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ILikeKirbys

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Everything posted by ILikeKirbys

  1. Ah, I see. That makes sense. Ooh, those sound neat! Especially Talented Backup, could make Selena's personal a bit more useful. And Logical Move could be some sort of anti-Peri's-Bloodthirst, I like it.And here are a handful from me, again, because... Oh, yes~ /Niles...ANYWAY. Here are a few more skills, because I just can't get enough of this. Aid Refusal: This unit cannot be affected by staves/rods. (The idea behind this was that [spoiler=Pointless Stuff I Made Up That You Don't Need To Read]I made up a chapter in my head where you had to defend an unarmed and unable-to-move Garon from a Hoshidan assault led by Ryoma, and all of the enemies were strong enough to damage Garon (which, given Garon would have considerable defense/resistance, would make them rather strong), so if enough of them hit him (or if he fought Ryoma long enough), he'd eventually die. This was made up as an excuse for why you couldn't just heal up Garon to have enemies weaken themselves by attacking him and being Draconic Hex'd into a more manageable state, so you'd actually have to be careful about enemies slipping through your ranks to smack Garon. Not a practical skill at all, you wouldn't be able to get it for yourself, but it could make missions where you protect allied units more difficult (like how I expected Conquest chapter 18 to be when I first heard about it... Could even have the excuse there be that the Hoshidan royals don't trust you...). Sorry, I went on a bit of a tangent or two there, nyahaha. At least it's in a spoiler) Disabling Mirror: When the enemy initiates combat, all inflicted debuffs are reflected back onto the enemy. (The debuffs would be inflicted on the attacking unit, and not the unit being attacked. Could maybe be a bit annoying, but might be something I'd allow players to have access to... as a level-promoted-15 skill) Advantage Reversal: Reverses the weapon triangle for this unit and doubles its effects. (So, the Calamity Gate/Dual weapon effect, but allowing any weapon to be equipped (and it'd stack with those weapons, allowing for the weapon triangle (dis)advantage to be four times as effective). Could be a bit annoying) Effective Blow: When this unit initiates combat, their attacks will be treated as dealing effective damage if possible. (So, extra damage against beast/flying/dragon/monster units when you attack) Royal Slayer: This unit deals effective damage against royalty. (Royalty here means any unit who can use Dragon Veins, since if I recall correctly only the royals can do that) Daredevil: When attacking an enemy who can fight back, Hit/Avoid/Crit/Dodge +15 and damage dealt and received +3. (The idea is that it's risky, but rewarding. Probably not balanced at all, but ah well) That's what I've got for now.
  2. JUSTICE Inspiration strikes! By the Ice Climbers, of all things, haha. And since I'm really feeling it right now, have a few more! And now, a class or two not based on a Smash fighter...
  3. You'd probably have quite a few more skills, of... variable quality.I speak from experience, on the amount and on the quality. ...I like what you've got there. Although, on Paranoia, was that supposed to be greater-than-half-HP or less-than-half-HP? And since I'm here, here are a few skills: Strikeback: When the enemy initiates combat, this unit performs an additional attack. (So, if a unit with this can't double, they would perform two consecutive counterattacks; if they can double, they would perform 3 attacks: if the attacking unit can also double, the attacks would be performed as the initial attack, two consecutive counterattacks, then the attacker's second attack, then the next counterattack (not sure how this could happen, but just for the eventuality I'm adding this on anyway)). Careful Stance: When this unit is in Attack Stance, they gain Dual Guard points like they are in Guard Stance, but enemy Dual Strikes are not passively negated. (Essentially, the rough inverse of Bold Stance. Would allow a unit to benefit from Attack Stance while still being able to get Dual Guards. Probably not that useful, honestly. Would be enemy-only.) Vital Seal: After combat with this unit, the enemy cannot be healed or recover from debuffs/statuses (like Silence, or Freeze) for one turn. (Enemy-only. Probably not that great either, but could maybe be annoyingish?) Transfer Strike: After any combat with this unit, this unit's debuffs are transferred to the enemy. (Enemy-only (I like designing annoying enemy-only skills). Could be an annoyance, especially on durable units who you might want to soften up with debuffs, but probably not too terrible). Yeah, this is quite fun, hahaha.
  4. FE7: Eliwood. Made me pick up Fire Emblem (admittedly, because I thought he was Roy), and has never been unusable for me (unlike Hector, who has had speed problems in the past, and Lyn, who's fast but can't get defense ever). Guy was cool too. Dude critted rather often after promoting, it made me really like Swordmasters. FE8: Joshua or Cormag. Joshua because he's a cool Myrmidon/Swordmaster and I'm rather predisposed toward liking those, and I remember liking him from back when I played it so many years ago. Cormag, on the other hand, is here for his talk with Valter, followed by his killing of Valter. He could be here for his stats too, but I've never loved using flyers for some reason. FE9: Gonna finally get back to this tonight, so it'll probably change, but for now I'm gonna go with Mist/Nephenee/Mia. Mist and Nephenee because I remember liking them back when I first played it, Mia because I like Swordmasters and she's a Swordmaster, so logic dictates she'll be a favorite. FE13: Henry. He made a great first impression when he joined up and critted everything to death with Ruin, and he got laughs out of me too. FE14: Sakura/Hana/Arthur. Sakura because she's quite useful for me (between valuable healing and Quiet Strength, she really helps me with defensive positions), Hana because she's a Swordmaster, has good strength and crits/Astras everything to death (even if she never, ever gets defense, but that can be worked around), Arthur because he's humorous and quite a solid unit for me (though I wish he'd get speed a little more often).
  5. That would work too, actually. I'd prefer it to be staff use in any class, though if it had to be limited, then limiting it to Tome-wielding classes would make sense.Though now I'm picturing a Berserker Iago healing people, hahahahaha. Or General Iago, haha. That'd actually be a pretty neat skill to slap on some enemies. And, I didn't realize that we could do non-Personal Skills yesterday, so here are a few of those: Land Mastery: Terrain effects are doubled when applied to this unit. Fox Amiibo personal skill Fair Fighter: Use the Fair Fight command to initiate combat without terrain bonuses, support bonuses, Attack Stance or Guard Stance. (Essentially, lets you initiate a 1v1 combat while ignoring terrain (like, say, thrones) and support bonuses, at the cost of not benefiting from any of those things yourself). Brave Fighter: This unit and enemies in combat with this unit will always perform all possible follow-up attacks. (The inverse of Wary Fighter. I'd probably stick it on enemies with Brave Weapons, so they could always perform 4 attacks regardless of Speed, even on Player Phase. Maybe a Brave Axe General? Also, not sure how this would work with Wary Fighter...). Staffbreaker: Avoid +50 when targeted by a staff. (Meant primarily to help units likely to be targeted by stuff like Enfeeble and Hexing Rods) Stafffaire: Healing staves/rods heal 50% more HP. Hit +30 when using a staff. (Seems like it could be useful, though I'm not sure how much. Iago'd join with this, for sure.) Desperation: When debuffed, this unit gains Hit/Avoid +10, damage dealt +2 and damage taken -2. Copycat: This unit can use the enemy's skills. (Allows the use of skills like Astra, Luna, Miracle, Pavise, etc. if the enemy has them. Kind of like Nohrian Trust, but with enemy skills rather than ally skills). Mimicked Blow: This unit gains the effects of enemy Blow skills. (Gives this unit the effects of Armored/Certain/Darting/Death/Duelist's/Warding Blow, if the enemy has them. Not sure if they'd stack with the unit's own Blow skills or not. Also not sure if the Blow skills would only activate when the unit with Mimicked Blow attacks, or even when they are attacked; I'd lean toward always-in-effect, but I'd also make it an enemy-only skill so...). Crippling Strike: Debuffs inflicted by this unit are 150% effective. (To make enemy debuffers really annoying. Not that they need help with that, but still) Also, personal skill for Kilma/Clear/Ice-tribe-chief-man: Frozen Blood: When at less than full HP, this unit takes -4 damage. (Would probably be a little bit annoying to deal with, especially if he used Nosferatu when you fought him. Which he would, if I were designing him) And one for a hypothetical Flame-tribe-chief-man: Explosive Blood: When this unit takes damage in combat and ends combat with less than full HP, adjacent enemies take up to 20% HP damage. (Sort of like a Grisly Wound for everyone nearby. Not sure if it'd be useless, or too good, or neither...) Also, since this post is long enough as it is, I won't quote your post, but I like what you've got there, Sire. Especially Robin's, that sounds quite useful. And True!Garon's, those would end up quite annoying to deal with if he was given the right stuff (in this case, Dragon Fang). Mikoto's as well, since I'd bet on her having a really high Magic stat to work with, that'd probably end up quite useful for her.
  6. I've got a whole bunch of these... First up, personal skills for Iago, Hans, Zola, Kotaro and Garon, if they were playable... Staff Expertise: Healing staves/rods heal 150% as much HP as usual. Status staves gain +30 Hit. (Iago. Pretty much a balanced-ish Staff Savant, was the idea here) Reckless Charge: When this unit initiates combat, gain STR +4, Attack Speed +3 and Crit +20, but also Avoid -30 and DEF/RES are reduced to 25% of their normal amount. (Hans. I think it'd fit him, given how he acts in Chapter 3, and I just like the skill concept in general. The thought process here is that it lets Hans hit very hard, and makes him more likely to double, which gives him more chances to crit, but he's not dodging anything, and anything that survives his attacks will deliver a crushing blow to Hans thanks to his reduced defenses, making Hans very high-risk/high-reward. Not sure it'd work out in his favor (maybe if you gave him a Brave Axe?), but it'd certainly be interesting, or at least I think so) Illusionist: Use the Illusion command to create a fake Zola on any tile up to 3 spaces away from Zola for 1 turn. This fake Zola has (Zola's MAG/2) HP and cannot attack or counterattack (and is spawned as a greyed-out unit that cannot act or be Sing'd to), but acts like a normal unit otherwise (ie. you cannot end your turn on the tile the fake Zola occupies, and enemies cannot move through the fake Zola unless they have Pass). (Zola, obviously. It'd be interesting to give him a pseudo-Replicate that acts more as a barrier than anything, and I feel it'd be kind of interesting to have an ability that creates expendable shield units... Not entirely sure it fits Zola's character, but ah well) Exploitation: When in combat against a debuffed unit, gain +4 damage dealt and +15 Hit/Crit. (Kotaro. It seems like it'd work for him, or at least it'd be a nice skill to have. Could maybe use a better name tho) Conqueror's Aura: Enemies within 2 spaces of this unit receive +3 damage taken. (Garon. Because he's so scary that nearby units take more damage just from being nearby. Gives him utility if you wished to not use someone as overpowered as a playable Garon would be for combat (allowing you to train up other units, maybe?), and makes him a more difficult boss fight since he's dealing even more damage than he normally would unless you're using, like, the Spy's Yumi or something) Also, here's one for Lilith, who I'm also kind of disappointed never ended up playable (maybe in future DLC? I can dream...): Faithful Partner: When Paired Up with Corrin, or her A+ or S Support, grants 20% HP recovery and doubled debuff recovery every turn. (I wanted something like the Forceful/Evasive/Devoted Partner skills, but different... so here's a mini-Renewal with a side of debuff-curing. Also, Faithful was the first word I thought of to put before Partner, but I'm sure there are better ones) And one that'd maybe work better as an enemy-only skill (and one I'd personally stick it on a boss, and occasionally on random enemies), but ah well... Vigilance: This unit retains the effects of Blow skills at all times. (Blow skills being Death Blow, Darting Blow, Duelist's Blow, Armored Blow, Warding Blow and Savage Blow (so enemies within 2 spaces would lose 20% HP after any combat with this unit, kind of like Grisly Wound)... maybe Fearsome Blow too, but that doesn't matter, I don't think) And finally, two that probably wouldn't be all that great, but I'm sure there could be uses for them, so here it is anyway: Destructive: Use the Rally command to deal 20% HP damage to all enemies within 2 spaces. War Cry: Use the Rally command to deal -15 Avoid and Dodge to all enemies within 2 spaces. That's all I've got for now.
  7. Yeah, that could be it. I forgot, but I'm pretty sure Niles was next to Odin, who he had a C support with (and also Elise, for Lily's Poise's damage increase, and one other character I can't remember, probably Arthur or Effie, but they probably didn't affect anything). That explains the sudden burst of goodness I got out of Niles. ...Although, this raises the question about how exactly Capture works, which I wouldn't know because I've used it a grand total of twice (once on Haitaka because I wanted to capture a boss, and once on a random Lancer because I wanted to see what they promoted into... I was disappointed). I remember that Niles wasn't able to get Dual Strikes or Dual Guards when he was using Capture, but I dunno if it'd prevent Odin's support from making him better than he normally is.
  8. Oh.Oh, right. I forgot that thieves took forever to get their promotion item (well after I probably got annoyed with their inability to promote and benched them) and weren't really combat units (outside of that one time where I decided to use Matthew heavily in Lyn's story because I knew he was one of the first units you got in Hector mode and he turned out awesomely... and still got benched because dude was still way too fragile for me to be comfortable using him). No wonder my mind immediately went to Jaffar, haha. I think I understand now. Guess dual-Heartseeker doesn't work, then.I must've just gotten lucky with Niles that night. Thanks, mates.
  9. I'm sorry, but it's been a while since I last played FE7, so, um, how exactly did Thief get shafted by promoting to Assassin there? Because I'd expect that a class that's really fast and dodgy getting faster and dodgier with a side of occasional instant-murder could only be good, but that might be my poor memory failing me and the nostalgia goggles reminding me of how cool Jaffar was when I was younger more than actual thieves being good Assassins. So, do they work like debuffs (where they all occur, but only the largest ones for each stat takes effect, ie. If I have Quiet Strength and Rose's Thorns on one unit, will they get +3 damage dealt (from RT) and -2 damage taken (from QS)?)? Because that would actually make sense, now that I think about it.
  10. I don't know if it actually did. I just figured I had two units with Heartseeker (Odin and Nyx), so I put them both next to Haitaka and let other units attack him. I figured that both Heartseekers would drop Haitaka's Avoid by 40 (since one drops it by 20, and there's two of them, so that would equal 40 less Avoid for the Spear Fighter on the throne, if they both affected him), but I dunno if that actually worked or not. It might not have added the second Heartseeker's Avoid-drop. All I know is, Niles (who has issues with hitting things, at least when I use him) was able to get a good hit rate (and the Capture, after a lot of softening) on Haitaka after that setup. Dunno if it did what I thought it did or I just got lucky tho.
  11. Now that the thread title's changed, I suppose I should update my list a bit for characters I just like the least... FE7: Still Bartre. Never really cared for him. Could've maybe been Nino, but I remember her turning out well that one time when I was younger, got annoyed with Pent for stealing all the EXP in the desert, and benched him, and I like Nino. FE8: Garcia. I just don't care at all for the guy, and I remember him getting disappointing levels when I used him. FE9: I will replay you some day, Path of Radiance... Until then, gonna go with Rhys. I remember using Mist over him, he just didn't interest me. FE13: Tharja. I never really used mages outside of Henry (who had Ruin, and therefore endeared himself to me by critting on every other attack. I really like crit-happy units, and I don't know why), but Miriel was at least mildly useful in Chapter 2 and Ricken was okay in Chapter 5 (or at least, he could Pair Up with Maribelle so Lissa could Rescue both of them at once). Tharja probably only gets the lowest spot for me for needing to be recruited from the enemy during a map, whereas the other three start on your side (even if Ricken's predicament in Chapter 5 is annoying). FE14 Birthright: Hayato. A level 1 mage who joins 10 chapters in? In a game where I don't really love the mages? No thanks Fuga, you can keep him. At least he doesn't make me use him on a map though. Which is nice. FE14 Conquest: Nyx. No defense, has had hit rates on par with my Niles (who seems to be incapable of getting a 90-100% hit rate for some reason), and I don't really love the magic users in Fates (except Conquest's version of Odin, because I can make him a Samurai, and Revelation's version of Hayato). I did have one time where she came in handy, that being lowering Haitaka's Avoid with double-Heartseeker with Odin that one time I wanted Niles to capture him (I think that worked, anyway), but I don't think I'd use her beyond that. FE14 Revelation: Orochi. I just don't like that she's pretty much guaranteed to get Ninja'd before I can reach Saizo to make her be on my side and pair up with Reina so she's not in danger of getting bodied to death by pretty much anything that can double her (and in the Ninja Forest of Spiky Death, that's probably most of the things. Not that I've ever checked, I just tape her to Reina for the chapter, then glue her to the bench afterward). Also, her speed. Alsoalso, I don't love the mages in Fates (Conquest Odin and Revelation Hayato aside, as I mentioned earlier).
  12. Dammit, this one's actually hard. I like all of Arthur's crit quotes (ad Arthur in general, really). I'll go with "Beware my fists of justice!" Mostly because the thought of Arthur tossing away his weapons and just punching people for massive damage is funny.
  13. ...I actually never considered the logic behind Lunge. That actually makes sense for a Wyvern Rider skill now. Though now I wish it were a Berserker skill too... Y'know, because they're hitting you so hard that they're tossing you behind them... Or something... Yeah, that being doable in Fates was a nice coincidence. Thank you, mate. In fact, now that I think about it, that would make an awesome chapter for Iago to be the boss of (though if we went with that I'd give him, like, Nosferatu or something, since he does have a weapon rank...)... Or Azama, actually (since he has Divine Retribution, all you have to do is slap the Counter skills and Better Odds and Even Better and Dragonskin and Staff Savant on him and give him all the status staves. It'd be a beautiful, terrible, beautiful thing). And I agree about the generic enemies getting pre-selected class sets from which they can access skills. It would make things more interesting, and I can think of a few choice ideas that I'll list in this spoiler: Sorry not all the classes are up there, but I need to be going to sleep soon. I swear those weren't initially supposed to end up as 1 Hoshidan and 1 Nohrian class to choose from per class set, but it kinda did, so I rolled with it. EDIT: Oh, I see. Yeah, I'd like Nohr King to be a class we can play with at some point (in fact, I'd kind of hoped when Conquest wasn't out yet that Garon might join the party late in Conquest and help you stomp everything if he didn't end up the final villain you had to punch out). Yeah, that makes sense for Iago. I know Aurgelmir can be obtained in those routes, I just wasn't sure what unique thing Hans could drop. That's about as close as I could get for that, since there's only one Aurgelmir. ...You continue to have my sympathies. I'm glad counter skills got nerfed as well, though I'm surprised that there isn't an enemy-only skill that is just Awakening's Counter under a new name. Never thought to do that with Nyx, either... Probably because I never use her... Sounds like it'd work tho.
  14. I've got a few classes I'd like to toss out here... Sorry about the names for stuff, I'm not good at naming things...
  15. I've never actually used Jakob, so I'm going with Felicia. She's good once she gets the Flame Shuriken (or a Heart Seal to go Strategist and pick up tomes and Inspiration and a horse), and alright before the path split (shouldn't be seeing combat, but you have Corrin for that, and Gunter if you absolutely require protection from multiple sides). Plus Felicia's magic is better, so she'll do better as a healer than Jakob. I'm sure Jakob's fine, just not someone I've ever bothered with. ...Flora'd be fine with me if she joined a bit earlier. As it stands, she joins a bit too late for me.
  16. Ah, what exactly did you mean by Nohr Robe? I don't remember ever seeing anything like that. Now that I think about it, maybe also have Garon give a seal that lets a unit enter the Nohr King class as well as Bolverk. And have Anankos give out some kind of Dragonrune or something (it always bugged me that there was a Beastrune, but no Dragonrune). And Iago'd have some kind of seal that gives any magic-using class the ability to use Staves up to B rank (not sure how that'd work, but it'd be nice, and explain how the hell Iago has a Staff rank as a Sorceror). Not sure what Hans could have tho. Aurgelmir? You have my sympathies on your Rev team, mate. That hurts. Possibly just a consequence of debuffing weapons not being perfectly balanced this go-around tho (I don't know why, maybe it's because you can't do anything to get rid of them faster... Maybe if we had Restore staves or something I might not mind the current setup so much, but as it is it just feels a bit like the debuffs are too much, especially the Seal skills, I feel like they should've been more like Draconic Hex for one stat, with Draconic Hex being a more minor drop to everything). Another thought I just had: I don't really have a problem with the enemy-only skills because I haven't encountered them much yet. I'm sure I'll find things like Inevitable End and Staff Savant ridiculously annoying when I'm up against them more often (does Staff Savant even exist for anyone besides Iago? Because honestly I keep thinking it'd be his personal skill if he were playable, and that makes it weird to consider other units having it). Also, do any non-Takumi bow-units get Point Blank? Because I'd like to think they do, but I dunno. It'd be nice if they did, might allow a bit more challenge without making more bow weapons (Imagine random Snipers with Point Blank and a Killer Bow. And Counter). Alsoalso, I'm kind of surprised that the enemy-exclusive skills didn't include one that made units with the Blow skills retain their effects when they don't initiate combat (so, Death Blow's +20 Crit, Duelist Blow's +30 Avoid, Warding Blow's -20 Magic damage, etc. would still be in effect during your turn). It'd probably make things more challenging, and it'd probably be a bit annoying too (especially if you just had a unit that has all of the Blow skills... and the one I just made up that makes them retain the effects on your turn. For bonus points, make it like a General or something).
  17. That... sounds really annoying. Though it could work as a chapter where the revival-staffbots are the only enemies, but they revive steadily tougher enemies, and you have to rush to murder the staffbots before they start reviving the especially bad dudes. Or not. It could give you some cool (and maybe unique) stuff if you actually wait for stuff like the as-you-mentioned Hans/Iago/Garon/Anankos to show up and manage to kill them (for example, get Garon's unique axe if you kill him). Damn, that sounds like most of my team. Even Effie'd actually enter I-should-start-worrying-now territory after getting Lunged and separated from the rest of my team (admittedly I'm assuming she's been Lunged through a wall I can't easily get around here), and most of my team isn't as defensively oriented as Effie, so they'd get murdered fairly quickly. Especially Elise, who I know I'm going to place in a location where she can be Lunge-murdered at least once. I agree. They probably just used Heart/Partner/Buddy Seals to get out-of-their-class skills, like we did. I felt the same way about Revelation in general, really. I'd hoped for some cool stuff, and honestly I liked some of the ideas (the floating-platform thing in particular seemed like it could have been interesting), but it needed more polish. I don't regret buying it, I enjoyed it a fair bit, but it really feels like it should've been better than it ended up.
  18. I don't care for the 1-2-range weapons exclusive to enemies, they're rarely that big of a deal. If they were more like Raijinto or Siegfried I might care, but they're just regular weapons with 1-2 range, so I don't. I don't mind enemies having skillsets they shouldn't either. Maybe they just all married Corrins from other versions of Fates who have the appropriate class sets (and A+'d other enemies, for units with more than one set). Although I really feel like Lunge was underused on Normal difficulty (though I'll bet it's used much more on Hard/Lunatic, but it was weird seeing it in one room in the Rainbow Sage chapter and then not really seeing it much after that... unless it did come back and I just forgot about it). Especially in Conquest chapter 17 (underground ninja land, guest starring Saizo), I would've put a bunch of Lunge ninja in there to pull your units through walls so they can get ganged up on to death (does that actually happen on higher difficulties? Please tell me it doesn't, I have to go back to my Hard Conquest file sooner or later and I'm dreading the return to underground ninja land enough without having to check for enemies who can drag Effie through a wall to be debuffed and beaten to death by enemies I thought she'd be safe from). ...I kinda wish Ninja had Lunge as a class skill instead of Locktouch sometimes. Honestly not sure why Wyvern Rider of all things got that skill. [spoiler=Probably Off Topic, And Kinda Lengthyish] I think you brought this up in another thread that I responded to, but yeah, that would be neat. And you could have them be stationary, but have them surrounded by four Songstresses (who have no way to reach each other, of course, because I don't want them ending up in some sort of neverending dancing-for-one-another-forever loop... Maybe just have them programmed to be unable to move?) so the boss could revive a bunch of dead dudes every turn (or Freeze/Enfeeble/Silence your guys if there's no one left to revive or you get close enough to them, and you'd better believe this guy'd have Inevitable End on any non-Easy mode to get maximum annoyance value out of that Enfeeble staff). This might possibly work better as a chapter gimmick than a final boss... Maybe a penultimate chapter where a bunch of the bosses you killed, as well as any recruitable party members you didn't recruit, as the enemies. And no one else. But they don't need anyone else, because they're all pretty amazing and a handful of them are getting revived each turn. ...Okay, maybe have a staffbot or two waiting on the wings with Physics and Entraps and Enfeeble (and on non-Easy modes, they'd get Staff Savant and Inevitable End too) to screw you over and heal the dudes you didn't counterkill on enemy phase. And the Songstresses'd all be equipped with some kind of 1-2 range Venge Naginata (that's the kind of enemy-only weapon that'd piss me off). And Dragonskin. And Miracle. And capped Luck. And Luck +4. And Better Odds and Even Better (or maybe Renewal, if 40% HP regen every turn is too annoying). And Counter (& Magicounter, if going with Renewal). Of course, this'd only work if you balanced it somehow (maybe have revived units not be able to move on the turn they are revived, or have them able to do that but make a lot of special tiles which they revive on), but it'd be super neat to see.
  19. I don't particularly like or dislike any of Hana's crit quotes, though hearing any of them is nice, since it means she's either procced Astra and got most of the way to a Dual Guard (until she crits halfway through...) or is about to crit someone to death (or she's about to Astra > instant-Crit, which is sometimes annoying but usually not so bad). "It's all me!" is the one I hear the most, so I'll go with that one.
  20. So, you should dismount him? Because the first thing I thought back when I saw he had Samurai of all things for a reclass option was "hey, that's kinda like that thing from old FEs!" And honestly, if I didn't always marry her to Takumi, marrying Oboro to Subaki might help him a fair bit (if nothing else, Rend Heaven would proc really often, which would be super nice). Maybe Orochi'd work better (I got nowhere else for her, and it'd give Subaki access to Basara so he could grab Rend Heaven and pop it every other attack), or Selena (I could maybe find better places for her, but it'd give Subaki access to Sol so he could regain HP oftenish, as well as Axebreaker (Hero still has that, right?) and Shurikenbreaker (pretty sure that's on Bow Knight) so he can dodge stuff better) or Nyx (not as much going for this one, but it could give Subaki Vengeance to proc constantly like my Leo does on not-Subaki-heights-of-Skill for some reason, and he'd get Bowbreaker out of the deal so he could never worry about archers again, and he could get Lifetaker so even when he gets hit he can just Lifetaker his way back to perfect HP, and he could get Seal Magic for making mages a non-issue; I'm actually starting to like this pairing now, purely for gameplay reasons since it looks like it could make Subaki really good). And maybe have him A+ Azama (Great Master Subaki seems like it'd be interesting, and if nothing else Renewal'd be great on him given his personal skill, maybe Magicounter too given his weirdly-not-great Resistance; not sure Onmyoji has anything to offer him tho, and Miracle/Rally Luck don't seem like they'd be good for him). I kinda wish Perfectionist granted something beyond Hit/Avoid +15 too. Maybe Crit +10 and skill activation +10%? Make it a Hoshidan Unity + Mini-Duelist's/Certain/Death Blow that only works at full HP, that can't possibly be too broken. As for Subaki's crit quotes, I don't really care for any of them. I suppose "Watch and learn!" is the one I don't care for the least, though, or something.
  21. From the ones I've played (bit of a short list...): FE7: From my distant memories, I'd have to go Bartre, who I don't remember ever being useful. Dorcas and Wil could've had this spot since I never use them, but they have Lyn's campaign where I actually find them useful, so they're cool. Wallace could've been here too, but I never saw him again after his brief stint of okayness in Lyn's campaign. FE8: From memory, I'd have to go Marisa, who is just pointless when I'm so invested in Joshua and Gerik by the time I recruit her. Garcia might've taken this spot, but I always benched him for Ross, so I dunno, he could be awesome and I've just never seen it. FE9: One of these days, I'll go back and replay FE9. Until then, I'm gonna go Rhys, since Mist exists and has swords and a horse after she promotes. And horse-healer is awesome. FE13: Less of a definitive choice for worst unit than the one I never really found useful, but Ricken. Could've been Kellam, once I remembered he existed, but then I remembered that I like Knights and his defense is actually useful for me sometimes. Dunno if Ricken's actually so terrible, but I never once felt the need to use him (Miriel was more useful for me, probably more for her join time than anything, don't really like using her either tho, especially once Tharja and Henry join). FE14 Birthright: Setsuna. Mozu can come earlier and always gets ridiculous levels for me, so I can't call her worst (plus, she doesn't start an archer, she could go Merchant or be a neat Master of Arms or something). Setsuna, on the other hand, just gets dropped onto the bench forever once Takumi shows up with his superbow. FE14 Conquest: Nyx. Why can't you take a damn hit? There's really no one else who can contest this one, haha. Closest to a worst-unit that isn't Nyx would probably be Peri, who joins in the unfortunate area between I've-already-invested-in-Silas and I'm-about-to-get-Xander, but she's pretty good in her own right, just joins at an awkward time for me, more a personal thing than anything else, definitely not actually a contender for worst unit, or Arthur, who, while I like the guy, makes me worry more than I'm comfortable with, but he's a good unit outside of the part when he eats crits more often than your other guys, and he has the HP and Defense to absorb a crit and live (or at least he usually does for me...), so he's above Nyx for me. FE14 Revelation: Not sure if Odin, Orochi or Nyx. On the one hand, Odin forces himself onto a map full of enemies that can murder him in one shot, but on the other hand you could probably pair him up with Leo and it'd probably be nice (I feel like the point of the suck brigade showing up alongside Xander and Leo in that chapter was that you were supposed to pick one of them to train up, then pair two of them with Xander and Leo and the third with the one member of the suck brigade that you wanted to raise up into usefulness... I'm not sure, I just feel like that's how it was supposed to work). On the other hand, Orochi isn't on as bad of a chapter to show up in (Master Ninja aside, are there any enemies that can easily one-shot her?), but she just feels like an inferior version of Hayato (who joins a couple of chapters earlier at a higher level) to me. Yeah, Odin's outclassed by Leo, but he at least isn't total dead weight on his join chapter (more pair-up fodder than anything). And then there's Nyx, who requires hanging out around the start point of the chapter despite having no other reason to do so in order to recruit her with Corrin, and is rather underleveled, and joins on the same chapter as Shura, who is ready to go as soon as Corrin speaks to him. Honestly, out of these three, any could take the spot. I'm inclined to say it could most easily not be Odin tho, since he at least can do something on his join chapter (making Leo better is something). Not sure what Orochi's supposed to do (does anyone benefit from pairing up with her on her join chapter?), and Nyx just feels like a victim of a lack of thought being given to unit balancing on Revelation (especially given how Shura is, in the same chapter no less). So I'll tentatively call it a tie between Orochi (who just feels pointless when you get a better Diviner in Hayato) and Nyx (I dunno what IntSys was thinking with her, I really don't).
  22. If I could buy Disrobing Gales somewhere instead of having to pray I get lucky and find one in my castle, I'd probably agree more. As it stands, my Corrins have trouble dealing meaningful damage with a Fire tome, and Disrobing Gale deals a little less damage, so I'd probably have to go Dragonstone either way (admittedly primarily because of the defensive boosts, those are really useful, but that 14 might is also pretty neat).It's probably also influenced a bit by the personal problem of my Corrins universally having craptastic magic at all times (even when I don't pick magic as the bane stat, it's always awful for some reason), so I can't deal meaningful damage to most enemies with a Fire tome (if I can damage them at all, which is not guaranteed). Staves, at the very least, can still do okay amounts of healing on a low-magic unit, mitigating my horribad magic by not using it to attack (to be honest, the Dragonstone isn't something I use to deliberately attack magically, it's there so I can bolster my usually-alright defenses, especially the los resistance... I get kinda screwed on both magic-related stats pretty often for some reason). This is true tho. And a tiny bit disappointing, I'd like to buy infinite Hexing Rods, or at least Rescues.And I don't use stuff like the Hexing Rod (its hit is awful, though it was really annoying when Azama had it in Conquest), or Freeze (outside of the one Elise joins with in Conquest), or Enfeeble (so infuriating when enemies have it, and admittedly I've used it once or twice, but I usually forget it exists), or even Rescue, very often. Mostly I just have my Corrin hold the Yato (for damage-dealing), the Dragonstone (for defense-bolstering), a Vulnerary (for self-healing), a Bloom/Sun Festal (for nearby-ally-healing), and a Physic staff (for farther-away-ally-healing). I see your point, I think, and I'm sure that if I ever got to D tomes I'd start liking them more (though I'd probably wait for C before loving them, since I could drop a Vulnerary in favor of Sheep Spirit and use Calamity Gate and Mjölnir to wreck people like I do with Ophelia), but I just find slogging through E tomes with a weapon I can't use effectively to be too annoying for that (though on my next Conquest run, you've convinced me to drop an Arms Scroll on my Corrin as soon as promotion happens).
  23. This is a tricky one, at least for me. Nohr Noble has the better skills. Draconic Hex seals the win here, as a debuff to everythig is awesome no matter how you cut it (and I just thought of something; can you combine that with the Witch class's Toxic Brew skill?), and beats Dragon Ward by a landslide (oh hey, it's Pavise/Aegis for allies, with a halved activation rate... yaaaaaaaaaay). Hoshidan Unity and Nohrian Trust are closer for me, but in the end I'd pick Nohrian Trust over HUnity (I prefer the skill that gives me other people's activation skills on top of my own over the one that makes my skills a bit more likely to activate, though both are nice skills in their own right). That would normally seal the win for Nohr, but I much prefer the third weapon of Hoshido Noble over that of Nohr Noble. Staves are much more useful to me than tomes, for three reasons. Firstly, I have a Dragonstone if I want to attack magically. Second, staves let me do healing, which is always welcome. Thirdly, you start off whichever weapon you pick up at E rank, and getting to D takes a while for me, and for E rank I'd rather have Bloom Festal and Rescue rods over the Fire tome. I can see why you could prefer tomes here, a 1-2 range magical attack is quite useful sometimes (not often enough for me, though that's probably because of the still-kinda-baffling-to-me existence of Raijinto and Siegfried and the not-baffling-but-just-kinda-annoyingish existence of Shuriken/Daggers that debuff even when they don't deal damage, as well as the Flame Shuriken), but I just would rather have another healer in a pinch than another magic attacker who can also use swords. In terms of look, they're both alright. Overall, I'd pick Hoshido Noble. Nohr's got better skills, but Hoshido bring staves, and I like the added utility that staves allow me to have.
  24. I went with "You die! NOW!" Because everyone does. In half an Astra or less (I think I've seen him get to the fourth hit once, but usually he crits once or twice before that).
  25. Wow, that makes Yukimura and Silas significantly better.Thanks on Felicia/Jakob. And no, they don't need it to be good early on, but it'd be nice to give them more units they can be Devoted and/or Evasive Partners with. And I didn't know Izana worked like that. I guess it's unique-ish, in that nobody has a personal that makes enemies deal less damage inside its radius (though I think Azura gets something like that, but it's not her personal), but now it... Actually, if you keep Izana by himself, that could work. Having said that, I can't see leaving a mage alone with enemies and expecting him to live, and it nerfs any of your units who step into it to attack, so I'd still call worst skill on this one. Just, not for the reasons I thought before. Thanks for clearing that up for me, mate. How did I forget Replicate? I mean, yeah it's not especially easy to get it on those units (I'm not sure Peri can get it unless Corrin marries her. Hisame and Kiragi can probably get it with the right moms tho, or maybe by S-ranking Midori if they can do that. Even if you get them Mechanist, you won't have it for a while since it's a level-15-promoted-unit skill), but it really would help here (though you'd have to be careful about positioning, don't want both of the unit getting swarmed).But yeah, between Replicate, Azura, Galeforce, and some combination of these (can replica units and their original both get Galeforce on the same Player Phase?), the post-kill/post-wait stat-boost skills shouldn't be in the running for worst skill. Especially not Hisame/Kiragi, since you don't need to do anything to get their buffs (unlike Peri, who can be left boostless if she can't get a kill on any enemies; yes, it can be worked around, but it's a potential negative to consider).
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