solrocknroll Posted March 21, 2016 Share Posted March 21, 2016 (edited) Kellam having Shade seems interesting until you realize that having a Knight with Shade is actually the worst thing ever to use war cleric!kellam too op then Edited March 21, 2016 by Ms. Bunch Quote Link to comment Share on other sites More sharing options...
JSND Alter Dragon Boner Posted March 22, 2016 Share Posted March 22, 2016 Kellam having Shade seems interesting until you realize that having a Knight with Shade is actually the worst thing ever to use war cleric!kellam too op then Honestly due to the way the game works, theres no way you can consider Shade anything but good on knight On Kellam it would be godlike for chapter 2 in Awakening too Quote Link to comment Share on other sites More sharing options...
Jayvee94 Posted March 22, 2016 Author Share Posted March 22, 2016 Honestly due to the way the game works, theres no way you can consider Shade anything but good on knight On Kellam it would be godlike for chapter 2 in Awakening too To clarify, enemies would attack him only if he's the only one in their range. Quote Link to comment Share on other sites More sharing options...
JSND Alter Dragon Boner Posted March 22, 2016 Share Posted March 22, 2016 To clarify, enemies would attack him only if he's the only one in their range. So its no different from the actual game Quote Link to comment Share on other sites More sharing options...
Jayvee94 Posted March 22, 2016 Author Share Posted March 22, 2016 So its no different from the actual gameMostly, unless things get really crowded. Like when there's a guy with an armorslayer and Frederick and Kellam is in his range, HE WOULD ATTACK FREDERICK. Quote Link to comment Share on other sites More sharing options...
Tolvir Posted March 22, 2016 Share Posted March 22, 2016 Mostly, unless things get really crowded. Like when there's a guy with an armorslayer and Frederick and Kellam is in his range, HE WOULD ATTACK FREDERICK. They would also be more likely to try and attack someone like Tharja, Lissa, or Maribelle, which is what they are getting at. Kellam is also supposed to be a tank to protect the squishies from getting killed, and when they ignore him to hit one of them, he is really losing his one purpose, which I guess would fit with the character's gimmick, but also make the only knight in the whole game useless. Quote Link to comment Share on other sites More sharing options...
Tessie Spoon Posted March 22, 2016 Share Posted March 22, 2016 I'd imagine that any main Lord would have a skill that raises the bonuses they get from supports, while reducing damage all allies on the map take. It'd be called Trusted Commander or something, and be an personal skill the Lord doesnt start with. Well, that'd depend on the Lord. You'd expect Lords like Marth or Ephraim to start with it, whereas others have their own personal skills evolve into it at some point. Imagine Ike starting with no personal skill, but getting Trusted Commander when he promotes to Lord. I'd expect characters like Mia to have a skill that lets them take less damage from and deal more damage to male units; Mia did take up a sword because of sexist attitudes towards swordswomen. Confident, intelligent characters like Lute would have a skill that raises their weapon proficiency gain, as well as their Skill. Quote Link to comment Share on other sites More sharing options...
Radetzky120 Posted March 31, 2016 Share Posted March 31, 2016 Eliwood - Princely Bearing: +10 Avoid to all allies in a two-tile radius, -2 damage taken by nearby units with at least a C rank support Hector - Bravado: +10 Hit and Crit if enemy is lower level Marcus - Protector of Pherae: +10 Hit/Avoid if within 3 tiles of Eliwood/Roy Roy - Promising Heir: +3 damage dealt if enemy is <50% HP Wil - Gregarious: If unit uses Wait, +20 Avoid for friendly units within 2 tiles until next turn Florina - Shy Flower: +10 Avoid, -2 damage dealt vs male units Oswin - Rock of Ostia: -2 damage received/+10 Hit if within 3 tiles of Hector Quote Link to comment Share on other sites More sharing options...
Vere Posted April 1, 2016 Share Posted April 1, 2016 Gaius: Sweet Tooth - All tonics, confects, potions, salves, vulneraries, elixers, concoctions heal an extra 5% when used (or heal 5% if the item does not heal). Stahl: Arduous Median - If this is the supporting unit, the lead unit recovers stat drops twice as fast. Quote Link to comment Share on other sites More sharing options...
Jotari Posted April 1, 2016 Share Posted April 1, 2016 (edited) Marth: Inspire - Increase the growth rates of all nearby units by 10% Seliph: Prince of Light - Reduces damage received from Dark Magic by 5 for Seliph and units within 3 tiles of him Leif: Immunity - 100% resistance to status effects Roy: Screw Level Caps - Can reach Lv 30 Eliwood: Light Arm - Ignores weapon weight Hector: Taunt - Enemies attack Hector first if able Lyn: Extreme Speed - Always doubles unless her speed is lower than her opponent's Erika: Armstrick - Always uses 1 durability per round of combat (so if you hit four times with a brave sword it only counts for 1) Ephraim: Armsthrift - Lck% chance of not using a weapon's durability Ike: Achiever - Increase skill activation rate by 15% Micaiah: Sacrifice - :p Chrom: Billow - His cape billows in combat regardless of the circumstances Edited April 1, 2016 by Jotari Quote Link to comment Share on other sites More sharing options...
Alastor15243 Posted April 2, 2016 Share Posted April 2, 2016 Gaius: Sweet Tooth - All tonics, confects, potions, salves, vulneraries, elixers, concoctions heal an extra 5% when used (or heal 5% if the item does not heal). Is that a typo? You would need to be using a concoction to even get a single hit point. If you're talking about 5% of the user's HP, that would mean 1 HP for every 20, that's objectively worse than Azura's ability that heals 10% every turn for everyone in 2 spaces of her. Quote Link to comment Share on other sites More sharing options...
Vere Posted April 2, 2016 Share Posted April 2, 2016 Is that a typo? You would need to be using a concoction to even get a single hit point. If you're talking about 5% of the user's HP, that would mean 1 HP for every 20, that's objectively worse than Azura's ability that heals 10% every turn for everyone in 2 spaces of her.Yeah, 5% of full HP. And while it would suck early on, it'd get better later. Quote Link to comment Share on other sites More sharing options...
Jotari Posted April 2, 2016 Share Posted April 2, 2016 Yeah, 5% of full HP. And while it would suck early on, it'd get better later. That's still only going to heal an extra 6 units at max HP. Just healing 5 units regardless would make it much more viable. Quote Link to comment Share on other sites More sharing options...
Alastor15243 Posted April 2, 2016 Share Posted April 2, 2016 Yeah, 5% of full HP. And while it would suck early on, it'd get better later. The maximum it would ever heal is 4 at 80-85 HP. And this requires the use of items to work, while nearly all percentage healing abilities are passive and require nothing, in addition to healing much more HP. The closest thing to this is Setsuna's ability, and that heals FIFTY percent more when healed by staves. Somewhere along that range would be much more balanced. Quote Link to comment Share on other sites More sharing options...
berry Posted April 2, 2016 Share Posted April 2, 2016 Miriel: Overbearing Intellegence - If Miriel has 5 or more Magic Stat than the enemy, gives an extra 5 Damage Laurent: Boy Genius - If against a higher level enemy, Magic + 5 and Crit +10% Quote Link to comment Share on other sites More sharing options...
Vere Posted April 2, 2016 Share Posted April 2, 2016 The maximum it would ever heal is 4 at 80-85 HP. And this requires the use of items to work, while nearly all percentage healing abilities are passive and require nothing, in addition to healing much more HP. The closest thing to this is Setsuna's ability, and that heals FIFTY percent more when healed by staves. Somewhere along that range would be much more balanced.Forgot about her's... yeah you're right. What's a good number? 25%? Quote Link to comment Share on other sites More sharing options...
Alastor15243 Posted April 2, 2016 Share Posted April 2, 2016 (edited) Forgot about her's... yeah you're right. What's a good number? 25%? I'd say 100%. Individual charges of healing items are more expensive than individual charges of staves of equivalent healing, so the bonus should be more than Setsuna's ability, not less. Edited April 2, 2016 by Alastor15243 Quote Link to comment Share on other sites More sharing options...
Blue Druid Posted April 3, 2016 Share Posted April 3, 2016 Eliwood: Light Arm - Ignores weapon weight That would be perfect for Peg. Knights, (if a little OP) Quote Link to comment Share on other sites More sharing options...
Jotari Posted April 3, 2016 Share Posted April 3, 2016 That would be perfect for Peg. Knights, (if a little OP) I choose Eliwood so he'd be able to effectively use Durandal without taking up every Body Ring in the game. Course if it was a standard equippable skill available to everyone it would be very useful. If we ever get games with Weapon Weight and Con back that is. Which doesn't seem likely. Quote Link to comment Share on other sites More sharing options...
Moblin Major General Posted April 3, 2016 Share Posted April 3, 2016 (edited) Marth: Exile-+2 Damage dealt, -2 damage taken against units with the name Grust, Gra, or Dolhr. Alm: Training-+20 Hit/Avoid Roy: Commander-can summon NPC units (summon= mean of all units level and stats) Eliwood: Joust- gains Lances A upon promotion Hector: Duel- gains Swords A upon promotion Lyn: Hunt- gains Bows A upon promotion Eirika/Ephraim: Equestrian- Avo+20 if enemy uses effective weapon Edited April 3, 2016 by Hylian Air Force Quote Link to comment Share on other sites More sharing options...
Jayvee94 Posted April 4, 2016 Author Share Posted April 4, 2016 (edited) Marth: Exile-+2 Damage dealt, -2 damage taken against units with the name Grust, Gra, or Dolhr. Alm: Training-+20 Hit/Avoid Roy: Commander-can summon NPC units (summon= mean of all units level and stats) Eliwood: Joust- gains Lances A upon promotion Hector: Duel- gains Swords A upon promotion Lyn: Hunt- gains Bows A upon promotion Eirika/Ephraim: Equestrian- Avo+20 if enemy uses effective weapon Some of these personal skills seem to be too class specific. Do they carry over to their hypothetical secondary classes? Edited April 4, 2016 by Jayvee94 Quote Link to comment Share on other sites More sharing options...
Anomalocaris Posted April 5, 2016 Share Posted April 5, 2016 (edited) Let's try some Awakening. Robin: Tactical Advice - Adjacent allies and Pair-Up partner gain Hit +15. Chrom: Commanding Presence - Adjacent allies and Pair-Up partner gain Avo +15. Lissa: Hope Symbol - All allies receive +3 damage dealt and Crit +10 against enemy units that have inflicted damage on this unit. Frederick: Unflinching Guardian - +10% Dual Guard chance if paired with Ylissean royalty. Sully: Competitive - If supporting unit is male, Crit +10. Virion: Romantic - Damage taken -2 and damage dealt +2 when paired with female unit. Additional +1 damage dealt if paired with S-rank partner. Vaike: Tenured - If unit takes damage greater than half the unit's max HP in one turn, Defense and Resistance +4 for remainder of map. Stahl: Unfailing Median - If a higher level than pair-up partner, pair-up partner's damage taken -1 and damage dealt +3. If a lower level than pair-up partner, Stahl's damage taken -1 and damage dealt +3. Miriel: Loquacious - +1 damage dealt for each Tome equipped by the unit. Sumia: Animal Lover - Speed +2 when in a mounted class, but -2 damage against mounted enemies. Kellam: Nondescript - Select as command to make unit untargetable for one turn unless adjacent to enemy. Lon'qu: Gynophobe - +15 Avo but -3 Ddg when a female unit is within 2 spaces. Ricken: Precocious Pride - If supporting a higher-levelled unit, +10% Dual Strike chance and +2 damage dealt in Dual Strikes. Maribelle: Tea Break - Select as command to restore 10% health to self and all adjacent allies. Gaius: Sticky Fingers - Luck/2% chance of obtaining a Gaius' Confect after defeating an enemy. Panne: Taguel Solitude - +3 damage dealt when no allies within 2 spaces, excepting S-support partner and children. Cordelia: Forlorn Fantasy - Crit +10 and damage taken -2 when paired with Chrom. Nowi: Playtime - +10% Dual Strike chance when supporting a unit with C-support rank or higher. Gregor: Veteran - Speed +2 and Skill +4 when HP < 50%. Libra: Mistaken Allure - -2 damage taken from male enemies. Tharja: Devotion - +10% Dual Guard and Dual Strike chance when paired with Robin. Olivia: Personal Space - +10 Avo and +5 Crit if total amount of allies and enemies within 2 spaces is greater than 4. Cherche: Indomitable - If unit's Strength is 5 or more points higher than enemy's Strength, damage taken -4 Henry: Carnage Connoiseur - +3 damage against enemies that have already taken damage. Donnel: Farmhand - +10 Avo and +3 Speed when fighting on Forest, Waste, or Field terrain. Lucina: Changing Destiny - Second-generation allies within 2 spaces receive +2 damage dealt and -2 damage taken. Owain: Sword-hand - When equipped with a forged weapon whose name is at least 12 characters, Critical rate +10. Kjelle: Training Regimen - HP is restored by 30% if unit levels up during battle. Laurent: Analytic - +2 damage against enemies of the same class this unit has already defeated during a map. Cynthia: Grand Entrance - The first time this unit initiates combat on a map, +20 Crit and -3 damage taken. Brady: Frightening Visage - Enemies within a 2 space radius suffer Avo -10 Yarne: Craven - Mov +1 if unit's HP < 50%. Severa: Fierce Rival - When user is the support unit, if the lead unit triggers a critical hit, the user is guaranteed to Dual Strike with a critical hit. Nah: Horrible Person - This unit becomes the final boss if you S-support her with Inigo or Laurent. Disarming Presence - Damage taken -3 if enemy initiates combat. Noire: Moody - +2 damage dealt on odd turns, -2 damage taken on even turns. Inigo: Fancy Footwork - Strength and Speed +1 to all allies within a 2 tile radius for one Turn when the “Rally” command is used. Gerome: Masked Identity - Strength, Magic, and Speed +2 when HP > 50%; Strength, Magic, and Speed -1 when HP <= 50%. Morgan: Fast Learner - Weapon proficiency x2 (Like a built-in Discipline). Say'ri: Single Stroke - Crit +10 if unit is equipped with a 1-range weapon. Tiki: Reminisce - Allies within 2 spaces using weapons named after heroes of legend gain +10 Crit and +2 damage dealt. Basilio: Stubborn - If this unit is hit with a fatal attack while at >1 HP, Luck% chance of surviving with 1 HP and dealing 50% damage back at the enemy. Flavia: Ruling Khan - +1 damage dealt and -1 damage taken if Basilio is present on the map. Anna: Spendthrift - Luck% chance of receiving a Small Bullion when moving within the first 7 turns. Gangrel: Nihilistic Whim - Skill +4 and Crit +10 if HP < 50% Walhart: Presumably, Conquest would be his personal skill. Emmeryn: Well-Grounded: This unit takes fatal damage if battling on elevated terrain. Voice of Peace - Enemies within 2 blocks suffer -10 Hit and -2 damage dealt. Yen'fay: Bushido - +10% Dual Guard and Dual Strike chance when paired with Say'ri. Aversa: Presumably, Shadowgift would be her personal skill. Priam: Legendary Scion - Skill*2% chance of not consuming weapon durability when equipped with a legendary weapon. Edited April 5, 2016 by Anomalocaris Quote Link to comment Share on other sites More sharing options...
Alastor15243 Posted April 7, 2016 Share Posted April 7, 2016 Yen'fay: Bushido - +10% Dual Guard and Dual Strike chance when paired with Say'ri. That seems kinda useless considering Yen'fay can't support with her. Quote Link to comment Share on other sites More sharing options...
Anomalocaris Posted April 7, 2016 Share Posted April 7, 2016 That seems kinda useless considering Yen'fay can't support with her. Doesn't mean you can't have them use Pair-Up. Quote Link to comment Share on other sites More sharing options...
Alastor15243 Posted April 7, 2016 Share Posted April 7, 2016 Doesn't mean you can't have them use Pair-Up. Yeah, but that 10% will basically be meaningless compared to pairing him with the avatar. Yen'fay's basically resigned to only being a viable dual support partner when paired with the avatar, so making his special ability focus entirely on a non-viable dual support option seems like it's shooting him in the foot. Quote Link to comment Share on other sites More sharing options...
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