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Von Ithipathachai

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Posts posted by Von Ithipathachai

  1. Swordmaster.thumb.png.589c761a2b835220cc9bab6b8eb578c8.png

    Instead of a traditional Eastern look for the Swordmaster (used for the Mage Fighter class instead), I decided on a Swordmaster design that extended from the Myrmidon's patterning after a European fencer, adding on a fancy jacket and ruffles.  Like in Fates, the Swordmaster is the only class capable of obtaining an S Rank in Swords.

    5924b9562f70d_MageFighter.thumb.png.1078603a05dac297b5ff25390e128645.png

    The Mage Fighter's design adheres to the tradition of Myrmidons usually hailing from a particular country (Xanadu in the case of my original continent) while also extending from the Mage class's more kung-fu inspired design.  Interestingly, if promoted from the Mage class, this class and not the Bishop is the best class for wielding Light Tomes (since the Mage's other promotion, Bishop, has a Tome Rank that caps at B as well as a Staff Rank that caps at A).

  2. 15 minutes ago, Zerxen said:

    Do you intend to make your own game with this class tree, or did you make this for yourself and decided to share it? When I am bored, I love brainstorming thoughts for a Fire Enblem game such as character and character names, mechanics, growth rates, etc.; your class tree reflects the type of ideas I get. 

    Much of my inspiration comes from the SNES and GBA games and other hacks.  I'd love to make a hack with this class tree and original continent, but I simply don't have the time or knowledge of the process to do so.  The very least I wanted to do was record my ideas somewhere and share them so that maybe someone else can make use of them.

    I wouldn't mind making more OCs (complete with stats and growth rates) for this continent like Claudus and Carol, and indeed I have some ideas for a few, but would like to finish my drawings for promoted classes before I get too far ahead of myself.  XD

  3. 25 minutes ago, Zerxen said:

    This is a really creative class tree and while I am not too fond of weapon and magic hybrid classes, I find it great how you've managed to weave them in. This is so much better than the one I made.

    Thank you!  I appreciate the feedback greatly!  I thought for a very long time (at least since Fates came out in the US) about what kinds of weapons would be best for the classes to maintain variety.

  4. Now that we're finally seeing my drawings for promoted classes, I think now would be a good time to post my actual class tree now that you all have information about the base classes and can refer to that if you have any questions.

    59247cf0b32a5_ClassTree.png.9246f7232be5b2bc673f02881396458f.png

    Once again, we will start with my protagonist OCs' personal classes.

    5924552db7a78_KnightLord.png.78859bc56100de8ce50e687ff51a7b05.png

    Claudus promotes into a Knight Lord, which is mounted, has balanced stats and mainly fixes his low Magic and Skill.  Its appearance is based on that of a classic sculpture of Augustus and symbolizes how Claudus has matured as a commander and leader.  It is one of only two promoted classes that has access to three different weapons, having Swords as its primary weapon, Lances as its secondary weapon, and Staves as its tertiary weapon.

    593a97dcbe02d_GreatLord.png.251e547c632168a9b82f89dcc00ce727.png

    Carol promotes into a Great Lord, which also has balanced stats and mainly enhances her solid Skill and Speed.  It has more armor than her previous class and shows her preparation for the difficult task of not only thwarting Rema's plans to conquer the Gallian continent, but also for taking her rightful place on the throne as Rema's queen.  It is one of only two promoted classes that has access to three different weapons, having Axes as its primary weapon, Swords as its secondary weapon, and Bows as its tertiary weapon.

  5. The following classes cannot promote, but have Level caps of 40 to compensate.

    Dancer.png.25215883c497c7b518b5a109a8b2c24c.png

    This version of the Dancer class is visually based on the dancers seen in Shadows of Valentia's opening narration.  I looked at many different past incarnations of the Dancer class for inspiration, but in the end I found that the dancers in Shadows of Valentia best exemplified the sort of exotic beauty that the class seems to carry with it.  Though, I decided to cut its arm sash into two pieces because I thought those would be less likely to get caught on something than a single piece.  Anyway, this version of the Dancer class now wields Daggers as its main weapon of choice.  Those of you who've seen my thread about refresher units in FE Switch will know that I suggested Daggers as the class's new weapon since they make for a relatively light and easy to carry/conceal means of self-defense and can also debuff enemies to emphasize the class's primarily support role.

    Therian.thumb.png.3da90ac676104dad56fa1ee87e73c9a9.png

    The Therians are essentially the Gallian continent's equivalent of Laguz/Taguel/Manaketes.  They can transform into powerful animals by using special Stones.  They originated in Ferenca and eastern Tirna, but most of them were forced to migrate to a group of islands (now known as the Therian Islands) further east by other hostile humans.  However, a few scattered groups still inhabit the more remote areas of the mainland, such as the Xanadese land border, and subsist as bandits or guides.  They have access to five different types of Stones for combat, which affect their stats and weaknesses:  Wolfstones for balanced stats (physical weapon, weak to anti-Beast), Catstones for Skill and Speed (physical weapon, weak to anti-Beast), Bearstones for Strength and Speed (physical weapon, weak to anti-Beast), Hawkstones for Speed, Resistance, and Movement (physical weapon, weak to anti-Beast/Flying), and Dragonstones for Magic and Defense (magical weapon, weak to anti-Dragon).  They have no weaknesses when untransformed.

  6. 1 hour ago, Zerxen said:

    Well regardless, cavaliers are consistently broken. Would locking them to a single weapon before promotion be sufficient enough to balance them? I haven't played enough of the Tellius games so I don't know the full extent of their usefuness.

    One thing that could be done is that Cavaliers can be locked to Lances, and they gain Swords when promoting to Paladins or Axes when promoting to Great Knights.

    I have a whole set of my own drawings of Fire Emblem classes in the Creative section of the forum, and this is what I did when designing my version of the Cavalier class (except that instead of Great Knights, they promote into Dragoons, which ride flightless dragons instead of armored horses).

  7. 3 minutes ago, Zerxen said:

    Would it be a terrible ideas for Generals to have access to the entire Weapon Triangle? I mean it is a bit overkill, but Generals are already slow and suffer from low movement. Unless all Armor Knights become designed like Effie, it seems like a reasonable buff.

    It might not be, if Great Knights lose access to Swords.  I imagine a General not concerned about mobility could afford to lug around one of each weapon type, whereas a Great Knight might be just a tiny bit more concerned about how much his horse can carry.

  8. 37 minutes ago, Drew Pickles said:

    I find the main issue is mounted units... while each game has it's own imbalances, mounted units seem to be the only consistent one throughout the series. The games would be so much more balanced if high movement units were gimped in some way. Horse-killing weapons are not an excuse either since 98% of the time enemies don't have them. If they did something like make *all* lances super effective like bows with fliers that might be something different (Not saying they should, just using it as a point). They are even more god-like in the games with canto. I think canto's idea is pretty cool, but it's OP as hell.

    On a side-note, armors suffer in almost every game for the same reason, they deserve some sort of buff as well if they keep low movement. I always liked the idea of FE8 generals, weapon triangle control, invincibility skill, caps higher then most classes, etc. At least then they would be decent in a casual run.

    As for the RNG comment, I propose FE9's fixed mode should be added back, I liked it a *lot* and am sad it was removed. It could be modified slightly with which weapons/items were equipped, but not by much and in the end your characters ended up with roughly average stats so you couldn't get RNG screwed.

     

    So make mounted units overall statistically inferior compared to infantry in exchange for better movement?  That doesn't sound like a bad idea.  Maybe give the mounted units more HP as well so they're not too fragile.

    If my understanding is correct, Iuchar and Iucharba from FE4 would exemplify this system best; Iuchar has overall worse stats, but more mobility, whereas Iucharba has overall better stats, but worse mobility.  The differences would be particularly pronounced in that game, where the maps are enormous and infantry have a hard time keeping up with cavalry.

    Also, on a side note, I really wish armors got more love from the developers and the fans...

  9. So I just got done watching the ARMS Nintendo Direct and, I have to say, I'm extremely impressed.  The new characters look interesting, too.  It was especially hilarious to see Etika struggling to resist the "temptation" that was Twintelle.

  10. The reason I brought up a Dagger-wielding Dancer is because I thought Daggers would be a more sensible weapon.  If you need self-defense while maintaining mobility, Daggers would probably be an ideal choice for being relatively light and easy to conceal.  And, of course, you can always inflict debuffs if not significant damage, further emphasizing the class's support role.

  11. I'd like to see the option to allow or not allow grinding.

    In one option, you could grind indefinitely, but in the other, you can't grind and have to use Bonus EXP instead if your want to strengthen your units outside of playing the story maps.

  12. Well, I was expecting Tharja to win.  But I'm impressed that Julia held out as well as she did, new mechanics or not (as opposed to the landslide that was Camilla vs. Hinoka), considering that she's a relatively obscure character compared to Tharja.

    But perhaps now I can get my revenge by backing Robin, hehehe...

  13. EDIT:  Apparently there's already a kingdom called Gallia in the Tellius games.  So I had to rename it.  Dangit.

    So as a sort of intermission between unpromoted and promoted class drawings, I decided to try making a map of the continent that my OCs inhabit.  It currently does not have its own name and for now is being referred to simply as the Ferencan continent (for one of the kingdoms).  This is a political map of the various nations, as I haven't thought a whole lot about complex geography yet.

    Ferenca.png.3f3f38750959e92a49922fd09189cf27.png

     

    The nations:

    Rema- A kingdom based on the Roman Empire.  Its original royal family was ousted in a military coup, and its current king has plans to conquer the continent.

    Ferenca- A typical Fire Emblem kingdom based on Medieval Europe.  The last surviving princess of Rema's original royal family fled and died here, survived by a single daughter, the bandit Carol, born within the country.

    Feniz- A kingdom based on the lower Mediterranean (Arabia and northern Africa).  It has a prominent trade economy, bordering or otherwise in close proximity of most of the other nations, and its king has notably tried hard to stay on the king of Rema's good side, sending him tributes such as material goods and even a servant girl to whom the king of Rema took a fancy and made a concubine (Prince Claudus is a product of this relationship).

    Tirna- A kingdom based on Celtic and possibly Norse civilization.  It is inhabited by a number of tribes that are often too busy fighting amongst themselves to pay mind to affairs outside of their own country, and they and the other nations largely ignore each other.

    Xanadu- A kingdom loosely based on East Asia.  It is isolated from other nations by sea and mountains, and few foreigners besides seafaring merchants have set foot within its borders.

    Aegan Islands- A kingdom based on Ancient Greece.  One of the most peaceful nations of the Gallian continent, its military is particularly underdeveloped, making it a prime target for Reman annexation.

    Therian Islands- A group of islands inhabited by the Therians, a people with the ability to transform into fierce beasts who were driven from Gallia in ages long past.  The island is also inherited by a few other barbarian tribes.  Like Xanadu, few outsiders have been there.

    I'd appreciate feedback and suggestions on what I may improve.

  14. 2 minutes ago, Anacybele said:

    ...What? Sigurd doesn't marry Julia. She's a second gen unit. He marries Dierdre. :/

    If Sigurd is in this banner, then Dierdre would be with him, but two units that were previously not in the game is a bit much.

    I agree.  If they're going to include character variants in a banner, they should ideally be for characters who've already been introduced into the game.

  15. My pet peeves:

    -Uneven distribution of Arenas throughout Mystery of the Emblem Book 2.

    -How huge Genealogy of the Holy War's maps are; they make sense narratively, fitting with the game's historical epic theme, but in practice they're huge slogs to play through.  I recall a few times when I completely forgot a unit on the other side of the map who couldn't catch up with everyone else.

    -The way the Fenrir spell in the Jugdral games laughs at you.  Ha-HA, ha-HA, ha-HA, ha-HA, ha-HA!

    -Xavier and Douglas's recruitments.  Please, just, no.

    -The fact that Nina inherits none of her father's dark skin when Ignatius does.

    -The lack of playable axe users in Gaiden/Shadows of Valentia.

  16. Priest.thumb.png.113efdf0e2a682161db5ad9ae90a6f90.png

    The Priest and Cleric here are essentially a single class referred to by a different name depending on gender.  Both designs are based on the Priest's Tellius incarnation, though I took some more liberties with the female design.  They promote into either Crusaders (renamed War Monk/War Cleric class) or Bishops.

    Troubadour.thumb.png.e822ced6f8824f9eb0bd140c089fb0f9.png

    The Troubadour has been redesigned to look more like a medieval bard (that is, the class's namesake that traveled through Europe in the Middle Ages performing lyric poetry).  Male Troubadours learn Gentilhomme and female ones learn Demoiselle like in Fates, though their descriptions have been merged for the sake of conciseness.  They have two unique promotions.  It can promote into Hussar, which capitalizes on its base class's unusually high base Strength with access to Swords (in other words, like the female version of the Paladin class seen in Thracia 776), or alternatively the more familiar Strategist, which sticks to magic for combat and wields Tomes.

    Those are all of the unpromoted classes!  Next up are the two non-promoting classes I plan on including, followed by the promoted classes.  (Those ought to be quite challenging!)

  17. 5914f2402c8e0_DarkMage.thumb.png.1613abaae64e8a95aafa1cf57b04e735.png

    This version of the Dark Mage class is a more traditional depiction, based on the Shaman class's appearance in the GBA games.  It can use Dark Tomes, but cannot do so until it learns Shadowgift, which works exactly like Lumina, but for Dark Tomes, and can thus expand other Tome-wielding classes' weapon selections in the same manner.  These Dark Mages can also promote to Barons as well as Sorcerers, further enhancing their defensive edge over Mages, but also making them weak to anti-Armor weapons in the process.

    Mage.thumb.png.9d7bece36ca8cd1f3a5d0ddd50ed3e0d.png

    This version of the Mage class is designed with more of a martial arts theme in mind than other depictions; this extends to its Mage Fighter promotion.  This version can also use Light Tomes like its Shadow Dragon/Mystery of the Emblem version, but it cannot do so until its learns Lumina, which can then be carried over to other Tome-wielding classes, allowing those to use Light Tomes as well.

  18. Archanea: Castor, Arlen, Kellam, and Noire

    Valentia: Delthea, Valbar, Atlas, and Sonya

    Jugdral: Arden, Lex, Iuchar, Iucharba, Leif, Osian, Tanya, and Marty

    Elibe: Sue, Sin, Gonzalez, and Dorcas

    Fates: Mozu and Rinkah

  19. Thief.thumb.png.3225a5499783e3c3e93674a73bdab326.png

    The Thief class here wields Daggers as it does in Heroes, which was in turn based on the Dagger-wielding Ninja class from Fates.  (I always saw the Ninja class as the more proper iteration of the classic Thief class, with Outlaws coming across to me as more of a mix of Thieves and Hunters.)  Its appearance is mostly based on the class's (and Dew's) concept artwork for Genealogy of the Holy War.  This version of the class uses its promotion set from Sacred Stones, with Rogues becoming a "weapon master" class for Daggers a la Swordmasters or Berserkers.

  20. Archer.thumb.png.23c7b380c226b4c8efc6660e6662a8c3.png

    The Archer class's design is rather simple, being largely based off its GBA look.  ...And that's about all there is to them, other than that they now have two unique promotions, Sniper and Ranger.

    Hunter.thumb.png.487cd1baa9835aceaee55c691f54bf46.png

     

    The Hunter class, on the other hand, is far more interesting.  Once again I turned to the movies for its design, basing it on Robin Hood as portrayed by Errol Flynn in The Adventures of Robin Hood (which I suddenly want to watch now).  Considering that the Hunter class has curiously been associated primarily with bandits and criminals for much of its history, the design seemed very fitting.  These Hunters now have a completely different promotion set; as Warriors they continue to focus on their Strength while gaining proper close-quarters protection in Axes, while as Assassins they focus on their Speed, seeing a natural progression from hunting wildlife to hunting other human beings and gaining the ability to weaken enemies at close and long range with Daggers.

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