Whatever interests me at the moment
Published on February 26, 2012 By nitey In FE Beta

I love the new Mage units, but was never able to get a Priest unit. However, I have a couple of suggestions:

Mage units - We should have 4 types, Fire Mage, Earth Mage, Air Mage and Water Mage. Each staff should have a offensive and defensive spell available. 

  • Fire: Flame Dart/Burning Blade
  • Earth: (A single unit version of Temor)/Natures Cloak 
  • Air: (Gust - knocks a unit back or off their feet)/Evade
  • Water: Slow/(Soote - +3 to spell resistance)

Mage units should have upgradable staves that add abilty or power. The stage 1 staff is above, the stage 2 staff increases the power of these spells. The stage 3 staff also adds a AoE spell.

 

Priest units - We should have two types of Priests - Life and Death

  • Life:  (Life Drain)/Heal (+6 hp)
  • Death: Wither/Berserk

Priest units should also have upgradable staves that add ability or power. The stage 1 staff is above, the stage 2 staff increases the power or changes to better ones, the final stage 3 staff adds a AoE spell (Mass Heal/Mass Life Drain).

 

Mage and Priest units should come available at the same time, and I think that the power of the staff should be affected by the number of controlled shards, thus a faction that has 3 earth shards can build powerful Earth Mages to take advantage of the fact that they control that number of Earth magic shards. 

 

 

 

 


Comments
on Feb 26, 2012

There were priest units?

on Feb 26, 2012

That is a great idea, because it would make units more interesting.

Winnihym
There were priest units?

Not yet, but hopefully soon.

on Feb 26, 2012

I think unlockable traits that add specific spells is the best way to go.  Don't tie the spells items.  Keep the staves as the ranged attack and have traits that allow you to customize your units with the set of spells you think best. 

on Feb 26, 2012

Yup, I agree that spells would be better on traits than items, but it may be that the engine can't do it that way.  So far, the traits all seem to affect only stats, not combat abilities (ie, there's no stats that give a new ability to a unit, just affect the existing abilities).  May be a limitation of the engine.

on Feb 26, 2012

I think the point of being able to create "magi" units was as a counter to archers if you decided to ignore the Warfare path.  Unfortunately there's currently no benefit to focus on a given path so most tech usually level up fairly evenly.

on Feb 26, 2012

I added some items for specializing in healing to the community content thread. Please add any ideas you have about items, spells, and traits there. 

on Feb 26, 2012

I agree that mage units need some love, I see them being very fun and potentially very powerful. However at this point if we decided to start allowing them to drop aoes at higher levels and wear armor (seeing as how there is no penalty to wearing armor and spells, thus why used robed mages?) they would be a very uber army clearing unit.

on Feb 26, 2012

Kantok
I think unlockable traits that add specific spells is the best way to go.  Don't tie the spells items.  Keep the staves as the ranged attack and have traits that allow you to customize your units with the set of spells you think best. 

This.

 

And only stave units can have access to these Spell Traits.

on Feb 26, 2012

Winnihym
Yup, I agree that spells would be better on traits than items, but it may be that the engine can't do it that way.  So far, the traits all seem to affect only stats, not combat abilities (ie, there's no stats that give a new ability to a unit, just affect the existing abilities).  May be a limitation of the engine.

Most of the hero special abilities, like Crushing Blow, are trait driven.  

on Feb 26, 2012

Winnihym
Yup, I agree that spells would be better on traits than items, but it may be that the engine can't do it that way.  So far, the traits all seem to affect only stats, not combat abilities (ie, there's no stats that give a new ability to a unit, just affect the existing abilities).  May be a limitation of the engine.

Sweep is a Trait. True Strike is a trait. I think Maul is a possible trait for monsters (unless bears use a faux weapon for this).

 

I agree that there should probably be Life Priests and Death priests ... but please don't give them berserk: what a useless spell

 

I think something much better would be Blood Rage: +50% attack, +2 initiative, lose 5% health per round.