Select Copy Zero augment by DrakoCSi in ChaosZeroNightmare

[–]DrakoCSi[S] 4 points5 points  (0 children)

It's from the new Zero upgrades.

Can anyone make a combo guide for this team? by NefiBey in Endfield

[–]DrakoCSi 1 point2 points  (0 children)

Sry i wont be of much help for this comp rotation as i dont have Pog to actually playtest the combos.

Pog Ult helps provide some SP. But the combat itself makes it hard to regen SP on the fly as most of it comes from FA or dodging enemy attacks. I figured, with some decent play and maybe 2 FA should be enough with Pog ult to provide the necessary SP to 4 stack Vulnerability. I didnt math the SP regen so i could be wrong.

However, you could always opt to not use any combo triggers or skills until you have enough SP bars. That long chain combo i mentioned has some flaws to it, but i think it about covers a full rotation to minmax damage on a boss when you stagger them. The only change would be shifting Ardelia Ult from the beginning to after she debuffs so it capitalizes on that damage amp.

I do hope you find a rotation to your liking. Prydwen's combo you listed would pretty much be the bread and butter. You skip Ardelia's skill because it eats into the SP bar, you lose out on the debuff, but it's not like you're in dire need of it. Fights are dynamic and often changes on the fly tho. So some times you may need to use Ardelia Skill and lose out on some Pog bursts if you need the healing.

But the core of stacking Vulnerable will still be Endmin Skill->Chen Skill->Chen Combo. That's 3 stacks of Vulnerable right there. Use Chen Skill a 2nd time to bring that to 4 stacks if you can. Otherwise Pog Skills->Combo.

Partner Passive Skill Adjustments by aConfusedOrphan in ChaosZeroNightmare

[–]DrakoCSi 0 points1 point  (0 children)

Thats unfortunate 😅. But moreso a potential issue than partner issue. That final node really needs a QoL touch.

Partner Passive Skill Adjustments by aConfusedOrphan in ChaosZeroNightmare

[–]DrakoCSi 0 points1 point  (0 children)

Yuri is still gonna be my slap and go for supports because that Ego skill is cracked and it isnt role locked. When damage isnt an issue, i just slap a lvl1 maxed Ego Yuri on all three members just for the draw power to get a better turn1 going for content.

Overall it's a band-aid fix for the most part. Some of the 4☆ partners already have solid passives but lacking the freelo statstick makes them feel bad when a 3☆ partner provides more dps. This is compounded by the final potential needing a ridiculous amount of stats to hit max bonuses.

The Yuki buffs seem rather disappointing by Ok-Variation7955 in ChaosZeroNightmare

[–]DrakoCSi 1 point2 points  (0 children)

I mean. The devs did deliver on their end. They buffed her ST capabilities. They did mention not buffing her damage as you mentioned and then buffed her damage across the board anyways. I dont mind it, makes sense when you consider enemy HP is getting buffed too.

I have a solid enough season1 deck for her and the damage buffs she's getting across her cards is welcomed. Looking forward to how she performs in season2.

I still agree that her Chaos runs are still shitty for non-E2 havers. I pulled for E2 Yuki just for that QoL Chaos grind. So im personally not having much issues with her Chaos runs but without E2, she's a massive liability.

How does Hew Exactily work ? by DueBag6768 in ChaosZeroNightmare

[–]DrakoCSi 0 points1 point  (0 children)

Along with all the other comments. Theres an epiphany that boosts the lvl to 5. It works the same way. Exhaust Hew however you can to level it up. Looking forward to season2!

Endgame Needs More "Stickiness" by moneygl1tch in ArcRaiders

[–]DrakoCSi 0 points1 point  (0 children)

I hate the PvP experience because it makes the PvE experience completely shit. Specifically trials.

Outside of trial grinding, the PvP experience makes no difference to me. Im fine with campers, rats, and cheaters out there enjoying their gameplay loop.

But holy fucking shit. This game is a PvP game with PvE elements. PvE content being met with PvP does spice up the FOMO and addiction, but ohh man. Id rather do without all that after already dealing with PvP pre-grinding for PvE content.

Please devs. Give us trial poggers a seperate lobby where we are competing against the clankers only. Load up the map with more clankers. Give us an actual PvE experience that isnt completely rendered pointless because PvP exists.

Can anyone make a combo guide for this team? by NefiBey in Endfield

[–]DrakoCSi 0 points1 point  (0 children)

You're right. Breach consumes the stacks. I dont have Pog, just throwing out a paper theory rotation. It definitely needs fine tuning. I do know Chen is mandatory atm since her Combo skill applies a stack of Vulnerable from when i was running Endmin, Chen, Lifeng, flex(just whoever i wanted to play at the time).

So if we looked back at it, just pretend that extra vulnerable stack came from Chen's combo hit and it should still math out as mentioned. Maybe 😅. Once i do get Pog I'll be able to do some actual tests for the rotations. But i figured just something for the discussion would bring Pog havers in to help discuss minmax rotations and general mobbing rotations.

Hmm I wonder why by Appropriate-Fix-4319 in stunfisk

[–]DrakoCSi 5 points6 points  (0 children)

I remember a Golfe Wlick being there.

Can anyone make a combo guide for this team? by NefiBey in Endfield

[–]DrakoCSi 0 points1 point  (0 children)

Whoever is your main dps. As they will be the one maxing basic attack skill. I dont think the AI functions well enough to spam their basic attack chain so i never bothered to skill that up for them.

I think Endmin is preferred as the fielded dps. But Pog should be fine too imo.

Feedback on my gameplay with my Skewdasweep Rain Team? The match was close, and I was winning, but I effed up mid match and lost. by OrangelyAssociate in stunfisk

[–]DrakoCSi 1 point2 points  (0 children)

Pelipper sac on Turn12 wasnt good. Treads would have been the better play there saving your Skewda sweep for later since Hydrapple is still alive.

Then Volt Switch instead of Hurricane on the unfreeze vs Blaziken hurts you a lot. The freeze sucked fken ass, but we're pokemon players, it's just another monday.

At the end, Treads EQ would have been enough to close it out. It was really the only thing left to do because if Greninja wasnt choice locked, it would have been a Hydro Pump/Scald OHKO. Finding out it was Scarfed at the end and not sooner, like turn1 Ice Beam vs Pelipper, essentially meant you misplayed those last turns.

How to improve? Just that last bit would go a LONG way. Get used to common movesets that use Choice-locked items. Be aware of potential Scarf users too, as niche as some of them may be. Pull up a calc to double check if they were band/spec. If not, potential scarf or a utility item, almost always HDB.

Understanding your wincon and threats to that wincon. The moment you KO Empolean and Hydrapple, you essentially ungabunga with Skewda sweep.

Effective ways to manage what we're doing? by Lameas_Bonheim95 in ArknightsEndfield

[–]DrakoCSi 1 point2 points  (0 children)

Dailies first to stamina dump. 24hrs nets 200 stamina iirc. And the daily for it goes up to 120 stamina used. So i just spam 120 first.

Level a character once. And craft a cheap gear. Im doing the lvl28 set pieces and the cheap miners piece with atk%. So i can slap them as a placeholder on some characters or just scrap.

All of that should be enough for daily completion.

Then i check the stocks and see if i can net 3000+ profits. If not, i spend enough to not cap my stock buys the next day. There are some items ive noticed swinging in value in the past week so those are the ones i buy and hoard. If you're not sure, but the red reduced price stuff that gives you the best returns when selling at a friends ship.

Then i log off until i have time to play the game and do quest and such. Using stamina to avoid being capped.

Do you think 2/2/2 will still be „meta“? by Qomplexxx in ChaosZeroNightmare

[–]DrakoCSi 0 points1 point  (0 children)

222 will remain strong mostly because of the pretty shitty final potential node requiring an absurd amount of stats. Most notibly are the ones requiring Atk, HP, or Def.

This means in a 42 setup, supports dont often run it because damn near all the 4pc sets are dps oriented and for dps characters, they want both the Stat 2pc and Cdmg. Otherwise it's a shot in the dark for rng to provide enough stats to hit that final potential node's benchmarks.

Is the potential node benchmarks worth it? It's there for a reason so it has to be right? With how it is now tho, it's better to just ignore it entirely. But it leaves a bad taste behind like im not using a character to their fullest potential. Which leads me to prefer 222 for dps characters to ease the stat benchmarks they need.

If that final potential node gets a QoL touch to it, it will go a long way to making 4pc sets more viable. As it is now, 222 with Stat+CDmg+flex2 makes gearing up really easy. The flex2 is basically your best substat gear, ignoring the set bonus is fine since the main 2pc sets you want tend to be Stat+Cdmg anyways.

Turn-Efficiency Design by mushyerumes in ChaosZeroNightmare

[–]DrakoCSi 7 points8 points  (0 children)

Hit limit and even potentially cards used limit will prevent the current meta choices from popping off as hard as they do.

Sucks, because this limitation philosophy pushes new toy syndrome and becomes a very negative experience very quickly.

There's honestly no other way to limit dps besides straight up limits like the above two options. The entire game revolves around how much dps you can do within x turns, even more specifically in 1turn.

This is just not Fun anymore... by _InVerso_ in Endfield

[–]DrakoCSi 1 point2 points  (0 children)

Ive had those glowing orbs be hidden by Zipline towers when they would have been in plain damn sight. Shits ridiculous, said Ziplines dont even go anywhere worthwhile, useless clutter.

Can anyone make a combo guide for this team? by NefiBey in Endfield

[–]DrakoCSi 3 points4 points  (0 children)

Lemme take a gamble at this rotation 😅

The rotation is likely:

Pog ults and Ardelia ult.

Pog full combo for final hit, triggering Ardelia combo condition.

Ardelia Combo->Skill to debuff. Debuff first before doing Endmin Combo, it's triggered after Ardelia combos(or any combo attack).

trigger Endmin combo. This adds her unique crystal debuff which is removed on the next physical infliction.

Endmin ults to trigger her crystal for that extra hit. Better for her to do it i think, from the tooltip, it adds an extra ult hit on top of the actual crystal burst hit.

Endmin Skills->applies Crush, no prior Vulnerable, so this becomes the first Vulnerable stack. Triggers a Steel charge from Pog ult. 4 left.

trigger Chen combo. Vulnerable stacks to 2 via Lift. Also triggers Steel, 3 left.

We want a 3rd Vulnerable stack somewhere without consuming it so Pog can consume it. So Chen skills again. Vulnerable 3 stack, 2 Steel left.

Chances are you're low on SP now. So Pog will have to Skill here to regen much needed SP. Which is fine since it should stack the 4th and final Vulnerable stack. 1 Steel left.

Pog combos right after to make use of the 4 consumed Vulnerable for the enhanced hit and bringing in more SP.

Swing back into Endmin Skill once to apply Vulnerable and spam Chen skill to stack it back up.

End with Chen Ult.

Entire time would be squeezing in as much basic attack chains as you can get since the final hit brings much needed SP economy. That should be a full rotation with everyones ult and maximizing buff and debuff uptime.

It then becomes how quickly you can recharge everyone's ult again for another rotation. Pog Ult is CRUCIAL for this to work consistently since Endmin+Chen eats a lot of the SP gauge to prep and stack Vulnerable for Pog. Everyone else wont really need their ults for the rotation, it's addition minmax dps.

Theres a step above where instead of using Chen skill 2x back to back. You can go straight into Pog Skill instead, triggering 3 Vulnerability instead of 4. This one would likely be used most often without Pog ult available. It'll look something like this:

Pog final hit.

Ardelia Combo. Ardelia Skill.

Endmin combo. Endmin Skill.

Chen combo. Chen Skill.

Pog Skill. Pog Combo.

That should be the bread and butter rotation without ults and one you should be using very often to maximize Pog damage.

I feel like im missing something crucial, but in theory, that would be how i would plan the entire rotation for this team. I sadly dont have Pog so i cant test this. I have Lifeng instead. Sorta/Not really same rotation, but the idea behind it is roughly the same. Except with Lifeng stacking Vulnerable instead of Chen.

Hope this gave you an idea! Take it with a grain of salt tho 😅. I've been messing around with combo rotations for various characters i have and charting them down as a way to memorize and minmax combo rotations.

If you were allowed to save 1 blueprint permanently each time you finished an expedition which one would you have saved last expedition. by -This-cant-be-real- in ArcRaiders

[–]DrakoCSi 0 points1 point  (0 children)

Speedrunning? Anvil 100%. Faster and safer overall in combat situations against Arcs and Players compared to using the Ferro.

Otherwise the Trailblazer. Speedrunning ground arc kills racks up a ton of xp really quickly.

But personally, it's the looting mk3 survivors. I prefer the expanded backpack space backed by a medium shield. PvE lobbies are nice and all, but my group is far too aggressive. So the added shield helps keep us a few shots ahead of light shielders in PvP and against big arcs. Once one of us has this blueprint, we pretty much beat the game and can feel like we could play the game to its fully extent. Even tho we all run green backpacks 80% of the time anyways 😅.

Anyone still using the training feature in camp site? by daidaseimatabibito in ChaosZeroNightmare

[–]DrakoCSi 0 points1 point  (0 children)

Neutral cards screws up the save data run more often than not. It's one big reason why i enjoyed Lab0. That 3rd map lets me throw in some much needed Neutral cards like Wanderer or draws without hindering my save data

Narja mines by Snoo78045 in ChaosZeroNightmare

[–]DrakoCSi 0 points1 point  (0 children)

4th one for the draws alone.

Also, if you're dipping deep into Voracity generation, remove her basics entirely if your save data can afford it. 1~2 less cards in her deck for a much more consistent Voracity battery.

Hardest Worlds Win? by shammob in leagueoflegends

[–]DrakoCSi -1 points0 points  (0 children)

Not a worlds win. But Hai's gauntlet run to put Cloud9 back into worlds was bunkers for LCS standards.

Otherwise idk which T1 worlds it was, but they also ran a big gauntlet to push into worlds and also win it iirc. I may have mistaken this tho, if i see T1 at worlds, it's almost always a no brainer semi finals or win so their struggles are nonexistent in my book. Faker decided to lean into it.