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Elgray

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Posts posted by Elgray

  1. Well, I'm curious about these so-called "backup commands", but I can't find a whole lot of information on them. My understanding now is, that by using the Backup command, all Cry skills on a character's skill bar will be used simultaneously. I also think that they stack with any other cry, except for the same cry. (For example, Skill cry and Rainbow Cry will stack, but Skill cry and Skill cry will not. ) My questions are:

    1. How do you use the Backup command? Does every unit have the backup command, or does only the tactician use it, activating everyone's skills? What I mean is: are Cry skills activated individually, on a unit by unit basis, or do everyone's skills activate at once?

    2. Can it be used multiple times in one chapter? Like, every turn?

    Also, on a side note, can My Unit marry Inverse? I've noticed that the player can marry other SpotPass Units like Gangrel, Valhart, and Emelina, so it should be possible, right?

  2. Degel: I know she can promote directly from Knight to Great Knight but I hate Knight, they're so slow (in both meannings). Moreover, i can reclass her right after her recruting (since she begin at level 10, if i remember well). About Discipline, If she max out soon, I can trow away Discipline instead of Defence+2

    Selena: I agree with you with how low damage she'll done... It's pretty hard to find an utility for her since I have so many "Swordmaster": Lucina, Azure, Wood and Mark (in some way). But I'll for sure redone her.

    Noire: As an archer, she is not supposed to get attacked. So Vengence and Miracle are just a security. But you're right, Vantage might be more useful, I'll perhaps exchange her father and Selena's... I'll think about it.

    n_n: Honestly, I had forgot that Frederick have to be at level 10 before reclassing. So you're right I'll keep him as a Great Knight and pass down Luna.

    EDIT:

    There is the changement... I hope it's better!

    Yeah, that is looking a lot better. Good work.

  3. This is my "2nd generation" ideal team.

    Your team is, for the most part, looking pretty decent. I have a few criticisms, though.

    Degel: You know that you can promote her directly from Knight into Great Knight, correct? You don't have to go through Cavalier. I guess I understand if you want to grab that Discipline skill but, frankly, it's might not be worth the experience and change seal required to get it as, by using your character's weapons, you will (eventually) get them to max rank, with or without Discipline. Also, Discipline becomes useless after you have maxed out your weapon skills.

    Selena: The Dark Knight's strength cap is a bit low (38) when compared to other classes and the Dark Knight doesn't have anything to make up the difference. Sol and Life Absorb will help to keep her healthy, it's true, but don't expect her to ever really dish out a lot of damage. One thing you might consider is making Ronku a Swordsmaster instead of an Assassin so that he can pass down Astra. Astra is a wonderful ability with a MUCH higher activation rate than Lethality. Astra could probably work to take out an enemy on it's own, making it much better in the long run than Lethality.

    Noire: She will die. There is no question. While Vengeance will be ridiculously powerful at low HP, the fact is that you CANNOT rely upon Miracle to save a unit. (Especially since Miracle CANNOT activate more than once in a row. If the unit already has 1 HP, Miracle WILL NOT work.) Not to mention the fact that an enemy can simply attack her before she has a chance to fight back. Really, if you wanted to make a risky, low-HP unit, you'd be better served to include Vantage, as it will allow you to attack before the enemy.

    Nn: The pairing of Fredrick and Nono is a good one. However, I'm curious as to why you would go through the trouble to Reclass Fredrick from a Great Knight to a Paladin. In order to even get to Paladin, you would have had to get Fredrick to level 10, then use a change seal. By that point, you would have learned Luna (which, IMO, is a MUCH better ability than Defender... Especiallly for Nn who has NO attack skills...) Having a large chance to halve the enemy's defense is a whole lot better than having a meager +1 to your stats, especially since you have to be doubled to even get the bonus.

    Other than that, I can't see any large problems. Good luck on your team.

  4. Okay, I've reworked my builds in order to make them much more cost and time efficient, while still retaining potential for post-game reclassing. Note that it might not be feasible to use ALL of them at once but if I WAS going to use all of them, this is the setup I would use. In addition, I have included a counter that shows the TOTAL amount of change/ master seals required (Both Parents and Child included) in order to get the child up to the level specified. Unfortunately, only skills were considered in the matches, as I don't really know how stats and growths affect children. Please tell me what you think.

    Wood (Swordsmaster)

    Liz (Cleric / Battle Cleric): Miracle

    Vake (Berserker): Wrath

    Blonde

    Myrmidon -> Swordsmaster

    Final: Vantage, Wrath, Miracle, Astra, Sword Expert

    Minimum Master Seals: 2

    Minimum Change Seals: 1

    Same as before. Only requires one reclass and promotion for Vake (Fighter -> Barbarian -> Berserker) and one promotion for Wood (Myrmidon -> Swordsmaster). Liz does not need to be promoted.

    Azure (Berserker)

    Olivia (Myrmidon): Vantage

    Grego(Mercenary): Anything

    Bright Orange

    Minimum Master Seals: 2

    Minimum Change Seals: 2

    Mercenary -> Hero -> Barbarian -> Berserker

    Final: Sol, Wrath, Axe Expert, Gamble, Vantage

    Probably the most costly build on this list. It's virtually unchanged except for the fact that Azure now promotes to Hero, then back to Barbarian once he learns Sol at level 5. Grego won't pass down any useful skills, as Azure will learn them on his own anyway. Having Grego as his father really only serves to give him the reclass option to Barbarian, which is the entire point of this build.

    Brady (Sage)

    Mariabell (Troubadour): Secluded Lady

    Henry (Dark Mage): Crimson Curse

    Gray (Silver?)

    Priest -> Sage

    Final: Secluded Lady, Magic Expert, Healing Heart, Crimson Curse, Miracle

    Minimum Master Seals: 1

    Minimum Change Seals: 0

    Recuires no promotion for either Mariabell or Henry. However, due to Brady undoutably low stats, he will be relegated to an almost purely healing role. Crimson Curse and Secluded Lady will give his allies some support if he is placed close behind the front lines. Magic Expert and Healing Heart will give him extra magic power for healing/ attack, though he will likely not be a steller fighter.

    Cynthia (Falcon Knight)

    Sumia (Dark Pegasus): Lightning Speed

    Gaia (Hero/ Swordsmaster/ Assassin): Axe Slayer/ Astra/ Picklock/ Lethality

    Orange

    Pegasus Knight -> Falcon Knight

    Final: Astra/Picklock/Lethality, Lightning Speed, Refresh, Lance Expert, Speed Cry

    Minimum Master Seals: 2-3

    Minimum Change Seals: 0-1

    I tend to think that getting Lightning Speed for a unit might be worth some grinding.Nevertheless, because she can fly and use staves, Cynthia will likely always be useful. Axe Slayer, Astra, and Lethality are all excellent skills if you're willing to take the time to Reclass/ Promote Gaia. If not, then picklock is a decent utility skill and Cynthia's movement will allow her to get to chests/doors quicker than thieves normally could (provided there are no bow users around to shoot her out of the sky).

    Degel (General)

    Soiree (Great Knight): Luna

    Sol (Paladin): Holy Shield

    Brown

    Knight -> General

    Minimum Master Seals: 3

    Minimum Change Seals: 0

    Final: Holy Shield, Great Shield, Luna, Defence Cry, Indoor Battle

    Shouldn't be that hard to make, and worth the effort if you use both Sol and Soiree. Sol might require a bit of grinding to get to level 15, so if it's too much, you can always just pass down a different skill if you think you can pass on Holy Shield. Otherwise, this setup will basically make Degel the best General ever.

    Selena (Hero)

    Tiamo (Dark Pegasus): Lightning Speed

    Libera (Battle Monk): Renewal/ Miracle

    Blonde

    Mercenary -> Hero

    Minimum Master Seals: 2

    Minimum Change Seals: 0

    Final: Lightning Speed, Sol, Axe Slayer, Stats +2, Renewal/Miracle

    A setup that leaves Selena in the Hero class. Again, getting Tiamo to learn Lightning Speed in order to pass on is worth some grinding. If you want, you can grind Libera to lvl 15 and pass down Renewal (which will be helpful on the front lines) but if not, you can just pass down Miracle. I'm planning on reclassing her to Battle Cleric in the endgame

    anyway, so it doesn't really matter.

    Jerome (Dragon Knight)

    Serge (Griffon): Carrier

    Fredrick (Great Knight): Luna

    Brown

    Dragon Knight -> Dragon Master

    Minimum Master Seals: 2

    Minimum Change Seals: 0

    Final: Carrier, Luna, Hot Start, Sword Slayer, Ride Fast

    Since Fredrick is a promoted unit already, it shouldn't be a problem to raise him to level 5, then ease up on using him, saving experience for others. This gives Jerome easy access to Luna. With Carrier, Jerome gains +2 move when doubling with another unit which, when added to his already high movement, is pretty insane. This means that he can carry around a stong, low movement unit (Like say... Degel) to the fight with ease. Finally, Sword Slayer allows him to break the weapon triangle, as he will likely always be using axes.

    Chambray (Taguel)

    Velvet (Thief): Picklock

    Donny (Anything): Weak Beats Strong

    Black

    Taguel

    Minimum Master Seals: 0

    Minimum Change Seals: 1

    Final: Picklock, Beast Buster, Weak Beats Strong, Even Biorhythm

    Really, Chambray is a unit I might pass up on. Requires you to get Donny to Lvl 15 and have Velvet class Change. Weak Beats Strong will give him a small bonus and Picklock will allow him to... well... pick locks. But really, outside of reclassing, Taguels really have limited access to good skills and no access at all to unique weapons. (The maximum amount of skills he can have outside of reclassing is 4.) I could always reclass him in Endgame like I had previously planned, but when you compare him to units like Degel, Jerome, Lucina, or even Nn, he kind of falls a bit short. I don't know, he could still be a good unit, but I think there are better.

    Loran (Dark Knight)

    Miriel (Sage): Magic Expert

    Callum (Great Knight): Luna

    Black

    Mage -> Dark Knight

    Minimum Master Seals: 3

    Minimum Change Seals: 0

    Final: Magic Expert, Life Absorb, Luna, Slow Start, Magic +2

    Luna gives him extra combat potential while Magic Expert and Magic +2 give him extra power (Which he is likely to need as his magic will likely be a little bit lower with Callum as the father than it might have been otherwise. The upside of this is that Loran will likely have higher defense and HP.) Life Absorb helps to keep him healthy, while

    Slow Start gives him a small bonus.

    Noire (Sniper)

    Sariya (Dark Mage/ Sorcerer): Crimson Curse/ Vengance

    Ronku (Swordsmaster): Astra

    Brown

    Archer -> Sniper

    Minimum Master Seals: 2-3

    Minimum Change Seals: 0

    Final: Bow Expert, Accuracy +20, Early Initiative, Crimson Curse/ Vengeance, Astra

    No different. The main point of this set is the Astra from Ronku. If you want Noire to have Vengeance, then you can promote Sariya, but if not, then Crimson Curse is OK.

    Nn (Manakete)

    Nono (Manakete): Anything

    Richt (Mage): Concentration

    Reddish Brown

    Manakete

    Minimum Master Seals: 0

    Minimum Change Seals: 0

    Final: Concentration, Odd Biorhythm, Dragon Buster

    Nn faces the same problem as Chambray as she has incredibly limited options skill-wise. Furthermore, her options of fathers are even more limited as I have given priority to other units. I have no doubt that she can be a good unit but, without a severe amount of reclassing, she might not be stellar. If you were willing to give up her manakete-ness, then you could reclass her to Cavalier and go from there, but you likely have more than enough mounted units anyway. I'll probably make sure she gets born just for the conversations, then bench her.

    (Ideally, I would have wanted to pair her up with a Unit like Fredrick in order to give her Luna, which can work very well on its own. However, I give units such as Jerome and Loran priority.)

    Lucina (Great Lord/ Paladin)

    Krom (Lord/ Great Lord): Aether

    My Unit (Dark Pegasus/ Grandmaster): Lightning Speed/ Rainbow Cry

    Blue (Always)

    Lord -> Great Lord (-> Paladin)

    Minimum Master Seals: 2-3

    Minimum Change Seals: 1-2

    Final (If Great Lord): Aether, Lightning Speed/ Rainbow Cry, Royal Weapon, Charisma, Dual Attack+

    Final (If Paladin): Aether, Lightning Speed/ Rainbow Cry, Royal Weapon, Holy Shield, Charisma

    With all of these units having to promote to Dark Pegasus, things could get a bit TOO much grindy... If Lightning speed is a bit too much to go for, My Unit could always just stay as a Grandmaster and pass on Rainbow Cry. Rainbow Cry is the best support skill in the game, so it could come in handy. (Besides, with My Unit as Lucina's mother, she has access to all class options, meaning that she could reclass to a Dark Pegasus post-game in order to snag Lightning Speed.)

    Mark (M) (Grandmaster/ Swordsmaster/ Assassin)

    My Unit (Dark Pegasus/ Grandmaster): Lightning Speed/ Rainbow Cry

    Krom (Lord/ Great Lord): Royal Weapon

    Blue

    Strategist -> Grandmaster

    -> Myrmidon -> Swordsmaster

    -> Thief -> Assassin

    Minimum Master Seals: 2-3

    Minimum Change Seals: 1-2

    Skill Path 1: Royal Weapon, Lightning Speed/ Rainbow cry, Magnificent Flame, Magic Square

    Skill Path 2: Royal Weapon, Lightning Speed/ Rainbow Cry, Astra, Vantage, Sword Expert

    Skill Path 3: Royal Weapon, Lightning Speed/ Rainbow Cry, Lethality, Pass, Picklock

    It should be noticed that, if Lightning Speed is not passed down, Mark can never attain it (being a male, he cannot access the Dark Pegasus class.) Nevertheless, he will have Rainbow Cry which will definitely help.

    Now, I have divided his previous skill set into 3 possible paths:

    1. The Grandmaster. If Lighting Speed and Royal Weapon are passed down, Mark will be exactly like My Unit, only better. Royal weapon will increase the likelihood of Magnificent Flame activating. Also, he will learn Rainbow Cry on his own if it is not passed down.

    2. The Swordsmaster. Royal Weapon helps Astra, and Lightning Speed/ Rainbow Cry are excellent skills. A good setup, but you already have access to both Ronku and Wood, right? There's no reason to need this.

    3. The Assassin. Royal Weapon beefs up Lethality, giving it a 1 out of 5 chance of killing an enemy. This is also likely to be the best Assassin combination possible in the game. The rest should be self-explanatory.

  5. I think the main problem with a lot of the pairing topics on this board is that all of them require a lot of grinding to really get anything out of them.

    It's probably because everyone wants to get that "Uber" team filled with units that have excellent skills, which often requires a lot of class swapping. Only after creating the teams do people stop to think about how difficult it really is to get them. I'm going to try to find a "happy medium" of units that can exist as good units with minimum grinding, and then become excellent units post-game when they have time to class-swap some more. I'll post a dumbed down version of these pairings for pre-endgame, or maybe switch some of the parentage around a little to make them more accessible.

  6. Here are my adjustments.

    Cynthia (Falcon Knight)

    Sumia (Dark Pegasus): Lightning Speed

    Gaia (Hero or Swordsmaster): Axe Slayer/ Astra

    Orange

    Essentially the same as above, except instead of Bow Slayer, Cynthia has one of these two abilities, increasing her combat potential. Axe Slayer would allow her to break the weapon triangle, while Astra gives her an attack skill. If short on Experience, either picklock or Move +1 are ok skills to pass down, as she can always get Astra later. (It should be noted that Cynthia will never have another chance to get Axe Slayer, however, as Gaia's Fighter class option is removed for her.)

    Chambray (Taguel)

    Velvet (Trickster): Acrobatics

    Donny (Anything): Weak Beats Strong

    Black

    Taguel -> Thief -> Assassin -> (Griffon Knight ->) Taguel

    Final: Acrobatics, Weak Beats Strong, Pass, Lethality, (Move +1/ Beast Buster/ Lockpick/ Lance Slayer)

    Weak Beats Strong means that Chambray has an advantage over all promoted units over level 10 and is only attainable through inheritance from Donny. Otherwise, this setup is pretty much the same as the other one, with an optional pit stop in the Griffon Knight class in order to pick up Lance Slayer.

  7. Sumia is indeed limited, like Krom. Sumia x Viole is impossible.

    Wah. I didn't notice that. Thanks for the heads up, I'll have to rework it, then. (I hate that they made Krom and Sumia so limited in their supports...)

    And with Krom being taken by MU, that means that Sumia only has three options... And none of them can give Cynthia Bow Slayer...

    I'll probably end up pairing her with Gaia instead.

    I'll also have to come up with an easier route in order to have them ready for endgame, and then just get them to the levels I have here in the post-game.

  8. I've been thinking long and hard about how I'm going to prepare my second generation characters for the English release of Awakening. While I know that, due to the sheer amount of options for pairings, there is no way to establish a true "Ideal", I have come up with combinations that I feel might lend well to the character's strengths. Also, I feel that these all appear to be likely matches. However, this is done with limited knowledge of the storyline.

    All my information came from the page here on Serenes forest and many rely upon the class sets inherited from the father. If possible, I'd like everyone to take a look and tell me what they think. The main flaw with this setup is that I can see right away is that it will require vast amounts of experience and grinding. I'd like everyone's input on that as well.

    Key:

    Name of Child (Final Class)

    Mother (Class): (Skill inherited)

    Father (Class): (Skill Inherited)

    Hair Color

    Path of promotion:

    Final Skill set:

    Brief Description

    Wood (Swordsmaster)

    Liz (Cleric / Battle Cleric): Miracle

    Vake (Berserker): Wrath

    Blonde

    Myrmidon -> Swordsmaster

    Final: Vantage, Wrath, Miracle, Astra, Sword Expert

    This setup is something I've always wanted to do ever since Path of Radiance and now, with the removal of the space limits, it is now a reality. Astra needs no introduction and will activate often with the Swordsmaster's high skill. Vantage and Wrath ensure that Wood becomes deadly at low HP, allowing him to unleash a critical or let loose an Astra before the enemy can even attack. I am unaware as to whether the Swordsmasters in this game get their customary +15 critical bonus but, if so, that will make this all the more devastating. (Ranged users might pose a problem, however.) Sword Expert increases Wood's attack, helping to offset the Swordsmaster's low cap. As for Miracle, I could have just as easily passed down Renewal, but I like having Miracle there just on the off-chance that I make an "oopsie" and almost get him killed. Besides, it takes some of the pressure off of Liz to promote.

    Azure (Berserker)

    Olivia (Myrmidon): Vantage

    Grego(Hero): Sol

    Bright Orange

    Mercenary -> Barbarian -> Berserker

    Final: Sol, Wrath, Axe Expert, Gamble, Vantage

    This is formed along the same lines as Wood is. With this set, Azure will be able to dish out high damage and work as a pinch hitter in a tight spot. Vantage and Wrath have been described above. Sol has a chance to help keep Azure healthy though, granted, the chance to activate it is not very good due to the Berserker's low skill cap. Now, you might wonder why I chose Grego as Azure's father, seeing as how Azure can attain Sol himself through promoting to a Hero. Well, the simple fact is: I was too lazy to promote him to Hero. Instead, I will class change him to a Barbarian in order to grab Gamble. That +10 critical rate is just too attractive to pass up, especially given the low price of using it (only -5 HIT). Axe Expert gives him even more power. An excellent candidate for either the Killer or Vengeance Axe.

    Brady (Sorcerer)

    Mariabell (Troubadour): Secluded Lady

    Henry (Dark Mage): Crimson Curse (For lack of a better skill)

    Gray (Silver?)

    Priest -> Sage -> Great Knight -> Sorcerer

    Final: Secluded Lady, Magic Expert, Vengeance, Magic Slayer, Luna

    More of an ideal than any actual plan. If you notice, neither Mariabell nor Henry are promoted, meaning that I don't have to use them hardly at all (Which will save on experience). Nevertheless, there is potential here. Secluded Lady seems like a strange effect to have on a male, but it is a great support ability and Brady is the only one who can inherit it easily. Magic Expert is great for attack while Magic Slayer and Luna make Brady an excellent Mage-killer. Vengeance gives him more power the less HP he has and has a high chance to activate.

    Cynthia (Falcon Knight)

    Sumia (Dark Pegasus): Lightning Speed

    Viole (Bow Knight): Bow Slayer

    (Gray?)

    Pegasus Knight -> Falcon Knight

    Final: Bow Slayer, Lightning Speed, Refresh, Lance Expert, Speed Cry

    Simple and easy. Cynthia gets Lightning Speed from Sumia, allowing her to attack twice in one turn if she manages to slay an enemy. More importantly, as she is a Falcon Knight, she can also use staves. This means she can kill an enemy, then use the extra turn to either heal, or run away. Refresh gives her some small ability to run solo while Bow Slayer lessens her fear of bows. (Though I would still watch snipers, as they have +20 HIT and high critical). Finally, Speed Cry is largely just a placeholder with limited use. But that doesn't really matter anyway as Cynthia's main draw is her high mobility, ability to use staves, and avoidance of terrain.

    Degel (General)

    Soiree (Great Knight): Luna

    Sol (Paladin): Holy Shield

    Brown

    Knight -> General

    Final: Holy Shield, Great Shield, Luna, Defence Cry, Indoor Battle

    Seriously, this match-up is too perfect to NOT take advantage of. With Holy Shield AND Great Shield, Degel becomes the ultimate tank able to take large amounts of abuse (provided her skills activate...). Luna ensures that she can give back as good as she can take, while Defence Cry can help your party survive an assault. Lastly, Indoor Battle gives her a small bonus while fighting inside buildings. Not bad.

    Selena (Battle Cleric)

    Tiamo (Dark Pegasus): Lightning Speed

    Libera (Battle Monk): Miracle (Unused)

    Blonde

    Mercenary -> Hero -> Battle Cleric

    Final: Lightning Speed, Sol, Axe Slayer, Stats +2, Renewal

    My attempt to make a cross between a frontline unit and Healer. (Similar to the "Paladin" of other traditional RPG games.) Lightning speed allows her to attack twice in one turn (or attack, then heal as the situation requires). Sol and Renewal give her lasting power, allowing her to survive longer on the battlefield. Axe Slayer ensures that the only thing Selena has to worry about are swords and bows (As with her high resistance, she can handle enemy mages a bit easier than she could as a Hero.) Stats +2 (Obtained from a "Stats +2 Manuel" make her marginally better than the Hero is every area (excepting Skill, which she lags behind by a full 6 points.) All in all, she's a flexible unit that had handle many different situations. (Besides, giving her Libera as a father gives her blonde hair, making her resemble a certain other Tsundere character from a certain anime series...)

    Jerome (Dragon Knight)

    Serge (Griffon): Lance Slayer

    Fredrick (Great Knight): Luna

    Brown

    Dragon Knight -> Griffon Knight-> General -> Paladin -> Dragon Master

    Final: Great Shield, Luna, Sword Slayer, Lance Slayer, Holy Shield

    Oh, boy. Due to the large amount of experience this guy would require, I might end up cutting some of his promotions out. Nevertheless, if I had a lot of time on my hands, I would follow this path. Great Shield, Holy Shield, and Luna essentially make him a flying version of Degel, albeit with a weakness to bows and magic. Sword Slayer and Lance Slayer allow him to dominate the weapon triangle with axes. Not much more to say.

    Chambray (Taguel)

    Velvet (Taguel): Anything

    Gaia (Trickster): Acrobatics

    Orange

    Taguel -> Thief -> Assassin -> Taguel

    Final: Acrobatics, Picklock/ Beast Buster, Pass, Lethality, Move +1

    With this set, Chambray serves more of a utility role, sporting high movement and the ability to cross terrain with ease. He can pass through enemies and pick locks. (Picklock can be used on maps with locks and chests, while Beast Buster can be used on maps with Beast units. If both are present, Move +1 can always be dropped in favor of either one.) Besides his fancy-schmancy rabbit transformation, Chambray really doesn't have anything flashy for combat (though Lethality will give him a nice little bonus from time to time.)

    On a side note, another good pairing for Gaia would be if you paired him with a mother whose child you are planning to make mounted as (I think) Acrobatics will negate Horsemens' notorious movement limitations for forests and mountains.

    Loran (Dark Knight)

    Miriel (Sage): Magic Expert

    Callum (General): Great Shield

    Black

    Mage -> (Dark Mage ->) Sorcerer -> Great Knight -> Dark Knight

    Final: Magic Expert, Great Shield, Life Absorb, Luna, Vengeance

    The ultimate Dark Knight! Magic Expert, Luna, and Vengeance give Loran excellent combat capabilities with a Tome, while Great Shield works to protect him from Melee attackers. Life Absorb ensures that he won't need much healing, as it is likely that he will be able to take out units easily.

    Noire (Sniper)

    Sariya (Sorcerer): Vengance

    Ronku (Swordsmaster): Astra

    Brown

    Final: Bow Expert, Accuracy +20, Early Initiative, Vengeance, Astra

    After playing Fire Emblem 4 for so long, I got accustomed to archers such as Jamka who could fire off multiple attacks in one turn from a safe distance. This is my attempt to replicate that. Naturally, I decided to give her Astra. Yes, I know, there IS an Astra Bow in the game. However, I wanted Noire to be able to Astra ALL THE TIME and not rely upon a single weapon. This means that she can Astra while using a Brave Bow, a Killer Bow, or any of the legendary bows. Bow Expert ups her attack, while Accuracy +20 increases her already high accuracy, enabling her to hit more dodgy foes easier. Early Initiative is great for attacking on the Player Phase, while Vengeance is a decent enough ability. (Though, I have to wonder, will activating Vengeance mean that she won't activate Astra? What is the order for skill activations?)

    Nn (Manakete)

    Nono (Manakete): Anything

    Richt (Dark Knight): Life Absorb

    Reddish Brown

    Manakete -> Cavalier -> Great Knight -> Paladin -> Manakete

    Final: Luna, Dragon Buster, Holy Shield, Defender, Life Absorb

    Ah, Nono and Richt. Perhaps the only pairing that doesn't make Nono look like jailbait. Anyway, having Richt as her father gives the strangely named "Nn" access to the cavalier reclass line, allowing her to pick up the skills Luna, Holy Shield, and Defender. All this serves to do is make an already potent Manakete unit that much more powerful.

    And finally: the main two units of this set:

    Lucina (Paladin)

    Krom (Lord/ Great Lord): Aether

    My Unit (Dark Pegasus): Lightning Speed

    Blue (Always)

    Lord -> Great Lord -> Paladin

    Final: Aether, Lightning Speed, Royal Weapon, Holy Shield, Charisma

    Now, you might wonder: why the reclass to Paladin? Well, the answer is that, once you gain everything the Lord Class has to offer, there's really not much to it. The Paladin has arguably better stats than the Great Lord as well as the advantage of higher movement.

    Now, for the skills. Aether is one of the best skills in the game and Lightning Speed gives Lucina the opportunity to abuse the heck out of it. Holy Shield gives her some defensive power against bows and magic. Both of these skills are augmented by Royal Weapon, which ensures that both have a 50% chance to activate. Lucina can't inherit Royal Weapon from Krom, but she can gain it naturally through promotion. Finally, Charisma gives a small bonus to your nearby units.

    Mark (M) (Assassin)

    My Unit (Dark Pegasus): Lightning Speed

    Krom (Lord/ Great Lord): Royal Weapon

    Blue

    Strategist -> Grandmaster -> Swordsmaster -> Assassin

    Final: Royal Weapon, Lightning Speed, Lethality, Pass, Astra

    Mark becomes the ultimate assassin, able to bypass enemies and strike at the heart of their forces if need be. Lightning Speed gives him two moves. Finally, Royal Weapon is put to extremely good use on this set, as it gives Astra a nearly 60% chance to activate and nearly doubles the activation of Lethality, meaning that Mark has a 22% chance to instantly OHKO an enemy. Wow! He can also use bows, giving him more options for attacks. Of course, the downside of any assassin is their low defensive stats. However, if properly employed, Mark can compensate for this.

    My last three units (which I will not give a description for) are:

    My Unit (F) (Grandmaster)

    Strategist -> Grandmaster -> Dark Pegasus -> Swordsmaster -> Grandmaster

    Final: Astra, Sword Expert, Rainbow Cry, Magnificent Flame, Lightning Speed

    Krom (Demon Fighter)

    Lord -> Great Lord -> Demon Fighter

    Final: Aether, Royal Weapon, Charisma, RES +10, Quick Slash

    Liz (Bride)

    Cleric-> Battle Cleric -> Bride

    Final: Renewal, Miracle, Healing Heart, Love Cry, Bonds

    And that would round the number of Units up to 16. So, what do you think? Have any opinions or see any flaws?

  9. It's definitely not the best, but I tried fixing up the mask for you using Dei's mask for reference.

    V0klB.gif

    Wow. That's actually pretty good! I wasn't expecting anyone to actually put the effort into trying to fix it, so thank you for that.

    Looking at it now, though, I think I'm going to try to go back and make it look a little less attached with just a hint of the mouth and nose evident. Because right now, like my original, it looks like it's completely skintight which wasn't exactly what I was going for. No idea how to make it work, but I'm sure I'll flail helplessly figure it out.

    Still can't find the portraits that people are referencing but, oh well.

  10. Wah. I've been in the very early stages of making an "updated" version of FE6 recently, only to find out that I wasn't the only one!

    Oh, well. From the way yours sounds, we both had different ideas on how to do it. I'm a lousy hacker, so I have no doubt that I won't be able to input some of the features you're talking about. (There's also the fact that I'm less likely to actually finish it.)

    Anyway, I'd like to play it to see what you've accomplished, but I can't seem to find the download link.dry.gif All I could find was the promotion early patch. Do you have a version up?

  11. The only semi-recent masked face is Dei's Strider, IIRC, though, in general, I'd just shade it like you do a normal mouth and nose. You have a few less colors to work with, but it's the same deal.

    Ok, would there be any way you could post a link to that portrait so I can see what it looks like? I'd like to see how he did it.

  12. Hey, I'm kind of an amateur spriter and I've recently been working on a face mask for Chad below, inspired by a mask seen on one of Nayr's sprites (pictured at right).

    I think that it's not too bad, but something about it seems... off. I can't put my finger on it... Does anyone see anything particularly wrong about it or have any advice for making it look better? Also, I was planning on trying to make it look as if his mouth was moving underneath the fabric (for the talking frames). Any ideas?

    Chad.png

  13. So, since there is so much free space in the rom, my best bet would be to simply insert the maps as new custom maps and use the Event Reference module (which I just found) to change the offsets to the new maps, expanding the rom as needed. All right. Got it. Thanks.

  14. Hey there!

    I'm new to this forum but I used to hang around on FEU/SOS a while back. Anyway, the place is kind of dead right now, so I was advised to ask hacking questions here.

    I'm having my first pass at map editing using Mappy working on the maps from FE6. My goal is to expand all of the existing maps, adding new areas. I used BwdYeti's mappy converter and the map images from the FE6 area of this site to create replicas of the maps, ripe for editing.

    Even though this is my first time at editing maps, I'm confident I can figure it out by following the tutorials. However, the one I was reading says that you need to either:

    A) Have an event reference module for nightmare in order to assign the maps or...

    B) know the reference offsets in order to edit the map into the game in hex.

    I can't seem to find any event module for FE6, nor do I know the offset for the chapters. Could anyone help me out here? Also, do I really need to add new reference pointers? Is there any way I could get the new maps to, I don't know, OVERWRITE the old ones in some way? After all, they're the same maps, only slightly altered.

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