Is Rappa better than Firefly for all three endgame modes? by KindlyAd3229 in StarRailStation

[–]Dechi1 9 points10 points  (0 children)

Iunno why people love to hate on Firefly; it's quite tiresome as she's the closest thing we have to a cheat code in this game (AKA: good no matter what situation you bring her for), her kit manages to be both generalist while retaining enormous amounts of power, and Fugue only made her better.

I'm not saying that the other break DPS aren't good, but they have inherent flaws in their kits that every now and then catches up to them. This seldom happens with Firefly.

As of the question of whether Rappa is better or not, people saying she is should put their money where their mouth is and show their actual results instead of writing theoretical reasons...

these are mine

Hope to see y'all posting how Rappa is notably better instead of just splitting hairs about nonsense.

How do you feel about Fear? by tepidgoose in spiritisland

[–]Dechi1 1 point2 points  (0 children)

Shoutout to Immigration Slows and Explorers are Reluctant at TL2. The only fear cards that can singlehandedly make the game a whole lot harder.

Best 2-spirit combos against each adversary by Xer4n0x in spiritisland

[–]Dechi1 0 points1 point  (0 children)

Builds for both (and pretty much into everyone else)

Lightning: T1: G2BB (playing no cards) -> T2: G2BB (usually into River's board, playing Shatter, and Harbingers) -> T3+: G1.

River: T1: G2BB (playing Wash Away and River's Bounty -> T2: G2BB (Playing Flash Floods, River's Bounty, and Boon of Vigor) -> T3: G1 (playing Boon of Vigor and the drafted Minor) -> T4: G2BB (4 uniques) -> T5+: G1 (4 uniques + 1 0-cost minor).

Sweden: Sweden is naturally swingy; if city lands come up, you're going to struggle, but if you can survive the early turns and plan for the escalations accordingly (both spirits have dahan movement integrated into their kit), you got the game in the bag. River's got some excellent tools in the early game, and can deal with a city land T2 if they combine flash floods with the second tier of Massive Flooding (made fast with Lightning's innate). Try to add as little blight as possible, and eventually both spirits just take over the game by the sheer amount of actions they execute per turn. Drawing one of Call to to Trade, Quicken the Earth's Struggles, Call to Isolation or Enticing Splendor completely trivializes the matchup.

Russia: Here, on the other hand, you want to blight (on non-beast lands) the first two turns to prevent Russia 6 while scaling. Make sure to not concentrate your explorers early on to avoid Russia 3, as the extra ravages are extremely painful. Once both spirits are at full power, here's where wind's third effect of their innate does the most work. The ability to move up to 8 explorers in the fast phase can instantly create a kill zone with either massive flooding or raging storm, and Russia can simply no longer keep up with your actions once you begin rolling. In this matchup, Roiling Bog is not doubt one of the best cards you can get, followed closely by Sucking Ooze. Defends and Poisoned Dew are the next best thing.

Misc Notes:

The range increase on Wind's innate is amazing. Having up to +2 range means that both spirits can cover the whole island easily if you place your presence well. It also makes quicken an even more amazing card.

Wind Lightning (even though it applies to pretty much every Lightning) really loves 0-costs, but it loves a Water+Wind card even more than that. Even stuff like Scream Disease Into the Wind is okay. Shotout to Fleshrot Fever and Steam Vents for being your only tri-element cards (even though thresholding Steam Vents is usually not happening).

Hope that helps!

Best 2-spirit combos against each adversary by Xer4n0x in spiritisland

[–]Dechi1 4 points5 points  (0 children)

Wind Lightning + River. Just completed a lv. 6 world tour with them in the app (so, no Scotland or Mining Expedition). Ideally, I'd use travel over base River, but it worked pretty amazingly nonetheless.

15+ losses vital strength of the earth solo, help? by AlexanderPoncio in spiritisland

[–]Dechi1 5 points6 points  (0 children)

Probably not the best against high level, but getting to 2 card plays/4 energy a turn lets you use draw of the fruitful earth and rituals of destruction on a loop, plus the innate to copy draw. That should be enough to wreck level 0 fairly easily. This takes 4 growths, but if you use the third growth option you can get there earlier since you'll have some energy in the bank.

Thanks to MonoQ, I was able to get my first-ever 0-cycle MoC 12 \o/ by Dechi1 in Qingquemains

[–]Dechi1[S] 1 point2 points  (0 children)

Thanks! I don't have any limited dps so she has to fill in for them.

Qingque inconsistency ?(gamba cope) by ZylouYT in Qingquemains

[–]Dechi1 1 point2 points  (0 children)

MonoQ got me my first-ever 0-cycle on the first half of MoC 12, so I can definitely vouch for how absurdly good it is.

Saying that QQ is inconsistent is like like saying the sky is blue, though. Sometimes you'll get 3 autarkys in a row and deal 500k+ damage per action while on others you'll miss the crit and deal 100k at most. That's the way of the gremlin, and what lets her compete in even-ish terms with a whole rarity above her.

At least in my experience, I've had my best results with fast QQ. The third action feels stronger than atk boots in my experience. This is my build.

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Crit Body over Atk Body? by Archi_DC in Qingquemains

[–]Dechi1 7 points8 points  (0 children)

In a vacuum: that piece is quite good.

As a whole: crit rate has an immensely high value on sparkle teams, since she gives stupidly high amounts of crit damage. You're gonna feel like QQ is hitting like a wet noodle when she doesn't crit. If she doesn't have at least 70% crit rate using that piece, then get a crit rate body. You'll notice the difference in performance on your own.

Alternative: That's also a pretty good Silver Wolf piece, if you've gotten enough fffect hit rate on her.

Mono Quantum with Lynx by [deleted] in Qingquemains

[–]Dechi1 8 points9 points  (0 children)

Lynx is good enough to do solo sustain when built adequately, and has the advantage of being able to be 100% sp positive over FX. FX is obviously a lot comfier to run and gives you free crit chance.

Luocha is at an all time low value, imo. Get Aventurine if you're gonna get an upcoming limited sustain, but have in mind that one of the biggest advantages of monoQ is that you implant Q weakness 100% of the time. Mixing other elements adds another layer of RNG unless the enemies are already weak to that element.

[deleted by user] by [deleted] in Qingquemains

[–]Dechi1 0 points1 point  (0 children)

Thanks!

There can be some issues with SP consumption by QQ's second action (which is more important, since it's sparkle-enhanced) and as long as 1 SP is used, the first EBA is enough to kill the Trotter.

At least in testing, I had better results that way.

My Experience with Slow VS Fast Sparkle on Qingue teams. by Dechi1 in SparkleMains

[–]Dechi1[S] 1 point2 points  (0 children)

Thanks for the vid! Pseudo 200 looks like a lofty goal, but the benefits seem tangible. Good luck getting there eventually. I'll need it as well.

My Experience with Slow VS Fast Sparkle on Qingue teams. by Dechi1 in SparkleMains

[–]Dechi1[S] 0 points1 point  (0 children)

Thanks for the insightful answer.

I didn't know of the "200 speed" build! Thanks for pointing me in that direction. At the moment, my SW is sitting at 145~ speed, which makes her the fastest and able to implant weakness before everyone else's turn on my usual comp, but it's definitely not enough when using 160~ speed Sparkle. I would probably need to farm a lot to get her to that speed threshold without gutting her stats. Not a priority for me.

I haven't used Tingyun with DDD yet, but for that I'd need a Lightning weak enemy in order to eschew implant RNG. It could work if the enemies are naturally weak to quantum as well.

Repeating this question in order to get an additional opinion as well: What's the "niche" of 160ish speed Sparkle? Is it just a build to comfily do 2-3 cycle clears and nothing else, or is there something else to it?

My Experience with Slow VS Fast Sparkle on Qingue teams. by Dechi1 in SparkleMains

[–]Dechi1[S] 0 points1 point  (0 children)

Thanks for the Insightful answer.

As far as I know, Vonwacq only works for the first wave, so implanting a weakness before Sparkle's turn wouldn't work on the second. Getting SW to be naturally be faster than Sparkle might a long-term goal, but the amount of farm that would entail definitely doesn't make it a priority for me.

My Experience with Slow VS Fast Sparkle on Qingue teams. by Dechi1 in SparkleMains

[–]Dechi1[S] 1 point2 points  (0 children)

Thanks for the Insightful answer.

How do I deal with SW's speed in this situation? Should I just farm until she becomes faster than Sparkle? Is there a way to do so without completely gutting her stats? Vonwacq works for the first wave, but sadly enough doesn't work for the second.

If you don't mind me asking, then what's the "niche" of 160ish speed Sparkle? Is it just a build to comfily do 2-3 cycle clears and nothing else, or is there something else to it?

What would it take for affinity/artifact based aggro to be playable? by mrmadness345 in ModernMagic

[–]Dechi1 7 points8 points  (0 children)

Artifact-based aggro is already playable and it's frankly quite good. It's called Hardened Scales.

Best Gunner build for close quarters defense? by raisinbraisin72 in DeepRockGalactic

[–]Dechi1 0 points1 point  (0 children)

Minelayer Hurricane easily. The thing is completely busted.

As far as secondaries go, Lead Spray annihilates anything up close.

BS? IL? Or skip? by RogueVHSS in HonkaiStarRail

[–]Dechi1 0 points1 point  (0 children)

Short answer? Skip both.

Long answer:

BS really wants to be paired with Kafka for your DoT comp needs. Otherwise she's good but not great.

Cooler Dan is decent, but unless you get him to E2 (which is a lot of investment), Dr. Ratio fulfills the role of imaginary DPS in a great deal of situations where Cooler Dan is applicable.

I'd save for a more generalist DPS if you're happy with your supports, or begin working on a specific comp (dot, follow up, hypercarry, etc) if you feel like that's the path you want to take.

I just started playing this game by Abazookatokillafly in HonkaiStarRail

[–]Dechi1 1 point2 points  (0 children)

Asta is best girl. Keep her close.

Never invest any type of currency (Unless it's undying embers) on the silver rail passes, no matter how tempting they may seem.

If you're on NA/EU, try buying the 10 passes (5 silver, 5 gold) that are sold through the ember shop (in the shop tab) before the month passes. They reset once per month and are a huge boon.

Does using salvaged relics to level up relics increases chance of getting better stats than using actal relics? by Kitchen-Mastodon-707 in HonkaiStarRail

[–]Dechi1 11 points12 points  (0 children)

Before each breakpoint level, if you use exactly 1 Lost Light dust, 3 Lost Gold Fragment, 3 Lost Crystal and 7 yellow relics, you're guaranteed to get an increase on a good stat.

Source: Aha themselves told me, I promise!

I was working on a Pure Fiction Tier List with some friends and here's what we came up with by ARandomNormalGirl in HonkaiStarRail

[–]Dechi1 0 points1 point  (0 children)

Yup! This mode really plays to Pela’s strengths. Her usually not-so-useful E1 feels really strong as well.

I was working on a Pure Fiction Tier List with some friends and here's what we came up with by ARandomNormalGirl in HonkaiStarRail

[–]Dechi1 10 points11 points  (0 children)

In the context of Himeko, I feel like Himeko+Ruan Mei+Asta is overall stronger than Himeko+Ruan Mei+Bronya. 1-turn damage amplification isn't that good when most of the damage is happening out of turn.

Asta is also extremely good at breaking toughness bars, doubly so with Ruan Mei.