wyvern Lord class doesn't somehow make the unit a Lord, so there's no good reason the Jugdral Bard class should make the unit a refresher.

    small nitpick. Bard was a unique wind mage, as Amid is a wind mage if you don't marry tailiu. i do agree that that doesn't really mean outside of seasonals he has a chance of being a refresher, but since his class is unique and shares the name of the refresher bard from later games i can see where people would get that.

    on a side note i think the substitute units have a decent chance of getting in, some are more popular than the units they replace... arguably. id honestly love linda and amid to be in the game.

  6. im currently using both, but i wanted to know other peoples opinion on who they thought was the better unit? on my next playthrough i want to use percival, so im going to cut one of them from my perma team.(i generally want to use units i didnt in my first playthrough, like Ouro, who i dumped for using faye/faramir)

    My thoughts so far

    Aegina

    • you get her first near the beginning of the game
    • immediately useful as your first magic damage dealer
    • once her wind skill goes up enough her multi-hits are extremely useful 
    • has pretty good speed, so shes a decent dodger.
    • but she is very frail, 2 hits will usually do her in
    • she has accuracy issues at first with wind magic, so its sometimes better for her to use fire magic at first to secure kills

    Enid

    • starts with the lady sword, making her pretty accurate and lands a lot of crits
    • starts with elite, making leveling her up pretty easy
    • actually has a defence stat and a (admittedly low) growth in said stat. making her the tankiest mage.
    • when she does promote she will have 7 magic, this along with her slightly higher growth in magic than aegina will mean she will probably have more magic than her.
    • specializes in fire and thunder magic, meaning she has more options for attacking at range 2, rather than at range 1 keeping her out of danger.
    • fire magic and especially her personal tome, deals the most damage.
    • being able to use swords as well as magic gives her versatility
    • on the other hand she must promote to use magic
    • joins right before the middle of the game, at a low level, making leveling her up a little difficult.

     

    does anyone eles have any opinions on these 2?

  7. Honestly I didn't expect to like it this much. I was a bit turned off by the bracket system, but stats aren't as important as they are in fire emblem. I'm just at chapter 6, and it may be my 3rd favorite game in the fire emblem family. At first all the things you have to manage seem a bit much, but a few maps in I got into the groove. Graphics are gorgeous, and I always liked having more unique classes like tear ring and the jugdral games. 

    So I just wanted to Know everyone else's first impressions. I actually just love this game. Thank you so much for translating it, the story is quite good as well

  8. On 3/8/2018 at 2:41 PM, TheGoodHoms said:

    I think 5 damage would work fine. Or another Idea could be to give it a small bonus at first then increase it by increments as you level. As an example you could start at 2 damage at level 1, then at level 4 you could increase it by an additional 2 damage and then another 2 damage at levels 8, 12, 16, and 20 after that. So the progression would look something like this...

    Level 1= 2 damage

    Level 4= 4 damage

    Level 8= 6 damage

    Level 12= 8 damage

    Level 16= 10 damage

    Level 20= 12 damage

    I think this way it's not too strong at first, but it can still have an impact at later levels. Of course this is just one example, do whatever you think works best for your vision of the class.

    here are all the classes i have so far, my friend is done with the melee classes as well and ill get them later tonight, but since i don't know how to change forum posts ill add those in when i make the new post in the creative works section, kinda just wanted to see what you thought of the witch and the priestess

    Priestess.rtf

    Witch.rtf

  9. 1 hour ago, TheGoodHoms said:

    I think 5 damage would work fine. Or another Idea could be to give it a small bonus at first then increase it by increments as you level. As an example you could start at 2 damage at level 1, then at level 4 you could increase it by an additional 2 damage and then another 2 damage at levels 8, 12, 16, and 20 after that. So the progression would look something like this...

    Level 1= 2 damage

    Level 4= 4 damage

    Level 8= 6 damage

    Level 12= 8 damage

    Level 16= 10 damage

    Level 20= 12 damage

    I think this way it's not too strong at first, but it can still have an impact at later levels. Of course this is just one example, do whatever you think works best for your vision of the class.

    That's actually an amazing idea

  10. On 3/4/2018 at 4:08 PM, TheGoodHoms said:

    I actually didn't consider allies in the equation, now I see where you're coming from at least partially. I would still recommend toning it back by some margin, perhaps a fixed damage bonus rather than making additional rolls.

    I'm changing the light mage to have outsiders and aberations affected as well, and lowering the minus to saves to -3. Once I'm done typing up the other classes I wrote I'll add them, and then I'll add all the ones my friend made. He focused on the melee classes

  11. 18 hours ago, TheGoodHoms said:

    When it comes to home brew content I'm probably not the best guy to ask about balance since I've never done it my self and I only started playing 2 years ago, but from what I can tell the races seem to check out when compared to the Advanced Race Guide's Race builder at least from what I can tell. The mages I mostly just skimmed, but I will look into more when I have more time, but I will say there is a clear balance issue in the  different arcana. Fire arcana seems way too strong when compared to something like like Light arcana which while thematically correct seems a little too situational unless you've got plans for having lots of undead encounters in the game. 

    Like I said, not the best critic, but I'll try to help where I can.

    No this is good, any feedback is appreciated. In our campaign yes there is going to be Alot of undead. But maybe I should change it for other something less specific. I kinda wanted fire to be all about damage, with the downside being that their blast also damages allies if they aren't careful

  12. Okay took a little longer than i thought but here's the mages i drew up. its not everything but its taking a bit to type all of it up. also here's the races i made to represent fire emblem. 

    Spoiler

    this is my attempt to recreate the Gaiden/shadows of valentia mages in pathfinder. again i've never made a pathfinder class before so its probably all over the place but this is a first draft so :/ 

    On 2/25/2018 at 4:16 PM, TheGoodHoms said:

    Sounds good. Also I forgot to mention that I think this forum would probably be better suited to the Creative or Fan Projects forums, but I think it's okay here for now.

    well lemme know what ya think :) im not afraid of critique either, im sure its prolly first draft trash lol

    Mages.odt

    Pathfinder Emblem Races.odt

  13. hello, im not really sure if this is the right place to post this so... anyway. me and a friend of mine are making our own campaign setting for pathfinder with inspiration from fire emblem. we are pretty much done with the first draft of it and our first game in it is pretty much gonna be playtesting. i was wondering if anyone wanted to help us with by looking at it for balance changes or if you wanted to play it yourself. we aren't planning on selling it or publishing it or anything like that, this is just for fun. if anyone wants to see it or help let me know :)

    Spoiler

    again im really not sure what forum i should have posted this in

    Spoiler

    basically what we did was create a few new classes and races along with its own continent

     

     

  14. Ilyana

    Blue mage infantry 

    Hp: 38 +3 -4

    Atk: 37+4 -3

    Spd:25 +3 -3

    Def:26 +3-3

    Res: 34 +3-3

    Rexbolt: 16 Mt +3 atk, effective against dragons and flying units 

    Refinery: if unit is attacked garenteed follow up attack occurs

    A: mirror strike

    B: desperation

  15. Just because your dad says your good with your mouth doesn't make you a good singer.

     

    there used to be this really obnoxious girl in high school who sang in class and had to tell everyone about her personal drama... in class. indoor suspension for a day was worth it. not necessarily proud of it now as im a mature adult but... everyone had mean moments in high school

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