Revelations said:The entire supporting cast of Infinite Undiscovery.... seriously wtf.
Sadist said:Meg from Fire Emblem Radiant Dawn.
I also hate Cait Sith with a passion. He just plain sucks.
MrBubbles said:Every AI companion would move in and get him or herself killed.
I'm looking at you Delita.
comedian said:Kimaru and Rikku in Final Fantasy X (i think his name was kimaru, the blue tiger).
Maybe if i really tried they could be good, but with wakka,auron,tidus,lulu,yuya and tidus being so awesome i did not see the point.
What? I love archers!KittenMaster said:My contribution to this thread: Archers in Fire Emblem games in general. Worst class ever. Bad movement, garbage stats. Their only saving grace is that they're just like the Thief from FF1 in that they turn into the Sniper Class which has excellent movement and stats.
Yazus said:Adray in Star Ocean 3 (at least, when you are level 255 with all characters and play with Maria/Cliff & Co everyone else seems fucking shit, Adray is the shittiest)
Noel in Star Ocean 2 (what the fuck Energy Arrow). Everyone needs to be like Bowman that can solo the game with his EXPLOSION PILLS and PPP P P POISON PILLS
Well...They kill flying units dead.
They can't be counterattacked by swords/lances/axes.
True, but it also goes for any ranged weapon if you're an axe, lance, or magic user.They also shoot over walls in dungeon/castle levels.
Highly doubt they'll be dodging things until they're Snipers since Archers tend to be pretty sluggish. Even if they're not getting doubled, they'll definitely have trouble doubling.With their traditionally high speed and dodging abilities (I forget which stats affect this) they rarely take hits and never get double-attacked.
The only archers I can think of that aren't crappy are ones from FE4, which then they're basically mini-Snipers before actually becoming Snipers, and maybe FE Gaiden Archers where they have 3-5 range and stuff like that.Yes some archers are useless but that goes for all FE unit types.
Well, specifically I was thinking of Rebecca (7), Neimi (8), and Caeda (from Shadow Dragon, whom I class-swapped). They're all relatively fast. With the last two I could place them on a forest, mountain, or fort sqare and use them as bait since they hardly got hit.KittenMaster said:Well...
Most archers in the localized games start out so ridiculously slow, requiring several level ups before they're doubling things. I know in FE7 the effective damage for bows was only 2x, instead of 3x like it was supposed to be, making it possible for a archer that can't double yet to actually not kill a Pegasus Knight.
The biggest flying threats in FE7 are Wyvern Riders/Lords, but by then you get Louise, and may have Geitz as well.
In FE9, your first Archer comes in Chapter 9, and is one of those kids that starts out severely underleveled and can barely do anything. Your bow rocking was from Shinon, a Sniper, and you'll eventually get Astrid as well.
Shadow Dragon, yeah, there are some unpromoted archers that are awesome, finally, but wait, they aren't archers, they're Hunters! Hunters pretty much obsolete the Archer class (while Snipers almost obsolete the Horseman class due to Horsemen having such crappy stats).
True, but it also goes for any ranged weapon if you're an axe, lance, or magic user.
Highly doubt they'll be dodging things until they're Snipers since Archers tend to be pretty sluggish. Even if they're not getting doubled, they'll definitely have trouble doubling.
The only archers I can think of that aren't crappy are ones from FE4, which then they're basically mini-Snipers before actually becoming Snipers, and maybe FE Gaiden Archers where they have 3-5 range and stuff like that.
Yeah, sniffing and his speed at using items is pretty much all Boney is good at. He's pretty low on the totem pole. Salsa's lower, but that's kind of the point.MGrant said:Boney in Mother 3. He is fast, but that's about it. Terrible damage and skills mean that he is only needed when I absolutely have to use an item before the enemy gets a turn.
To a lesser extent, Duster. He has his uses, but his debuffs' accuracies are a little too low, and his damage is sub-par. By the end of the game, he was also an item-user, meaning I spent most of my time waiting for Lucas' and Kumatora's turns to come around.
chandoog said:
bumpkin said:Samson in Beyond the Beyond for the original PlayStation; cursed most of the game, making him weak and useless.
PBalfredo said:I have no idea where you are coming from complaining about his debuffs. No idea! Mother 3 is the only RPG I know of where debuffing bosses not only works, but is very practical, if not outright necessary.
I'll give you Sheeda in terms of pure speed, though she has awful Str growth, and Archer isn't exactly known for Str, so...and Caeda (from Shadow Dragon, whom I class-swapped).
Unless they're getting doubled, not being able to counterattack actually makes them less vulnerable, since you won't get in a situation where one enemy dying by counter opens a spot for another enemy to attack.PBalfredo said:I've pretty much given up on archers in Fire Emblem as well. Yeah their ranged attack means you can attack melee characters without being counter-attacked on your turn. But being unable to counter melee attacks means that when the enemies turn comes around all of your archers are wearing a big "Kill me" sign on their back. Then you're babysitting your archers all the time, they're off the front line and not getting the exp they need.
Not all the games give flying units a weakness to magic. If I recall correctly enemy pegasus knights also tend to have higher RES than normal and lower DEF than normal. For other enemies (except for knights/generals), the difference in RES vs DEF is also made up for by bows generally being stronger (not to mention more plentiful and cheaper) than tomes, plus strong tomes tend to slow mages down. I don't mean to argue against mages but it's not like a good archer doesn't have some utility and benefits over a mage.Basically anything an archer can do, a magic user can do just as well, if not better. Mage's magic works both at range and up close, so they can strike from afar without being defenseless if the enemy comes up close. With the exception of Shadow Dragon, and to a less extent the Radiance games, mages have the speed to double attack and evade pretty damn well. Archers can kill fliers dead, but in games where wyverns have lightning or wind weakness, so can magic users (enemy peg knights are so weak the archer bonus damage is rarely really necessary). In most games the computer throws more enemies with high DEF than high RES at you, so magic is good there. Plus in the Radiance games, fire magic saves you against the laguz.
mike0513 said:Kimahri was not only useless, but was forced upon you later in the game (final fantasy X). I remember having to fucking level his ass up for a good hour because i never used him.
If she had high strength growth she'd be broken. But yes, her strength was terrible. That's actually why I originally class swapped her, to get that extra 5% of strength... it just ended up being a great class for her IMO. Honestly though once she's able to use silver bows she'll be doing pretty heavy damage regardless.KittenMaster said:I'll give you Sheeda in terms of pure speed, though she has awful Str growth, and Archer isn't exactly known for Str, so...
Caeda is much better off being a Mage, where not only is she still doubling, but has range and better damage potential, and can even use Aura and double with it. Awesome.
While you're right about the perils of killing one enemy only to open up room for his buddy - I've been in the case where even knights were in danger of being pinpricked to death by a sufficient goon swarm - I'm referring to the tendency of the AI to prioritize who they attack based the threat of their counter-attack. The same programming that makes the AI beeline it for any exposed cleric also makes them dogpile on the first archer they see.haircut said:Unless they're getting doubled, not being able to counterattack actually makes them less vulnerable, since you won't get in a situation where one enemy dying by counter opens a spot for another enemy to attack.
Not all the games give flying units a weakness to magic. If I recall correctly enemy pegasus knights also tend to have higher RES than normal and lower DEF than normal. For other enemies (except for knights/generals), the difference in RES vs DEF is also made up for by bows generally being stronger (not to mention more plentiful and cheaper) than tomes, plus strong tomes tend to slow mages down.
Archers do have utility, I fully admit, such as being able to hijack the odd ballista. But they require more babysitting to get good than I care for. Also consider that once your group gets to promotion levels and your archers finally do become Snipers, your axemen can start using bows, as well as Generals and Lyn in certain games. Sure they won't have the weapon class right away to be rocking the Silver Bows, but it starts to seem redundant to have a dedicated range-only guy when there are more versatile and hardier characters who can use bows, in addition to the Sages who are hitting their stride by that point.I don't mean to argue against mages but it's not like a good archer doesn't have some utility and benefits over a mage.
Sleeker said:tolten from Lost Odyssey.
John Harker said:Penelo >>> Ashe
I really didn't like Ashe, thought she was one of the weakest, single-minded female "leads" in a FF title, in my opinion.
That said, I loved FF12
ethelred said:They all suck. They're there for no reason other than for the functional characters to leech more skills.
Fimbulvetr said:True dat, I'd take the best healer over a naggy princess dressed like a prostitute any day.
Ah. You're right. I've always worked around this the same way I would with a cleric, by not leaving my bowladies exposed unless I don't think the enemies will be able to hit them. For what it's worth, you also have to handle mages this way since they have low HP and DEF.PBalfredo said:While you're right about the perils of killing one enemy only to open up room for his buddy - I've been in the case where even knights were in danger of being pinpricked to death by a sufficient goon swarm - I'm referring to the tendency of the AI to prioritize who they attack based the threat of their counter-attack. The same programming that makes the AI beeline it for any exposed cleric also makes them dogpile on the first archer they see.
Wyvern Lords do have low RES but they also have high HP, which makes that 3x bonus for bows come in handy. This is a nonissue if magic also gets bonus damage, but often that isn't the case.Peg knights have good RES, but they have low HP and are pretty rare. FE games throw much more wyverns at you because they're the official "bad guy" flying unit. Even if they don't have a specific magic type weakness, they all got piss poor RES. Some tomes do slow down magic users though. The Nosferatu tome might as well have a note in its description saying "you're going to need that HP sap because they other guy is going to double hit you if you don't kill him". But most of the heavy tomes are dark magic and shamans are more of the power over speed class of magic users.
Like you mentioned, the promoted classes that get bows as additional weapons won't have the weapon levels to use your silver bows and longbows, so they will mostly go to waste. I haven't played 7, 8, or PoR in a while so I can't comment on the specifics of which units are available to use bows that would make archers/snipers redundant. But in Shadow Dragon (unless there's a good class swap available) Barst is the only good axeman who's going to get axe levels, and since it seems like 70%+ of the enemies in that game carry a lance, even after promotion he's usually got some important axework to do. So it's still nice to have a dedicated ranged attacker.Archers do have utility, I fully admit, such as being able to hijack the odd ballista. But they require more babysitting to get good than I care for. Also consider that once your group gets to promotion levels and your archers finally do become Snipers, your axemen can start using bows, as well as Generals and Lyn in certain games. Sure they won't have the weapon class right away to be rocking the Silver Bows, but it starts to seem redundant to have a dedicated range-only guy when there are more versatile and hardier characters who can use bows, in addition to the Sages who are hitting their stride by that point.
haircut said:Ah. You're right. I've always worked around this the same way I would with a cleric, by not leaving my bowladies exposed unless I don't think the enemies will be able to hit them. For what it's worth, you also have to handle mages this way since they have low HP and DEF.
corrosivefrost said:Tolten and Mack were alright to me, because they were able to deal out decent physical damage. Cooke and Jansen just became teaching tools to me as the game went on, but if I had the choice, I usually rolled with Tolten or Mack as my mortal.
Gruco said:[...] but I'm pretty curious about the defenses of Peco simply because I remember him being so thoroughly outclassed. Since he is mostly defended as being a tank, 1) does his damage potential ever become worthwhile, and 2) does he have any value in recovering other team members? Because I don't see the value of a tank in a traditional RPG that can't perform either of those functions well.
Gruco said:Also curious about the defense of Rafa and Malak - what exactly does "properly trained" in this case mean? IIRC the only was to make their abilities worthwhile was to use them in scenarios where you could use height to control to potential target tiles, and even then there were MUCH better random tile attacks (Tiamat).
I suppose that since Penelo didn't do jack shit throughout the whole game, you could just put whatever personality you wanted on her.John Harker said:Penelo >>> Ashe
I really didn't like Ashe, thought she was one of the weakest, single-minded female "leads" in a FF title, in my opinion.
That said, I loved FF12
Lafiel said:The joker class in all the DQ's eg torenko in DQ 4, joker class in 3 etc.
BrokenSymmetry said:
If you're going to put a mage on the front lines I don't see why you can't do the same with an archer. Typically neither one is going to have much defense, and while archers will be prioritized by the AI higher than mages, mages will still be prioritized higher than practically everyone else. In FE8, Neimi will have an easier time surviving out there on the front against physical units than Lute will, since she has higher HP and won't kill every enemy that takes a shot at her leaving a space for the next guy to take a swing.PBalfredo said:This sort of goes to the heart of the issue with me. Although archers clearly do have their use, even the most awesome Sniper is still a backline unit. Though mages may start off weak, they'll eventually grow into frontline units. Hell, in FE8 after just a bit of training, Lute can jump right into the fray well before becoming a Sage and toast everybody. But that's FE8Generally real levels are earned when units are out there cutting down whatever enemy charges them. Backline units pick the scraps and level a lot slow than the others. That's fine for clerics and dancers since they're suppose to be safe out of reach of the enemy to begin with. However archers need to poke their heads out from time to time to kill someone, so they need the levels. Usually when promotion time comes around, most of my fighting units are moving on up but my archer is struggling to make it to level 15. By then I have enough units to pick and choose who to bring into battle and as the archer lags behind more, it looks more and more like he's taking up space in my party. So in subsequent games, instead of stringing along an archer I know I'll just end up phasing out, I ignore them in favor of giving exp to other preferred units.
gketter said:really? I don't know if i'm in the minority, but in FFX, i made sure everyone made one appearance per fight, so they'd all level up the same. Its one of the things i liked most about the FFX battle system
Eh, I kind of wish I haven't played through FFT too many times to ever want to do it again because I think Rafa would be fun to try out. I'm not really sold though, particularly with Malek. And Tiamats are better than okay, the triple attacks are incredibly strong and have a 5 tile range and are much easier to manipulate targets.ethelred said:I was pretty sure I had written up some good summations back in the official thread for the PSP game and sure enough! One two three. It's not necessary, remember, to limit them strictly to their innate special abilities. And as a second point, it's not difficult at all to use height control to eliminate at least two of the five squares in most cases. If you work their stats and development properly, the damage they deal out with a couple squares eliminated can be substantial. Aside from that, even if you decide to take either one of them in an entirely different direction from their base classes, they're still always going to make for better characters than another generic male/female soldier controlling for level and taught skills. Tiamat is okay, but monsters are more of a novelty. Humans can best them with a wider range of support skills and equipment.
Gruco said:Eh, I kind of wish I haven't played through FFT too many times to ever want to do it again because I think Rafa would be fun to try out. I'm not really sold though, particularly with Malek. And Tiamats are better than okay, the triple attacks are incredibly strong and have a 5 tile range and are much easier to manipulate targets.