Doga Posted June 13, 2013 Share Posted June 13, 2013 I'm in the middle of an EM FE10 Draft, and while I don't care about turn count, I do care about making Haar more broken. I have already given him Celerity and I'm wondering that when the boots come around, will he be able to use them in order to have 13 move? Quote Link to comment Share on other sites More sharing options...
Ema Skye Posted June 13, 2013 Share Posted June 13, 2013 Yup. Grab the boots from 3-13 and give them to Haar in Part 4. Quote Link to comment Share on other sites More sharing options...
Da Bear Posted June 13, 2013 Share Posted June 13, 2013 You could have liked asked this in the thread... Quote Link to comment Share on other sites More sharing options...
Doga Posted June 13, 2013 Author Share Posted June 13, 2013 This game is fun. Quote Link to comment Share on other sites More sharing options...
Mr. Haar Posted June 14, 2013 Share Posted June 14, 2013 Personally I think both is overkill and prefer to give the boots to a heron, but if you're aiming to make Haar broken then go right ahead! Quote Link to comment Share on other sites More sharing options...
Doga Posted June 14, 2013 Author Share Posted June 14, 2013 Oh yeah, this is totally overkill. Quote Link to comment Share on other sites More sharing options...
BlueFire Posted June 19, 2013 Share Posted June 19, 2013 I have both to my Heron in my most recent (non-LTC) playthrough and it was completely unecessary. Isn't Celerity better on your Heron so that the combat unit can have more skills? Quote Link to comment Share on other sites More sharing options...
Espinosa Posted June 19, 2013 Share Posted June 19, 2013 I have both to my Heron in my most recent (non-LTC) playthrough and it was completely unecessary. Isn't Celerity better on your Heron so that the combat unit can have more skills? Mostly depends on the map objective and how far you have to move I guess. Quote Link to comment Share on other sites More sharing options...
Doga Posted June 19, 2013 Author Share Posted June 19, 2013 I just want to get the maximum movement in this game. It's easy mode, so I can pretty much use any strategy and beat the game. I'm not playing for efficiency or turns. I just wanna wreck shit with Haar, which admittedly is possible without Celerity or Boots, but this is just a fun idea. Like turning every unit able to become a Sage into a Sage in FE8 and running around in a pentagon formation. Quote Link to comment Share on other sites More sharing options...
Original Alear Posted June 19, 2013 Share Posted June 19, 2013 I just want to get the maximum movement in this game. It's easy mode, so I can pretty much use any strategy and beat the game. I'm not playing for efficiency or turns. I just wanna wreck shit with Haar, which admittedly is possible without Celerity or Boots, but this is just a fun idea. Like turning every unit able to become a Sage into a Sage in FE8 and running around in a pentagon formation. Oh you got to hold on, hold on, Oh, babe you've got to hold on Take my hand, I'm standing right here You gotta hold on. Tibarn has 10 move rather than 9, so I'm pretty sure he's the best candidate if you just want the highest possible move. Quote Link to comment Share on other sites More sharing options...
Da Bear Posted June 19, 2013 Share Posted June 19, 2013 Tibarn has 10 move rather than 9, so I'm pretty sure he's the best candidate if you just want the highest possible move. Someone else picked Tibarn. Quote Link to comment Share on other sites More sharing options...
Chiki Posted June 19, 2013 Share Posted June 19, 2013 A 1-2 range flier covers as much range as Tibarn does once you include the attack range. Quote Link to comment Share on other sites More sharing options...
Loki Laufeyson Posted June 19, 2013 Share Posted June 19, 2013 Thats a metric fuckton of move! I should try that some time. Soren gets Celerity on my runs and usually a Heron ends up with the Boots. Quote Link to comment Share on other sites More sharing options...
Da Bear Posted June 19, 2013 Share Posted June 19, 2013 Thats a metric fuckton of move! I should try that some time. Soren gets Celerity on my runs and usually a Heron ends up with the Boots. Eww. Soren. Quote Link to comment Share on other sites More sharing options...
Loki Laufeyson Posted June 19, 2013 Share Posted June 19, 2013 Eww. Soren. Ewww, your face. Quote Link to comment Share on other sites More sharing options...
shadykid Posted June 20, 2013 Share Posted June 20, 2013 ew, bearclaw A 1-2 range flier covers as much range as Tibarn does once you include the attack range. not after the first turn though (that being said, Tibarn never gets 2-range, so lol) Quote Link to comment Share on other sites More sharing options...
Doga Posted June 20, 2013 Author Share Posted June 20, 2013 Oh you got to hold on, hold on, Oh, babe you've got to hold on Take my hand, I'm standing right here You gotta hold on. Tibarn has 10 move rather than 9, so I'm pretty sure he's the best candidate if you just want the highest possible move. Thank you for telling me this. I just started part 4 and I have yet to give Haar the boots, so I'm just going to make 2 save files. One for the draft in which I do not have access to Tibarn, and one for experimenting with 14 move Tibarn. Quote Link to comment Share on other sites More sharing options...
Anouleth Posted June 20, 2013 Share Posted June 20, 2013 By the way, Tibarn with 14 move and pass can actually cause the game to glitch by drawing his pathing arrow through as many units as possible. Quote Link to comment Share on other sites More sharing options...
Doga Posted June 20, 2013 Author Share Posted June 20, 2013 By the way, Tibarn with 14 move and pass can actually cause the game to glitch by drawing his pathing arrow through as many units as possible. Thanks for the heads up. Quote Link to comment Share on other sites More sharing options...
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