07-10-2014, 02:01 AM
(This post was last modified: 07-10-2014, 02:13 AM by Nolan Kryptonite.)
Classes Post Purge (with stat specialties):
Adept - Anima/Dark (excels in Spd/Def)
- Warlock - Light/Anima/Dark
- War Adept - Anima/Dark Horse
Mage - Anima (Pow/Spd)
- Sage - Anima/Staff
- War Mage - Anima/Dark
Gale Knight - Anima (Skl/Spd/Res)
- Skyfire Knight - Anima/Staff
- Flare Knight - Light/Anima
Solar Knight - Light (Spd/Res/Luc)
- Flare Knight - Light/Anima
- Dawn Knight - Light/Staff
Monk - Light (Spd/Res)
- Bishop - Light/Staff
- Crusader - Light/Anima
Shaman - Dark (all round)
- Druid - Dark/Staff
- Chaos Knight - Light/Dark
Cleric - Staff (Pow/Luc)
- Bishop - Light/Staff
- Sage - Anima/Staff
Curate - Staff (Pow/Def)
- War Monk - Axe/Staff
- Druid - Dark/Staff
Troubadour - Staff (Spd/Luc)
- Valkyrie - Sword/Staff
- Holy Knight - Light/Staff Horse
Archer - Bow (Skl/Luc)
- Sniper - Bow +15 Crit
- Captain - Lance/Bows
Fighter - Axe (Pow/Spd)
- Berserker - Axe +15 Crit
- Warrior - Axe/Bows
Mercenary - Sword (Skl/Spd)
- Swordmaster - Sword +15 Crit
- Hero - Axe/Sword
Soldier - Lance (Pow/Def)
- Halberdier - Lance +15 Crit
- Infantry - Sword/Lance
Warder - Sword (Spd/Res)
- Agent - Sword +15 Hit
- Lumiere - Sword/Light
Assailant - Axe (HP/Res)
- Leftenant - Axe +15 Hit
- Ascetic - Axe/Anima
Pikeman - Lance (Skl/Res)
- Centurion - Lance +15 Hit
- Oracle - Lance/Dark
Cavalier - Lance Horse (Skl/Def)
- Paladin - Lance/Bow Horse
- Champion - Sword/Lance Horse
Nomad - Bow Horse (Skl/Spd)
- Paladin - Lance/Bow Horse
- Nomad Trooper - Sword/Bow Horse
Guard - Axe/Lance (HP/Pow/Def)
- General - Sword/Axe/Lance
- Juggernaut - Axe/Lance +15 Crit Eva
Peg Archer - Bow Pegasus (Spd/Luc)
- Seraphknight - Lance/Bow Pegasus
- Hawk Archer - Bow +15 Avd Pegasus
Peg Knight - Lance Pegasus (Spd/Res)
- Seraphknight - Lance/Bow Pegasus
- Hawk Knight - Lance +15 Avd Pegasus
Wyvern Fighter - Sword Wyvern (Pow/Skl)
- Wyvern Knight - Sword/Axe Wyvern
- Dracoknight - Sword +15 Avd Wyvern
Wyvern Rider - Axe Wyvern (Pow/Def)
- Wyvern Knight - Sword/Axe Wyvern
- Dracolord - Axe +15 Avd Wyvern
There are tons of classes right now that serve literally no purpose aside from novelty because they are:
-Completely outclassed
-Have terrible BST
There is no reason other than "just having more options" to have every possible combination of every possible stat distribution with every possible weapon typing possible. With more variety, with not many options (as far as skills and stats) means that there WILL be "the best" and other options are just inferior. We really don't need the ~8 top tier classes seen in every battle with 30 classes never used (except as novelty).
Also skills, assuming current ones are done away with:
Adept and Mage:
- Erudite: Crit +30% when own Skl is 4 greater than opponent's Skl.
- Innocent: Dark WTA is negated on this unit.
Archer and Mystic:
- Hawkeye: Accuracy with Bows is increased by 10% when attacking foot units.
- Parity: Negates WTA from melee units attacking this unit.
Assailant and Fighter:
- Colossus: Damage increased by 3 when Con exceeds opponents.
- Smite: Shoving distance increased by 1 when user's Con exceeds Unit's Con.
Cavalier and Raider:
- Rider: Damage increased by 3 when attacking foot units.
- Jouster: Horse weakness is removed.
Cleric:
- Tomefaire: Gain WTA2 when a tome is equipped.
- Staffer: Staves heal an extra 5 HP, ranged staves have 1 extra range.
Curate
- Weaponfaire: Gain WTA2 when a weapon is equipped.
- Nihil: Skills are negated when attacking this unit.
Dark Knight and Shaman:
- Chaos: Attack is increased by 2 when attacking a unit with a light tome equipped.
- Anathema: Enemy Avd is decreased by 15 when attacking this unit.
Footman/Guard/Knight:
- Counter: Weapon attackers are hit with half of their Atk when attacking this unit when their Def is 4 greater than enemy Def.
- Parry: Damage from weapons is halved.
Gale Knight and Lunar Knight:
- Luna: Enemy Res is halved when attacking.
- Renewal: Heal 20% HP at the beginning of each turn.
Heaven Knight and Solar Knight:
- Sol: 50% of damage dealt is healed.
- Aurora: Magic attackers are hit with half their Atk when attacking this unit when their Res is 4 greater than enemy Res.
Mercenary and Warder:
- Adept: When Spd is 4 or more greater than opponent's, attack twice at full power.
- Vantage: Counterattack before the enemy's attack when Spd is 4 or more greater than opponent's.
Monk and Templar
- Treaty: Ends battle when missing opponents.
- Fortune: Crit Avd +15 when own Luck > Opponent's.
Nomad and Scout:
- Canto: User may move after attacking.
- Jockey: Terrain movement penalty is removed.
Peg Archer:
- Hunter: Accuracy with Bows is increased by 15% when attacking another flying unit.
- Maelstrom: When dodging an attack, attacker takes their Atk - their Res in damage.
Peg Knight:
- Mageslayer: Damage increased by 3 when attacking a unit with a tome equipped.
- Savior: Skl/Spd not reduced when carrying a unit.
Pikeman and Soldier:
- Impale: Damage increased by 50% when Pow is 4 more more greater than opponents' Skl.
- Skilled: +15 Avd when attacked by an Axe.
Troubadour:
- Lucky: When Luck is 4 greater than enemy's Luck, your hit and crit RNs go from 0~90 and opponent's hit and crit RNs go from 10~100.
- Miracle: Enemy Crit is lowered by 15%, also immune to Status staves.
Wyverns:
- Ire: Damage increased by 5 against Pegasus and Horse units when own Pow is 4 or more greater than enemy Def.
- Aegis: Eliminates normal weakness to bows.
*Some may change after promo?
There, kind of balanced the bad classes. Also Peg Mages lost auto-pursuit so they get nifty skills instead.
The class bonuses (5/5/5 and 15, maybe 5/5/5 changed to 5/5/5/5) still exist.
Possible skills unused:
Escutcheon: Use Defense stat for attacks.
Meditator: Damage from magic attacks halved.
Barrier: Use Res stat for attacks.
Windfall: Luck replaces Skl in battle formulas.
Swift: use Spd atat for attacks.
Skills that work with current ones:
Follow Up: Pursuit attacks consecutively
Anger Point: Wrath's Crit rate increased to 30%
Adept: Pursuit increased to 2 attacks of full power
etc.
Adept - Anima/Dark (excels in Spd/Def)
- Warlock - Light/Anima/Dark
- War Adept - Anima/Dark Horse
Mage - Anima (Pow/Spd)
- Sage - Anima/Staff
- War Mage - Anima/Dark
Gale Knight - Anima (Skl/Spd/Res)
- Skyfire Knight - Anima/Staff
- Flare Knight - Light/Anima
Solar Knight - Light (Spd/Res/Luc)
- Flare Knight - Light/Anima
- Dawn Knight - Light/Staff
Monk - Light (Spd/Res)
- Bishop - Light/Staff
- Crusader - Light/Anima
Shaman - Dark (all round)
- Druid - Dark/Staff
- Chaos Knight - Light/Dark
Cleric - Staff (Pow/Luc)
- Bishop - Light/Staff
- Sage - Anima/Staff
Curate - Staff (Pow/Def)
- War Monk - Axe/Staff
- Druid - Dark/Staff
Troubadour - Staff (Spd/Luc)
- Valkyrie - Sword/Staff
- Holy Knight - Light/Staff Horse
Archer - Bow (Skl/Luc)
- Sniper - Bow +15 Crit
- Captain - Lance/Bows
Fighter - Axe (Pow/Spd)
- Berserker - Axe +15 Crit
- Warrior - Axe/Bows
Mercenary - Sword (Skl/Spd)
- Swordmaster - Sword +15 Crit
- Hero - Axe/Sword
Soldier - Lance (Pow/Def)
- Halberdier - Lance +15 Crit
- Infantry - Sword/Lance
Warder - Sword (Spd/Res)
- Agent - Sword +15 Hit
- Lumiere - Sword/Light
Assailant - Axe (HP/Res)
- Leftenant - Axe +15 Hit
- Ascetic - Axe/Anima
Pikeman - Lance (Skl/Res)
- Centurion - Lance +15 Hit
- Oracle - Lance/Dark
Cavalier - Lance Horse (Skl/Def)
- Paladin - Lance/Bow Horse
- Champion - Sword/Lance Horse
Nomad - Bow Horse (Skl/Spd)
- Paladin - Lance/Bow Horse
- Nomad Trooper - Sword/Bow Horse
Guard - Axe/Lance (HP/Pow/Def)
- General - Sword/Axe/Lance
- Juggernaut - Axe/Lance +15 Crit Eva
Peg Archer - Bow Pegasus (Spd/Luc)
- Seraphknight - Lance/Bow Pegasus
- Hawk Archer - Bow +15 Avd Pegasus
Peg Knight - Lance Pegasus (Spd/Res)
- Seraphknight - Lance/Bow Pegasus
- Hawk Knight - Lance +15 Avd Pegasus
Wyvern Fighter - Sword Wyvern (Pow/Skl)
- Wyvern Knight - Sword/Axe Wyvern
- Dracoknight - Sword +15 Avd Wyvern
Wyvern Rider - Axe Wyvern (Pow/Def)
- Wyvern Knight - Sword/Axe Wyvern
- Dracolord - Axe +15 Avd Wyvern
Quote:Skills are my answer to this. Class nixing is the worst possible thing you could do, IMO, but somebody might be able to convince me otherwise.
There are tons of classes right now that serve literally no purpose aside from novelty because they are:
-Completely outclassed
-Have terrible BST
There is no reason other than "just having more options" to have every possible combination of every possible stat distribution with every possible weapon typing possible. With more variety, with not many options (as far as skills and stats) means that there WILL be "the best" and other options are just inferior. We really don't need the ~8 top tier classes seen in every battle with 30 classes never used (except as novelty).
Also skills, assuming current ones are done away with:
Adept and Mage:
- Erudite: Crit +30% when own Skl is 4 greater than opponent's Skl.
- Innocent: Dark WTA is negated on this unit.
Archer and Mystic:
- Hawkeye: Accuracy with Bows is increased by 10% when attacking foot units.
- Parity: Negates WTA from melee units attacking this unit.
Assailant and Fighter:
- Colossus: Damage increased by 3 when Con exceeds opponents.
- Smite: Shoving distance increased by 1 when user's Con exceeds Unit's Con.
Cavalier and Raider:
- Rider: Damage increased by 3 when attacking foot units.
- Jouster: Horse weakness is removed.
Cleric:
- Tomefaire: Gain WTA2 when a tome is equipped.
- Staffer: Staves heal an extra 5 HP, ranged staves have 1 extra range.
Curate
- Weaponfaire: Gain WTA2 when a weapon is equipped.
- Nihil: Skills are negated when attacking this unit.
Dark Knight and Shaman:
- Chaos: Attack is increased by 2 when attacking a unit with a light tome equipped.
- Anathema: Enemy Avd is decreased by 15 when attacking this unit.
Footman/Guard/Knight:
- Counter: Weapon attackers are hit with half of their Atk when attacking this unit when their Def is 4 greater than enemy Def.
- Parry: Damage from weapons is halved.
Gale Knight and Lunar Knight:
- Luna: Enemy Res is halved when attacking.
- Renewal: Heal 20% HP at the beginning of each turn.
Heaven Knight and Solar Knight:
- Sol: 50% of damage dealt is healed.
- Aurora: Magic attackers are hit with half their Atk when attacking this unit when their Res is 4 greater than enemy Res.
Mercenary and Warder:
- Adept: When Spd is 4 or more greater than opponent's, attack twice at full power.
- Vantage: Counterattack before the enemy's attack when Spd is 4 or more greater than opponent's.
Monk and Templar
- Treaty: Ends battle when missing opponents.
- Fortune: Crit Avd +15 when own Luck > Opponent's.
Nomad and Scout:
- Canto: User may move after attacking.
- Jockey: Terrain movement penalty is removed.
Peg Archer:
- Hunter: Accuracy with Bows is increased by 15% when attacking another flying unit.
- Maelstrom: When dodging an attack, attacker takes their Atk - their Res in damage.
Peg Knight:
- Mageslayer: Damage increased by 3 when attacking a unit with a tome equipped.
- Savior: Skl/Spd not reduced when carrying a unit.
Pikeman and Soldier:
- Impale: Damage increased by 50% when Pow is 4 more more greater than opponents' Skl.
- Skilled: +15 Avd when attacked by an Axe.
Troubadour:
- Lucky: When Luck is 4 greater than enemy's Luck, your hit and crit RNs go from 0~90 and opponent's hit and crit RNs go from 10~100.
- Miracle: Enemy Crit is lowered by 15%, also immune to Status staves.
Wyverns:
- Ire: Damage increased by 5 against Pegasus and Horse units when own Pow is 4 or more greater than enemy Def.
- Aegis: Eliminates normal weakness to bows.
*Some may change after promo?
There, kind of balanced the bad classes. Also Peg Mages lost auto-pursuit so they get nifty skills instead.
The class bonuses (5/5/5 and 15, maybe 5/5/5 changed to 5/5/5/5) still exist.
Possible skills unused:
Escutcheon: Use Defense stat for attacks.
Meditator: Damage from magic attacks halved.
Barrier: Use Res stat for attacks.
Windfall: Luck replaces Skl in battle formulas.
Swift: use Spd atat for attacks.
Skills that work with current ones:
Follow Up: Pursuit attacks consecutively
Anger Point: Wrath's Crit rate increased to 30%
Adept: Pursuit increased to 2 attacks of full power
etc.