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ILikeKirbys

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Posts posted by ILikeKirbys

  1. 14 minutes ago, Jotari said:

    You say Ninten doesn't know any fire attacks, but then you say you're turning PK Beam into a Fire attack. Logic! Also if I might make a suggestion for a more inspired Final Smash, have Eva show up to fire the beam. She is the ultimate player offensive in Mother after all. Some singing might be nice too, even if it's only a taunt.

    Ah, I should've been more clear. I meant PK Beam would be something like the lightning-bolt part of PK Fire, without the fire-explosion part. So no fire. Could've been clearer there.

    EVE would be a good choice for the Final Smash too, especially since it means all of the MOTHER protags' Final Smashes summon other allies.

    And yeah, I hadn't bothered with taunts for Ninten, but singing makes sense. Especially if you can hold it down to sing all of Eight Melodies.

  2. Here's a potential Echo Fighter I kinda wish had happened:

    Ninten Slips In! [Ness Echo, Though He Borrows From Lucas For Some Things]

    Spoiler

    Stats Are Mostly Identical To Ness, But Ninten Jumps A Bit Lower And Moves A Little Faster In Midair (Horizontal And Falling Speed)

    Normals are mostly identical to Ness's, except Up Aerial, which is instead Lucas's Up Aerial (mimics Ness's old Up Aerial), and Forward Aerial, which is instead Lucas's Forward Aerial.

    Grabs are identical to Ness's, except for Down Throw, which is instead Lucas's Down Throw (Ninten has no Fire, so Ness's Down Throw wouldn't make sense for him).

    Specials [Where the differences lie]:

    Neutral B: PK QuickUp
    Takes a second to complete, but after completion Ninten will move faster and become lighter for 10 seconds. Has a 7-second cooldown after it runs out before it can be used again. Ness and Lucas have nothing like this, it serves to make Ninten very different from the other MOTHER boys.

    Side B: PK Beam
    Stealing a move from Ana, Ninten shoots a PK Fire-type projectile that, instead of exploding, pierces through enemies and deals knockback similar to Lucas's PK Fire. Additionally, aerial PK Beam works like Lucas's PK Fire instead of Ness's. It's still similar enough to use the same animations, but different enough to not be just like Ness.

    Up B: 4th-D Slip
    Ninten takes a page from Mewtwo and Palutena and teleports for his Up B. Easier to recover with than PK Thunder, but can't do damage like PK Thunder does. [This is the main reason that I feel Ninten would be a good Echo, as a teleport recovery would make him significantly different from Ness even while reusing most or all of Ness (possibly and Lucas)'s animations.]

    Down B: PK PowerShield
    A counter that blows out a PK Magnet-type shield around Ninten if he counters an attack. Serves to differ Ninten from the other MOTHER boys, and giving him a countermove certainly would be different.

    Final Smash: EVE
    Ninten summons EVE, who shoots a giant laser forward that hits many times and deals great damage (assuming most or all hits connect) and knockback. It's different from Ness and Lucas's PK Starstorm, even if it's just having a summoned ally perform Zero Laser.

    Also, one of his taunts would be using an inhaler, referencing his asthma in MOTHER/EarthBound Beginnings. And singing, there must be singing.

    A Kirby character who still has a chance of getting in, since the character he was tied with for me is a boss now:

    Bandana Dee Pokes Out!

    Spoiler

    Stats:
    Height: See Kirby
    Weight: A Little Heavier Than Kirby
    Walk Speed: See Kirby
    Run Speed: A Little Slower Than Kirby
    Jump: Somewhat Low
    Air Jump: 4, Low
    Aerial Speed: Average

    Falling Speed: Slow

    Jab Combo: Bandana Dee jabs forward with his spear, rapid-thrusts with his spear, then steps into a final spear-thrust. Respectable damage and knockback for a Jab Combo.
    Forward Tilt: Bandana Dee thrusts his spear forward. Decent damage and horizontal knockback.
    Up Tilt: Bandana Dee thrusts his spear straight up. Decent damage and purely-vertical knockback, can kill at high %s.
    Down Tilt: Bandana Dee does a slide-kick 2 Bandana Dees forward. Decent damage and mostly-vertical knockback.
    Dash Attack: Bandana Dee slides 2 Bandana Dees forward with a forward spear-thrust. Decent damage and horizontal knockback.
    Forward Smash: Bandana Dee spins his spear, then steps into a forward spear-thrust with his right arm (flipper? seriously what do you call Kirby's non-foot appendages this is gonna bug me all night now). Great knockback and respectable damage, solid kill move.
    Up Smash: Bandana Dee spins a parasol over his head, hitting several times. Great damage and respectable vertical knockback, can kill at high %s.
    Down Smash: Bandana Dee thrusts his spear forward to the ground, then turns around and spear-thrusts behind him to the ground. Respectable damage and horizontal knockback, hits on both sides of Bandana Dee.
    Neutral Aerial: Bandana Dee twirls a spear counterclockwise from 9 to 1. Lowish damage and knockback, but has massive range.
    Forward Aerial: Bandana Dee thrusts his spear forward. Decent damage and horizontal knockback, and great range for an aerial.
    Back Aerial: Bandana Dee turns around and thrusts his spear backward. Decent damage and horizontal knockback (slightly stronger than Forward Aerial), and great range for an aerial, but a tiny bit slower than Forward Aerial because Bandana Dee starts by turning around.
    Up Aerial: Bandana Dee thrusts his spear straight up. Decent damage and vertical knockback, and great range for an aerial.
    Down Aerial: Bandana Dee drops straight down with a spinning downward spear-thrust. Good damage and spikes, but as a straight-down diving attack this can kill you if used off-stage, so be careful with it.
    Z Aerial: Bandana Dee extends a beam-whip 3 Bandana Dees forward. Deals light damage and grabs ledges.

    Grab: Bandana Dee extends a beam-cone 2.5 Bandana Dees forward. A bit slow, but the range is great.
    Pummel: Bandana Dee shocks the grabbed foe. Fairly high damage for a Pummel, and still fairly quick.
    Forward Throw: Bandana Dee extends the beam-whip 1.5 Bandana Dees up-forward, then launches the foe away (references Beam's grab in Kirby Super Star, Super Star Ultra, and I think Star Allies). Decent damage, respectable knockback.
    Back Throw: Bandana Dee extends the beam-whip 1.5 Bandana Dees up-backward, then launches the foe away. Decent damage, respectable knockback.
    Up Throw: Bandana Dee spins the opponent on a parasol above him, then thrusts the parasol up to launch his foe. Good damage and vertical knockback, can kill at high %s.
    Down Throw: Bandana Dee parasol-spins the opponent into the ground, popping them up after the drilling is done. Good damage, but low mostly-vertical knockback.

    Neutral B: Parasol Swing
    Bandana Dee swings a parasol forward, deflecting projectiles, knocking foes away and having a windbox just in front of the hitbox so you can push people away if you barely miss them.

    Side B: Spear Throw
    Bandana Dee throws a spear that flies 1 BDee upward in a shallow parabolic arc. Bandana Dee can have up to 2 spears on-screen at a time, and his momentum slows while throwing in midair. Holding B delays the spear-throw, during which Bandana Dee can walk slowly, jump once and turn around (like Kirby's Side B).

    Up B: Spear Copter
    Bandana Dee spins his spear over his head, rising upward continuously for 2 seconds, during which he can be steered left and right, then falls helplessly. The spinning spear deals low damage and knockback, but hits multiple times and pulls upward and toward Bandana Dee.

    Down B: Parasol Spin
    On the ground, Bandana Dee spins a parasol forward while sliding 5 Bandana Dees forward, hitting multiple times and pulling foes along until the final hit, which deals more damage and mostly-horizontal knockback. Multi-hit with respectable damage and knockback if you get most of the hits.
    In midair, Bandana Dee spins a parasol downward and dives 6 Bandana Dees downward at a steep angle, hitting multiple times and dragging foes down with him. Multi-hit and has fairly fast start-up, plus it can be used to drag foes downward, but it's a dive so you might want to be careful about using it off-stage.

    Final Smash: Flare Beam
    Bandana Dee extends a beam-cone 3 Bandana Dees forward and 3 Bandana Dees vertically. If he hits, Bandana Dee takes out the Flare Beam wand and smacks grabbed foes around with a large fireball for a few seconds before making the fireball explode on the opponents, dealing massive damage and knockback.
    Much like Kirby, Bandana Dee uses a Super Ability from Kirby's Return to Dream Land for his Final Smash, which I feel is appropriate since he made his playable debut in that game.

    Up Taunt: Bandana Dee waves at the camera with both arm-flipper-things.
    Side Taunt: Bandana Dee moonwalks back a little, then turns around and moonwalks back to his starting position.
    Down Taunt: Bandana Dee takes out a parasol and twirls it over his head.

    Alternate Colors:
    1) Blue bandana, red body, yellow face. Original colors.
    2) Blue bandana, yellow body, orange face. Yellow color.
    3) Green bandana, light blue body, yellow face. Blue color.
    4) Green bandana, magenta body, pink face. Red color.
    5) Yellow bandana, green body, yellow face. Green color.
    6) Dark gray bandana, gray body, white face. Game Boy color.
    7) Dark gray bandana, dark red body, white face. Waddle Doo color.
    8) Red bandana, blue body, yellow face. King Dedede color.

    Also, here's some Undertale, featuring spoilers:

    sans.

    Spoiler

    THE FOLLOWING CHARACTER CONTAINS SPOILERS FOR UNDERTALE, SPECIFICALLY THE ROUTE WHERE YOU KILL EVERYBODY

    YOU HAVE BEEN WARNED

    Spoiler

    Stats:
    HP 1 ATK 1 DEF 1
    The weakest monster in the game.

    Height: About Toon Link
    Weight: Light
    Walk Speed: Slow
    Run Speed: Somewhat Slow [Animation is just the walk animation, but sped up]
    Jump: Somewhat Low
    Air Jump: Same as Jump
    Aerial Speed: Somewhat Fast

    Falling Speed: Somewhat Slow

    Jab Combo: Sans raises a bone from the ground to about waist-height, then raises a second bone to about chest-height, then raises a third bone to about head-height. The first two bones push foes into the next bone, and the last bone knocks foes away. The first bone is right next to Sans, and each successive bone is a little further away from Sans than the previous bone.
    Forward Tilt: Sans raises a bone from the ground to head-height about 1.5 Sanses in front of him. Can block projectiles, and pops foes upward, but has a dead zone between Sans and his bone.
    Up Tilt: Sans raises a bone from the ground that rises about 1.25 Sanses straight up in front of him. Can block projectiles, and pops foes upward.
    Down Tilt: Sans raises a bone from the ground to knee-height that moves 1 Sans forward along the ground. Knocks foes away.
    Dash Attack: Sans slides forward a little with a front kick. Decent knockback, knocks away horizontally, and is very fast, but has little range.
    Forward Smash: Sans summons a Gasterblaster that bites forward. Knocks away horizontally, high knockback. One of Sans's main KO moves.
    Up Smash: Sans forms a bone above his head and spins it horizontally, hitting 5 times and knocking foes away diagonally.
    Down Smash: Sans forms a bone at ankle-height that expands outward quickly until it is 1.5 Sanses wide. Knocks away horizontally.
    Neutral Aerial: Sans kicks forward a bit with his left leg, like Mario's Neutral Aerial except lazier. Quick start-up and recovery, fast move overall, but not much damage or knockback, functions more like Little Mac's Neutral Aerial than Mario's.
    Forward Aerial: Sans summons a Gasterblaster that bites forward. Basically an unchargeable aerial Forward Smash. One of Sans's main KO moves.
    Back Aerial: Sans rolls counterclockwise, think Villager's Neutral Aerial rotating in the other direction, hitting multiple times. Low damage and knockback, but hits multiple times, kinda like if Villager's Neutral Aerial and Pikachu's Back Aerial had a baby and it was a skeleton.
    Up Aerial: Sans leans back and forms a bone that expands straight up until it is 1 Sans tall. Knocks upward, has the most knockback while forming.
    Down Aerial: Sans pulls his legs up and stomps downward. Knocks upward, and bounces Sans upward if he connects with an enemy, like Simon/Richter's Down Aerials but without the divekick.

    Grab: Sans reaches out with his left arm.
    Pummel: Sans leans in and headbutts his foe. Low damage and not especially quick.
    Forward Throw: Sans gestures forward with his left arm, sending his foe flying away. Low damage, high knockback, great horizontal kill move.
    Back Throw: Sans slams his left hand into his sweatshirt, sending his foe flying behind him. Low damage, high knockback, great horizontal kill move.
    Up Throw: Sans gestures straight up with his left arm, sending his foe flying straight up. Low damage, high knockback, great vertical kill move.
    Down Throw: Sans gestures down with his left arm, burying his foe in the ground. Highest damage (still not that great damage-wise tho) and buries foes.

    Neutral B: Gaster Blaster
    Sans sets a Gaster Blaster in front of him that shoots a Thoron-type laser straight forward after 3 seconds. The laser does not deal knockback, but instead deals constant 1% damage while foes are touching it. Sans can have 1 Gaster Blaster set at a time (does not affect Forward Smash, Forward Aerial or Up Special), and the Gaster Blaster will dissipate if Sans takes damage or is grabbed or if the Gaster Blaster takes significant damage (roughly what it takes to kill Zelda's Phantom).

    Side B: Trousle Bone
    Sans throws a bone that flies straight forward. Has decent damage and knockback.
    Holding B makes Sans throw a blue bone that does not deal knockback, but will ignore shields and deals constant 1% damage while foes are touching it.

    Up B: Vertical Blaster
    On the ground, Sans sets a Gaster Blaster in front of him that shoots upward at a 45-degree angle after 3 seconds. Sans can have 1 Vertical Blaster set at a time (does not affect the use of Vertical Blaster in midair), and it will dissipate if Sans takes damage or is grabbed or if the Gaster Blaster takes significant damage (roughly what it takes to kill Zelda's Phantom).
    In midair, Sans forms a Gaster Blaster below him and rides it 2 Sanses upward as it shoots a laser straight down, then hops 1.5 Sanses upward off of the Gaster Blaster and falls helplessly. Sans can steer the Gaster Blaster left and right while he is riding it.

    Down B: Gravity Slam
    Sans takes his left arm out of his sweatshirt and his left hand glows blue, during which the player can hold up, down, left or right, then swings his left arm, conferring great momentum in the direction held to nearby characters, projectiles and items. If no direction is held, Sans will swing down.

    Final Smash: False Mercy
    Sans holds his arms outward. If an opponent gets too close, Sans hugs them, then skewers them with bones for a few seconds, dealing massive damage and considerable horizontal knockback.

    Up Taunt: Sans turns to the screen and winks with his left eye.
    Side Taunt: Sans turns to the screen and winks with his right eye.
    Down Taunt: Sans turns to the screen and shrugs.

    Alternate Colors:
    1) White bones, blue jacket, black shorts. Sans's regular colors.
    2) White jacket, bluer shorts. References his brother Papyrus.
    3) Green bones, gray jacket, blue shorts. References Undyne (the gray jacket references her armor).
    4) Gray bones, purple jacket & shorts. References Toriel.
    5) Yellow bones, white jacket & shorts. References Alphys.
    6) Pink jacket. References Mettaton.
    7) Purple jacket & shorts. References Asgore.
    8) Yellow-orange bones, blue-purple striped jacket, blue shorts. References the Human Child, protagonist of Undertale.

     

  3. Fae sounds a little older, or maybe it's just me. Still super cute, and I wouldn't mind pulling her (partially for the not-a-prf weapon, which looks super good and could be fun on Ninian). DEF/RES Bond is something I never expected to see, but that's okay.

    Ephraim... Well he would get Omni Solo 2 and ATK/DEF Solo for maximum running-off-on-his-own buffs, wouldn't he? Now he just needs X/Y Solo as a Sacred Seal... And we have a TT+ coming up, so maybe? Not seriously getting my hopes up to be honest...
    Still, maybe we'll get Festive Seigmund on regular Ephraim? They did it with Flame Seigmund and Berserk Armads, so why not?

    @Zeo It's just if Ephraim doesn't have adjacent allies, so moving him at all away from his Armor buddies would get him +10 ATK/DEF & +4 SPD/RES. It's not that bad for him, really, since he only needs to move 1 space to get far enough out for the buffs to activate.

    Eirika looks good. I wouldn't mind getting her, partially so I can run her on an Aether Raids team with 4 allies who have the same ATK stat and thus all get the +6/+0/+5/+5. It's not gonna happen, but I can dream.

    @silveraura25 I dunno, if she has the ATK and HP for it then I could see Eirika possibly running something like Wrathful Absorb+ | Recover+ | Miracle | Close Counter | Wary Fighter 3 [or Special Fighter 3 if she's fast enough to not get doubled naturally] | ATK Opening 3 [or ATK Ploy 3, if Eirika has the RES for Ploys] | ATK/DEF Bond 3 Seal [or Close DEF 3 Seal, if you don't think you'll be able to keep her close to your allies] to work as a tank. Probably not super effective, but it could possibly work.

    I have no idea what Cecilia's gonna have... to be honest I wasn't expecting Cecilia at all, much less as a Dagger Armor. Looks like she's the freebie for the TT+ though, so I'll definitely get to try her out. Kinda hoping she'll get Glittering Breath's Nifl Frostflowers/Muspell Fireposy-but-for-DEF/RES thing.

    Probably not gonna pull beyond the freebie on this one though. Much as I would like Fae and Eirika (primarily Eirika), I don't like them enough to endanger the Beast stockpile. Hopefully Cecilia's got a decent kit.

    @XRay Well, we do have a Tempest Trials+ coming up, it could happen! And I have a Genny who would really like it if it did!

  4. 18 hours ago, Arcphoenix said:

    I hope Henry gets a refine. Hopefully something that allows him to maintain his niche as a high defense mage unit but helping him to be more viable. He's one of my favorite units in the game but one I rarely use nowadays, even in PVE content (with some exceptions) because he got left so far behind by the meta. I think that something like Brynhildr's effect on him would be amazing. Alternatively, a raventome with an added daggerbreaker effect would be amazing. It could be paired with close counter and daggerbreaker to make him a really great unit. A red Saggittae wouldn't be too bad either. I'm not really sure which would be best for Henry honestly. To better his niche as the colorless destroyer or to try rounding him out a bit more. I think I'd be happy with either, and definitely if the latter gives more of an opportunity to use him. I feel that the former though would be better for the purposes of utility though, especially since Henry could make much better use out of the Brynhildr refined effect than Leo with the difference in defense.

    Henry I could see getting something like:

    Crow's Tome | MT 14 | Grants WTA vs. Colorless units.
    Skill-Refine: When unit's ATK + 5 < foe's ATK, grants DEF/RES +5 and inflicts Special Charge -1 on foe during combat.

    It's a Raven tome with Sagittae-style Bracing Stance 2.5 (with Steady Stance 4's Guard effect) to make him a better tank. Yeah, it doesn't make him stronger, but keeping WTA over Colorless lets him get a little more power against Colorless units, and having Guard and Bracing Stance 3 on his weapon allows Henry to run Close Counter | Mystic Boost 3 | X DEF Wave 3 | Quick Riposte 3 Seal to counter all foes, negate adaptive damage (mostly useful against Sorcery Blade and Felicia, but that's not what Mystic Boost is here for) and Wrathful Staff (Henry would probably like not having to take full damage from healers), and recover HP after every combat (it's just 6 HP, but still, it might let him stay inside the Quick Riposte threshold, maybe), give himself +6 DEF on top of the Saggitae-type effect (a total of 40/43/46 DEF when DEF Wave is up, and he'll have 27/30/34 RES too which is nice). Alternatively, you could run Distant DEF 3 | Mystic Boost 3 | X RES Wave 3 | Quick Riposte 3 Seal to get great defenses against ranged foes (40/43/46 DEF & 33/36/40 [39/42/46 with RES Wave up] RES) and the benefits of Mystic Boost (mostly Wrathful Staff negation here, though the passive recovery could also be nice to have). I'm pretty sure this wouldn't be too powerful on Henry, since he still has minimal ATK and SPD and isn't getting any way around those flaws from this weapon so he still relies on his Special for damage and Quick Riposte to double, he just gets to be a bit better at tanking while retaining his WTA over Colorless foes.

  5. Burned through my Orb stash (wasn't really that big, but still), but I got a second Eir (+DEF/-RES, not sure if that's better than neutral or not), so I'm gonna count the fact that I now have Mystic Boost fodder as a win. Now I just need to get an Alm some day...

  6. I had guessed we were gonna get Book III soon when we got 7 prf weapons with this month's update.

    14 minutes ago, Othin said:

    Only 10 minutes? Strange.

    Well, the Book II-revealing (IIRC that was the 11/14/2017 one, correct me if I'm wrong please) Feh Channel was longer, but it also revealed the Weapon Refinery and everything associated with it and Farfetched Heroes and debuted Legendary Banners, as well as Book II. Presumably this one's shorter 'cause it's not gonna reveal anything quite as big as the Weapon Refinery, and probably won't have a Legendary Banner associated with it, probably just the next regular banner and Book III, maybe one other thing.

  7. @Ice Dragon With Life And Death 3, would you consider running Hardy Bearing 3 with it to avoid getting Vantage’d to death after the AOE hit since your defenses with LAD3 are probably low enough that you would get one-shotted if your foe got the first hit? Or is Vantage not common enough to worry about?

    Having said that, thank you for this info. The next Sothe I pull will be immediately donated to my Lewyn for maximum AOE pain.

    @Silverly You probably won’t see triple-effectiveness on the Robins’ weapons, I can’t see IntSys going beyond dual-effectiveness (though I couldn’t see Distant Counter being given to a Prf weapon via Weapon Refinery, and then Saber happened, so I could be wrong). Might get anti-Cavalry or anti-Cavalry&Armored on F!Robin since anti-Cav’s on her default weapon though. Maybe even anti-Dragon because the Robins can kill Grima in Awakening, though perhaps that’s a bit of a stretch.

    @silveraura25 Yeah, all three of those effects are unlikely, though I’d like it if that was what Tactical Gale wound up being. I don’t see Cavalry-effectiveness being on a Brave Tome (or any effectiveness on a Brave weapon, to be honest), so it’d probably have to lose the anti-Cav, but it’d still be really good as a Brave Tome with Omni Bond.

  8. 8 hours ago, Ice Dragon said:

    Brazen is pointless for before-combat Specials because in-combat stat boosts don't apply to them (because you aren't in combat yet).

    I never knew that. Mostly because I don't really have anyone I use AOE skills on. I'm guessing that's also true with stuff like Swift Sparrow and Steady Stance since those are also combat buffs?
    I guess Life And Death 3 would work better for that scenario then, since it's not a combat buff?

    4 hours ago, Diovani Bressan said:

    I was checking Robin's Skills in Awakening to see if any of them could be the base for his tome. In Awakening, a Grandmaster unit can learn the "Rally Spectrum" skill. Robin could have a refinement similar to Marth's Falchion (Drive Spectrum), or "If a Rally Skill is used by the unit, grants Atk/Spd/Def/Res +2 (or +3)  to target ally and allies within 2 spaces of target (excluding unit) for 1 turn."

    If the Robins got something like that, it'd probably be Drive Spectrum, since neither Robin has a Rally in their base kit. Although, if the Robins do end up with a buffing skill-refine, it'd be nice if they got Spur Spectrum instead to be different from Marth (moreso for M!Robin since he could give DEF +7 with his default kit, which could be pretty neat).

    4 hours ago, Diovani Bressan said:

    I don't believe IS would give Distant Counter Bond to a 3★ unit. It's too easy to trigger the effect. . The +3 to all stats is possible.

    You're probably right, I guess that was just wishful thinking. Omni Bond 2 would be +4 to all stats, but I could see them doing that (I wouldn't be against it either, +4 to everything is pretty good). Plus IntSys doesn't do Close Counter on weapons yet.

    4 hours ago, Diovani Bressan said:

    The same goes for Female Robin. i can see the +3 to all stats or the "Sorcery Blade" Effect, but I don't know about the 2 effects together... Unless the way Robin trigger the effect is different, because it's too easy to trigger a Bond effect.

    You're right here as well. It'd probably just better as just Sorcery Blade, since that + Brave tome would probably be pretty powerful without the extra stat boosts.

  9. 19 minutes ago, Ice Dragon said:

    I want Scarlet Sword to just be Berserk Armads. Do it.

    I hadn't considered this possibility, though it does seem like it would be pretty good for Navarre since he could either run Double Wrath for massive damage on Special activations and Cooldown -2 at turn start or run Single Wrath + Special Spiral to spam Blazing Wind every time he attacks to kill people (with double-Brazen ATK/X for maximum ATK).

    I feel like the next Berserk Armads would go to Tailtiu if anyone not named Hector is gonna get it tho, since she's the first unit to ever have Wrath in FE (IIRC) and it probably wouldn't be extremely OP on her.

  10. @Sunsurge Blarserpent+. I used to wish I had F!Morgan so I could feed my M!Robin his daughter for that tome, but now that he has his Prf coming I don't care as much (and thus will probably get pitybroken by her now that I don't really desire her any more).

    I'm hoping that M! and F!Robin get different weapons, since they have different names (unlike Fir and Karel, who both got Nameless Blade). Hoping for something like

    M!Robin
    Tactical Bolt | MT 14 | Grants Advantage vs. Colorless Units. | Skill-Refine: When adjacent to an ally using Sword, Lance, Axe or Dragonstone, grants ATK/SPD/DEF/RES +3 during combat and unit can counterattack regardless of distance.

    Male Robin gets a boosted Blarraven by default, and gets a Saber-style Our-Bonds-Give-Me-Strength that gives him Close Counter and All Stats +3 as long as he's next to a melee ally.

    F!Robin
    Tactical Gale | MT 9 | Inflicts SPD -5. Unit attacks twice when initiating combat. | Skill-Refine: When adjacent to an ally using Sword, Lance, Axe or Dragonstone, grants ATK/SPD/DEF/RES +3 during combat and damage is calculated using lower of foe's DEF or RES.

    Female Robin is more pie-in-the-sky compared to M!Robin, but here she employs Leif's tactic of stealing from her foes after beating them to procure a copy of Dire Thunder from one of the many Reinhardts that have been eaten by her Wolftome. The skill-refine is another Saber-style Our-Bonds-Give-Me-Strength, but instead of Close Counter, F!Robin's All Stats +3 comes with Sorcery Blade when she's next to a melee ally, letting her circumvent her questionable ATK (38 with this Tactical Gale, 41 when next to a melee ally) with adaptive damage. It won't make her the next Reinhardt (he has greater movement, higher ATK, can get Hone Cavalry for an easy +6 ATK whereas F!Robin needs either Rally ATK/SPD+ or ATK Tactic 3, Reinhardt doesn't have anything that requires him to have specific allies while F!Robin needs at least one melee ally to get her best results), but I think it would improve F!Robin considerably.

    On another note, the Whitewing weapons are something I've been expecting for some time now, and since they're pretty much guaranteed to get that Triangle Attack thing that was in the last datamine (IIRC it required a certain amount of nearby Flying allies and granted a stat boost and a guaranteed follow-up attack), how I feel about them really comes down to the base weapons. I know I speculated on what they could get earlier in the thread, but I want Palla to get a 16-MT Wo Dao to help with her not-so-great ATK stat, Catria to keep her Slaying effect because it's pretty good on her, and Est to either keep Armorslaying since the Triangle Attack lets her double so I'd be okay with her keeping Armormurder or pick up an 11-MT Brave Lance so she can get near-guaranteed quads with proper positioning (preferably with Moonbow/Death Blow 3/Heavy Blade 3 to drop a Moonbow every other hit during that quad).

    I have no idea what Ogma could get since I don't use him (got pitybroken by him once, fed his Brave Sword+ to my Hana), though his statline is pretty alright. Maybe he could get an 11-MT Brave Sword with optional Chill DEF 3? Would that work well for him?

    I hope Navarre's Scarlet Sword is a Wo Dao at base since as far as I know that's his thing (or at least, it's exclusive to him in Fire Emblem Warriors) and it would help him deal better damage despite his lower ATK. To speculate on the Skill-Refine, I'd like to see Special Spiral 3, to make Scarlet Sword into something of an off-brand Dark Mystletainn that can run Wrath for +20 damage on Special activations and could run double-Brazen ATK/X and Blazing Wind to deal massive damage once per turn (since he'd be at 1 CD after killing someone unless you had an ally with Infantry Flash nearby and Navarre outsped his foe, which is possible but hardly guaranteed). I could see him ending up with reskinned Dark Mystletainn though, and I wouldn't complain about that.

  11. 3 hours ago, Robert of Normandy said:

    What are you referring to here? Do you mean the way Triangle Attack works in Echoes? Because in most other cases, Triangle Attack doesn't have any restrictions on double attacks.

    Reading that back, I misspoke a bit. Shouldn't have said not allowing its user to double, should've said not guaranteeing a double for its user. Sorry about that.

    I was supposed to be referring to the Triangle Attack not giving its user an automatic double in most games (as far as I remember it's just a critical hit, though I could be wrong about this) while the skill that is apparently going to be Triangle Attack in Heroes does give its user an automatic double if its conditions are met.

  12. @Vaximillian That would certainly be a good implementation of Triangle Attack (even if I could grumble about Triangle Attack not actually allowing its user to double, a guaranteed follow-up attack with a combat stat boost is probably a better interpretation for Heroes than what I wrote in my last post or most other things they could be given, especially if one of the stats being granted is ATK), and I would not mind if we got that on all of the Whitewings (or at least Palla, she probably needs a refinement the most out of these three).

    If we didn't get a Triangle Attack-type refinement for the Whitewings (or at least Palla) I would be disappointed.

  13. 2 hours ago, Alkaid said:

    Whitewings would be good, though I don't know what they could or should get refine-wise. Some kind of callback to Triangle Attack could be neat.

    Catria can get a 16-MT Slaying Lance, while Est could either keep the Armorslaying weapon or get a personal Brave Lance (Florina and Cherche show that either path is possible for Est, though personally I would prefer the latter). Palla could get a personal Wo Dao or maybe a Chill SPD 3 sword or Ward Fliers sword or something.

    As for what the Triangle Attack could look like in Heroes, maybe something like "When unit initiates combat and number of Flying allies within 2 spaces > 2, grants Special Cooldown -2 before combat" to guarantee that they get their Specials off (Palla would get Moonbow guaranteed since it has 2 Cooldown, while Catria would get Luna on the first attack since the Slaying effect gives her 2-CD Lunas, Est would need to be given a Special to take advantage of this but that shouldn't be too difficult) since IIRC the Triangle Attack is usually just a critical hit.

  14. 8 hours ago, XRay said:

    Ylgr has shit bulk, so I would not give Close Counter to her. I would just use Fjorm as the bonus unit instead.

    After further consideration (mainly that I don't wanna get rid of either of my current CC-having units, though your point about Ylgr's lacking bulk was also a valid one), I'm probably gonna do that, though I'm gonna run her with Legendary Ryoma (just got him a second merge, so why not?), probably Airzura because Green, and my Xander, who I have a question about:

    I gave Xander Steady Stance 4 because between the extra DEF and built-in Guard it seems like a really good skill for him (I would've preferred Warding Stance 4, but a Surtr free-summoned himself into my barracks when I was trying to get Ylgr so I burned him to make Xander better), so which of these is better for him:

    1) Seigfried | Swap | Bonfire | Steady Stance 4 | Quick Riposte 3 | Drive SPD 2 | Distant DEF 3 Seal
    2) Seigfried | Swap | Bonfire | Steady Stance 4 | Chill DEF 3 | Drive SPD 2 | Quick Riposte 3 Seal

  15. @Vaximillian Why would they give Cecilia Blade+Raven? It's more likely that she'll get a 14-MT Raven-tome that also comes with either ATK Tactic 3 or RES Tactic 3 so she can run Triple Tactic like Titania or an ATK/RES +5 buff when within 2 spaces of a Sword or Tome ally (referencing her students Roy and Lilina, who with the exception of Love Abounds Roy (who has a bow for some reason) fall into one of those two categories).

    Still, that's a nice Cecilia you've got there. Although, why did you give her SPD Tactic? That seems like it'd be better for one of her teammates to give her, if only for the +6 damage, unless you have someone with Hone Cavalry on the team with her?

  16. 14 minutes ago, Diovani Bressan said:

    Me too. I didn't get Hríd, but I got 4 laevateins... and I tried to get Ylgr but I got my 2nd Surtr instead. Saving  my orbs for Book III now.

    Congratulations on the Laevateins (kinda wish I got her instead of another Ryoma, but oh well)! And the Steady Stance 4 fodders!

    Shame about not getting Ylgr, but maybe you’ll pull a few when she shows up on a Legendary Banner.

  17. Ylgr finally came home. +DEF/-ATK isn't that bad, Sylgr can cover the ATK loss and the extra DEF makes her a tiny bit bulkier which I'll probably like. But more importantly I got the unit I wanted off this banner (and Steady Stance 4 fodder came early too, which is a nice bonus), so I don't have to keep trying for her.

  18. 1 minute ago, Diovani Bressan said:

    @ILikeKirbys I liked your refinement ideas.

    Bruno's Vaskaljalf with Vantage 3 + Enemy-Phase Desperation 3 is a good idea, and makes him a great candidate for Close Counter, which it will not be a problem in arena because he will have a low BST for being a cavalry mage (the higher BST for this class right now is 145) and will score low. If the player wants to get a higher score and use Bruno, the player will need to not use Close Counter and use B Duel Cavalry instead (once the skill become available).

    Veronica's Elivagar with Seal Panic Smoke + Peshkatz is interesting, but, like you said, it can be a problem if the enemy team have a have a way to get rid of Panic, as a example a healer with Restore+. With Restore+, the enemy's unit will lose the panic stat and have +4 Atk/Spd/Def/Res, which is basically Harsh Command in healing form.

    Dorcas with Bracing Stance and Ryoma with Atk/Spd Bond work pretty well, and I liked that you referenced Xander's Personal Skill from Fates, Chivalry, in his refinement.

    Your idea for Fjorm's refinement is really good.

    We could add a refinement for her sister too:

    Gunnthrá - Voice of Dreams
    Blizzard [Refine] | MT 16 | Grants Res+3. Grants bonus to unit's Atk = total penalties on foe during combat.
    Skill-Refine: At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.

    Basically Chill Res 3, so it will works pretty well with her tome.  And, if this effect didn't interest the player, the Res refinement is still a good option, giving Gunnthrá another Res+3, so it would increase her ploy potential.

    Glad you liked them! Hadn't considered Close Counter for Bruno (I figured his low DEF would make that not such a good idea), but yeah, he could totally run it. It'd probably work pretty well with Darting Stance 3 Seal and/or a SPD buff or two from teammates to make sure he doubles.

    I don't see Restore+ very often, so I'm not sure how big of a problem it is, but yeah, it would be quite a thorn in Veronica's side. Especially if we get more methods of dispelling Panic in the future (though it could be good if Vero attacked before her allies, since then they could then benefit from it without having to worry about the Panic effect being dispelled).
    Your refinement idea is probably better on the whole though, since I'm sure keeping Veronica near a mage and/or cavalier (or, in my case, Reinhardt) for a +5 to two stats is easier than finding someone she'll be able to initiate against and survive.

    Glad you liked the Ryoma & Xander refines, they took a few tries to make into something I was satisfied with (mostly Ryoma, since my original idea of giving it a Wo Dao effect would've just clashed with L!Ryoma's Bushido, and I wasn't satisfied with representing Fates!Bushido via ATK/DEF Bond 3, so I went with ATK/SPD Bond 3 to still give more damage and give an indirect lessening of damage by preventing follow-ups from more enemies).

    I like the Blizzard refinement. Chill RES 3 on a unit with Chilling Seal is something I really approve of (especially if they both hit the same unit, that's +19 damage right there), hell just refineable Blizzard in general is something I'd like to see... though I feel like they'd reduce the bonus stats on a non-Chill RES refine since Gunnthra already gets RES +3 on her weapon (so it'd probably end up as RES +2, which is still 30 base RES, 35 with her default Fortress RES 3, and thus pretty alright for her).

  19. @Diovani Bressan I quite like those refinements! Vaskaljalf makes sense to me, Vantage 3 + Mirror Stance 3 (going off of his NPC stats on Gamepress, ATK and RES would probably be the best stats to boost on him, and an EP boost makes sense considering Vantage) sounds like a good combination [though Vantage 3 + Brazen ATK/RES 3 could also be pretty good, especially considering that you could run Brazen ATK/RES 9 on him given that we have the Sacred Seal for that, I think MS3 is better since it'll be active before Bruno falls into Vantage range, which makes it easier for him to survive a combat to hit that range in the first place], and Elivagar really needed to include the target in Panic Smoke around the time the refined Halloween weapons happened so that's good, and the stat boost around Tomes & Cavalry (though maybe either Tomes & Swords or Infantry & Cavalry, since I don't think they mix buffs for being near certain weapon users with buffs for being near certain movement types) would be a nice touch on her (though, again going off NPC stats on Gamepress, ATK & DEF would probably be the stats to boost on her, since her SPD (22) and RES (21) probably aren't worth trying to salvage).

    Although, I half expect these two to just come with upgraded versions of their personal tomes if/when they become playable... but if they did just get refines, I could see them getting stuff like:

    Vaskaljalf [Refine] | MT 14 | This unit attacks first when attacked with HP < 75%.
    Skill-Refine: When HP < 75% at start of combat initiated by foe, unit's follow-up attack occurs before foe's counterattack.

    Vantage 3 + Enemy-Phase Desperation 3. Probably wouldn't be too OP on Bruno (going back to his NPC stats on Gamepress, he's pretty lackluster outside of having good SPD, and since he's a cavalry mage I don't see him getting much of a BST boost if/when he becomes playable), but it gives him the unique ability to get his follow-up attack before any counterattack regardless of who initiates (though this does require giving Bruno Desperation 3, and leaves Bruno quite vulnerable to Hardy Bearing) on top of always getting the first attack once his HP dips low enough, which could be kinda neat.

    Elivagar [Refine] | MT 14 | After combat, if unit attacked, turns bonuses into penalties for target and foes within 2 spaces of target through their next actions.
    Skill-Refine: After combat, if unit attacked, grants ATK/SPD/DEF/RES +4 to unit, allies within 2 spaces of unit, target, and foes within 2 spaces of target for 1 turn.

    Seal Panic Smoke + Peshkatz but it's buffs for everyone. It's not as good if you have a way to get rid of Panic, but those aren't exactly commonplace at the moment so Veronica has a way to give herself and her allies +4 to all stats while giving her foes what is effectively a -4 debuff that stacks with actual debuffs (throw her a Smoke skill or two and I think you could effectively hit enemies with a -11 debuff in 1-2 stats).

    On an unrelated note, if we see Distant Counter weapons get refinements at some point (I'm hoping at least a couple come with 3.0, personally), would these be any good?

    Dorcas - Serene Warrior
    Stout Tomahawk [Refine] | MT 16 | Unit can counterattack regardless of distance.
    Skill-Refine: Grants DEF/RES +4 when foe initiates combat.

    Dorcas gets a simple refinement, as Bracing Stance 2 helps Dorcas take less damage from any type of attacker on Enemy Phase (puts him at 36/39/42 DEF & 25/28/32 RES), which is probably good for him. Nothing spectacular, but it gives Dorcas the ability to tank a bit better.

    Ryoma - Peerless Samurai & Samurai Legend
    Raijinto [Refine] | MT 16 | 
    Unit can counterattack regardless of distance.
    Skill-Refine: Grants ATK/SPD +5 during combat when adjacent to at least one ally.

    I tried to make something that would be beneficial for both Ryomas while being better for the non-Legendary version. ATK/SPD Bond 3 on Raijinto puts regular Ryoma at 52/55/58 ATK & 37/40/43 SPD during combat, and puts Legendary Ryoma at 52/55/58 ATK & 41/44/47 SPD during combat. Both of them can take advantage of this effect fairly well (L!Ryoma via stuff like Flier Formation Sacred Seal or Flier Guidance on an ally, regular Ryoma via Wings of Mercy/Escape Route or Guidance on a flying ally). Regular Ryoma probably gets a bit more out of this since he can run stuff like Steady Breath and Null Follow-Up to do better on Enemy Phase, while Legendary Ryoma probably wants to stick with a different weapon (Firesweep Bushido) but could still enjoy the ATK/SPD buff if you don't feel like giving him something else or just don't have another weapon to toss his way.

    Xander - Paragon Knight
    Seigfried [Refine] | MT 16 | 
    Unit can counterattack regardless of distance.
    Skill-Refine: When foe's HP = 100%, grants ATK/SPD/DEF/RES +3 during combat.

    Xander gets +3 HP and +3 to all stats when against a full-HP foe, which isn't amazing, but the boost might help Xander overcome full-HP foes, or at least survive their attacks.

    Fjorm - Princess of Ice
    Leiptr [Refine] | MT 16 | 
    Unit can counterattack regardless of distance.
    Skill-Refine: After Special activates based on foe's attack, unit performs an additional counterattack immediately. Additional attack occurs even if unit is otherwise prevented from attacking.

    I gave Fjorm an effect that helps her deal with stuff like Sacae's Blessing, Dazzling Staff, Firesweep weapons, Windsweep, the Flash/Candlelight status, and other abilities that prevent counterattacks. The additional attack does not occur between the two hits of a Brave weapon (because IIRC those are considered one attack), but it would interrupt hits chained together via Desperation, and (I'm not sure if I explained this all that well in the Skill-Refine blurb) the additional attack isn't counted as her regular counterattack, so if she's able to counterattack like usual, then combat would go like this:

    Enemy Attack [Ice Mirror Activates] > Leiptr!Counterattack > Regular Counterattack, if possible( > Enemy Follow-Up Attack, if possible [if Fjorm can counterattack in this combat, then Ice Mirror probably activates again because it has 2 Cooldown and Fjorm attacked twice before this] > Leiptr!Counterattack, if Ice Mirror activated > Regular Follow-Up Counterattack, if possible)

    Probably isn't especially great for her, but it's something.

  20. 2 minutes ago, daisy jane said:

    i think we just figured out

     

      Hide contents

    next year's halloween banner

     

    That would be amazing if it actually happened exactly like that.

    Although, I would actually like to see

    Spoiler

    Zombie Gunnthra as a story thing. Give her something more to do, IntSys!

    And Lilith on an actual Fates banner.

    But yeah, ghost Sigurd and mid-Muspellflaming-to-death Laegjarn could be good spooky units for a Halloween banner... to be contrasted with ridiculously-cute chicken-costume Armor Dragon Fae, of course. And pirate-costume Hawkeye keeping an eye on Fae while she's out trick-or-treating to round out the banner.

    Also, I just realized, this might be a good opportunity to get Risen King Chrom into Heroes.

     

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