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Kia-en
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Weapons aren't as big of a concern as you make them out to be. Griffin Knights already stand out compared to Berserkers in mobility, and the two classes have substantially different stats: indeed, Griffin Knights have the more well-rounded stats we might expect from a lance-using class, and those differences look like more than the actual difference in stats between those of a lance and those of an axe. As long as they both have good, relevant skills, I don't think we have anything to complain about.

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Weapons aren't as big of a concern as you make them out to be. Griffin Knights already stand out compared to Berserkers in mobility, and the two classes have substantially different stats: indeed, Griffin Knights have the more well-rounded stats we might expect from a lance-using class, and those differences look like more than the actual difference in stats between those of a lance and those of an axe. As long as they both have good, relevant skills, I don't think we have anything to complain about.

I'm just kinda OCD with the distribution is all lol

Fighters get Axes, Myrmidons get Swords, and Soldiers get Lances.

Berserkers stick with axes, Swordmasters stick with Swords and Halberdiers stick with Lances.

has a nice balance to it, y'know o 3o

We always have the other classes, that get a new weapon after promotion; Warrior, General, Paladin etc., but it's always nice to have a class that excels at a single type

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I'd say Falcoknights are technically a Lance only Class. Since I don't think staves are involved in combat in this game. Checking the skills section on this site they even get the "Lance Expert" skill(where Swordmasters and Beserkers get the Sword and Axe equivalent.

Also looking at the skill list. It looks like every single class has something worth using, even similar classes(Mage, Dark Mage) have some widely different skills available that set them apart from each other. I sort of wish I had the game now.

Edited by arvilino
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I'd say Falcoknights are technically a Lance only Class. Since I don't think staves are involved in combat in this game. Checking the skills section on this site they even get the "Lance Expert" skill(where Swordmasters and Beserkers get the Sword and Axe equivalent.

Also looking at the skill list. It looks like every single class has something worth using, even similar classes(Mage, Dark Mage) have some widely different skills available that set them apart from each other. I sort of wish I had the game now.

It's their only combat weapon, but staffs regardless represent a huge secondary ability. I mean, I don't think Tricksters are being treated as a sword-specialist class, or Battle Clerics as an axe-specialist class.

I like a lot of the skills, but I'm not so impressed with others. Maybe the harder difficulty levels will present situations where a few points of Hit or Avo will be enough of a difference to determine taking a different action, but I'm finding it hard to imagine that it would happen that often.

Not all luck-based skills suffer from this. Vengeance has a high activation rate, which is balanced by an effect that seems difficult to get much of a bonus from. However, when you use a Sorcerer, you know that they have a substantial chance of getting whatever bonus they can, and you can force them to take damage to set up higher bonuses.

On the other hand, I find it hard to imagine that anyone will ever do anything differently as a result of Nono and Velvet having the Odd/Even Biorhythm skills, or put much effort into having their Mage activate Concentration. And Lucky 7 just looks abysmal.

Edited by Othin
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The increased hit from those skills (except Lucky 7, which seems worse than FE8's Sure Shot) would atleast be useful in cases when the character is working against the weapon triangle or is attacking with a low hit weapons against myrmidons or other fast classes.

The most interesting to me is the Dark Mages, their skills alone make the Dark Knight class seem a significant choice for them(due to movement and defense) even with the loss of dark magic, and gives a use of a magic user in terms of positioning than combat or healing, they seem like being a sort of reverse charisma user.

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The increased hit from those skills (except Lucky 7, which seems worse than FE8's Sure Shot) would atleast be useful in cases when the character is working against the weapon triangle or is attacking with a low hit weapons against myrmidons or other fast classes.

The most interesting to me is the Dark Mages, their skills alone make the Dark Knight class seem a significant choice for them(due to movement and defense) even with the loss of dark magic, and gives a use of a magic user in terms of positioning than combat or healing, they seem like being a sort of reverse charisma user.

Yeah, but you (I)'d also want to level up to 15 as a Sorcerer for Magic Slayer. The Slayer skills are pretty ridiculous. And consider a Dracoknight can get both Lance AND Sword Slayer.

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Yeah, but you (I)'d also want to level up to 15 as a Sorcerer for Magic Slayer. The Slayer skills are pretty ridiculous. And consider a Dracoknight can get both Lance AND Sword Slayer.

...Oh god.

Dracoknight --> Dragonmaster (Swordslayer) / Griffin Knight (Lanceslayer)

Mercenary --> Horseman (Bowslayer) / Hero (Axeslayer)

Dark Mage --> Sorcerer (Mageslayer)

Ability to reclass between those three base classes equals potential invincibility. Unless you're fighting an enemy with a slayer ability or slayer weapon against whatever you're using.

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...Oh god.

Dracoknight --> Dragonmaster (Swordslayer) / Griffin Knight (Lanceslayer)

Mercenary --> Horseman (Bowslayer) / Hero (Axeslayer)

Dark Mage --> Sorcerer (Mageslayer)

Ability to reclass between those three base classes equals potential invincibility. Unless you're fighting an enemy with a slayer ability or slayer weapon against whatever you're using.

Imagine needing this on Lunatic? lol

now that's a challenge

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...Oh god.

Dracoknight --> Dragonmaster (Swordslayer) / Griffin Knight (Lanceslayer)

Mercenary --> Horseman (Bowslayer) / Hero (Axeslayer)

Dark Mage --> Sorcerer (Mageslayer)

Ability to reclass between those three base classes equals potential invincibility. Unless you're fighting an enemy with a slayer ability or slayer weapon against whatever you're using.

Pfft, Donnie comes with all of those skills.

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Imagine needing this on Lunatic? lol

now that's a challenge

From what I understand, grinding that much isn't really feasible in the harder difficulties, at least during the main story, because of the cost of summoning the monsters to fight. And doing this with MU would require them to:

Level to LV10 as a Strategist

Use a Change Seal to become a Mercenary

Level to LV10 as a Mercenary

Use a Master Seal to become a Horseman

Level to LV15 as a Horseman

Use a Change Seal to become a Sorcerer

Level to LV15 as a Sorcerer

Use a Change Seal to become a Griffin Knight

Level to LV15 as a Griffin Knight

Use a Change Seal to become a Dragonmaster

Level to LV15 as a Dragonmaster

Use a Change Seal to become a Hero

Level to LV15 as a Hero

Could rearrange the order, but it wouldn't change the basic requirements: Using one Master Seal and five change Seals, and leveling up 18 times in unpromoted classes and 70 times in promoted classes.

So I don't think we have to worry much about this actually being used to break the main story.

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That's... a ton of levels. Assuming the MU is the Slayer...

10 (Tactician) + 10 (Strategist) + 15 (Dragonmaster) + 15 (Griffin Knight) + 15 (Horseman) + 15 (Hero) + 15 (Dark Mage) = 95 Levels

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That's... a ton of levels. Assuming the MU is the Slayer...

10 (Tactician) + 10 (Strategist) + 15 (Dragonmaster) + 15 (Griffin Knight) + 15 (Horseman) + 15 (Hero) + 15 (Dark Mage) = 95 Levels

not to mention the horrible weakness come late game

you're gonna be terrible at even basic weapons, long before you're gonna be even somewhat useful

I can see going for 1 or 2 of the slayer skills, but all of them would be taxing on your patience. . .

then again, I did master a shit ton of skills in DQIX. . .

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Oh, is there something you have to pay to summon zombies?

Yeah, the merchants; they give you this box you use to attract them. From what I understand, the price is 500 gold in Normal mode, but jumps to 4800 gold in Hard and Lunatic.

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not to mention the horrible weakness come late game

you're gonna be terrible at even basic weapons, long before you're gonna be even somewhat useful

I can see going for 1 or 2 of the slayer skills, but all of them would be taxing on your patience. . .

then again, I did master a shit ton of skills in DQIX. . .

How ya figure? 4 classes have swords. That's 50 Levels easily mastering swords. Then the fliers both have Axes, plus Hero if you've already mastered swords. That's 30+. Your only concern then is Dark Mage.

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How ya figure? 4 classes have swords. That's 50 Levels easily mastering swords. Then the fliers both have Axes, plus Hero if you've already mastered swords. That's 30+. Your only concern then is Dark Mage.

hmm

My mistake, though you could prolly cut back on any losses by going with sorcerer first

still, it's gonna suck to lose 10+ levels worth of weapon training in any category

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I don't think you get gold from the zombie maps. I also have no idea if there are arenas.

I imagine there is some infinite source of gold, but maybe only in postgame?

Speaking of which, has anything like the CC/trial maps been confirmed?

Edited by L95
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