05-26-2011, 01:07 PM | #101 | ||
OMG! WHAT SHOULD I DO NOW?
Join Date: May 2006
Posts: 3,802
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Phoenix, a little clarification? Are we able to move through friendlies? Also edited the character list above to include nationalities. Still got a few nations unrepresented. The mage nation Cenia and... Quote:
Last edited by Menarker; 05-26-2011 at 01:13 PM. |
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05-26-2011, 01:16 PM | #102 |
Mild Psychosis
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Cain I can do!
...Lemme go look up what one of those is.
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05-26-2011, 01:19 PM | #103 |
☢!CAUTION!☢
Join Date: Aug 2004
Location: Beneath Gensokyo
Posts: 3,668
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You can always move through friendly units in every Fire Emblem game. So yes, you can do so here too. Cross dancing, well It's powerful yes, but difficult to set up in practice. I'd reccomend any dancers take Celerity to alleviate their movement woes.
'The nation without a name' is because they do in fact, not have an official name. They're the Wind Tribes of the desert. That's about as official as their national name gets. You might also notice there's only six nations but seven original crusaders. Anyone familiar with the Gotoh Archetype should be able to guess why. Hint: One of them's probably still alive, despite being nearly 400 years old. I wonder how that could be? Loyal: Dancers can use swords because I wanted them to be able to contribute a little bit, and Sylvia used them in 4. Steel: The Cain archetype is usually the red cavilier, the offensive-minded sword-knight.
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"Deep in the human unconscious is a pervasive need for a logical universe that makes sense. But the real universe is always one step beyond logic." -from The Sayings of Muad'Dib by the Princess Irulan Last edited by PhoenixFlame; 05-26-2011 at 01:22 PM. |
05-26-2011, 01:27 PM | #104 |
Cinderella
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Tweaked my growth rates a bit, raised up Strength and Defense to create a more reliable warrior. Debating just taking my resistance growth out entirely since it'll never be that high anyway.
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Time to bust out the glow sticks! |
05-26-2011, 01:36 PM | #105 |
OMG! WHAT SHOULD I DO NOW?
Join Date: May 2006
Posts: 3,802
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Do dancers, healers and other support players gain exp for non-combat related actions? It would suck hard if their stamina or capability to support outside of combat fell on the wayside because they couldn't gain exp to level despite being hard at work with their skills.
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05-26-2011, 02:07 PM | #106 |
So Dreamy
Join Date: Apr 2005
Location: Someplace magical
Posts: 6,863
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Is the Caledonian princess role still available? I know someone said Arhra or someone was looking at it, but now I can't find the post.
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Yoo Hoo! |
05-26-2011, 02:11 PM | #107 |
☢!CAUTION!☢
Join Date: Aug 2004
Location: Beneath Gensokyo
Posts: 3,668
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She is, more or less. I was talking to him on AIM last night, but you know, Australian time.
Mern: Yes... I mentioned they gain the same xp as staff users. Normally 10 for every action, thieves included when performing steal and pick actions. Higher tier staves can result in more XP (Warp staff abuse~) but normally 10-20. I'll probably give dancers and bards 10 per unit they refresh, but that could end up very exploitable. Maybe cap it at 20/turn. Basically, if you have nobody who needs healing, start healing people who are only missing like 1hp, because it's xp. It's also a reason why healers rarely carry the restore staff. Why cure poison when you can heal them every turn for the next five turns? ... And then they get hit with berserk.
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"Deep in the human unconscious is a pervasive need for a logical universe that makes sense. But the real universe is always one step beyond logic." -from The Sayings of Muad'Dib by the Princess Irulan Last edited by PhoenixFlame; 05-26-2011 at 02:17 PM. |
05-26-2011, 02:18 PM | #108 |
So Dreamy
Join Date: Apr 2005
Location: Someplace magical
Posts: 6,863
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Ah. I'll wait and let Arhra decide then, if he's already been considering it.
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Yoo Hoo! |
05-26-2011, 02:21 PM | #109 |
Cinderella
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That resistance growth is actually starting to bother me now that I think about it, so now I am asking for a second opinion(was never all that good at FE anyway). Who thinks I should dump that shit and move on to more central things that I had to sacrifice when I raised my Strength and Defense?
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Time to bust out the glow sticks! |
05-26-2011, 02:28 PM | #110 | |
Making it happen.
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You don't need to have a great Res base or growth, but I absolutely advise against dropping it entirely. Though there probably won't be too many enemy mages, they do hurt a fair bit and having one enemy take off a third or half of your life in one shot is rather unfortunate. For that matter, most Myrmidons actually have better Res growth than Defense (or at least they're very close together), even if their Res base is remarkably worse.
Basically I'd recommend about a 20% Res growth or so. Maybe swap some of your HP growth for Res, and then drop the 1 base Res point for a couple extra HP points.
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3DS Friend Code: 4441-8226-8387 Last edited by Loyal; 05-26-2011 at 02:32 PM. |
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