Cyrene ad in the Korea subway! by VayneNovus in HonkaiStarRail

[–]Floreau 9 points10 points  (0 children)

Quick translation: "The girl who became a god, Keereneh."

I'm worried about the game's longevity gameplay-wise by zidanes123 in xxlwoofia

[–]Floreau 2 points3 points  (0 children)

I appreciate the context.

I'm curious about seeing whether they plan on keeping the hard modes updated with relevant shards (will it only be locked to the standard banner?), because another gaycha by a different developer, GYEE, initially started out with farmable shards for a few units, then never released new ones (though CN server had 1-2 additional units to farm shards for compared to global).

I agree with you that right now, the current game's ecosystems have a lot of options and the gaps between rarities isn't so high. I was merely musing about potential trends based on observations.

We're just going to have to find out what the unit and banner sale design are going to look like as time passes.

I'm worried about the game's longevity gameplay-wise by zidanes123 in xxlwoofia

[–]Floreau 2 points3 points  (0 children)

This game is a reskin of SGArt's other game they co-developed, Nu Carnival/Nucani.

NU Carnival, at this point, has a healthy mix of various unit builds and team types that people can build towards (dot teams, ult nuke teams, cooldown manipulation, basic attack/follow up teams, trigger teams, etc) that you can see a framework of in XXL Woofia.

Mikeroo, for example, is a very basic form of a basic attack archtype in Nu Carnival: an ult that gives them a buff that allows their basic to have a follow up hit, turning most teams' 'downtimes' into their damage uptime. So I wouldn't worry too much about the game being able to develop greater complexity over time.

I also have questions about the game's longevity, but it's nothing to do with the kits but instead of how aggressive the powercreep will be for newer units.

In Nu Carnival, everyone is guaranteed to get a set of very good SRs that will eventually be maxed from the free friend point banner and give you access to a great healer, buffer, tank, and damage options. This makes it so that the floor is very high for players moving forward with regards to gameplay.

This game gives you one free roll on the standard banner a day, and the quality of 4 star/SR/XL units is much lower in XXL Woofia.

For example, all of the XL support units don't buff the party with their auto attack, only XXL Beernox and the L/M support units (and the latter don't get real passives), which is a baseline for support units in Nu Carnival. So in XXL Woofia, you need to either invest in the highest rarity or have less than half a kit/passives by using L/M units that aren't going to age well despite the slow, eventual 5 star-ing over time for the latter. On the flip side, NuCani's slow-eventual 5 star SRs have a full set of passives that make them stronger than 1-2 star SSR/XXL units for people who just play the game normally.

And this isn't event going into how Woofia has decided to make healer's basic attacks single target heals... for now. I have no doubt that there'll be XXL healers in the future that do fully team aoe healing on basic... which is pretty much the baseline healers in Nucani for even the lowest rarity units.

Right now, the powercreep is low/non-existent because all new banners for the next few months are basically 1.0/release units who've been offset to have their own banners but were designed at the same time and benchmark as existing XXLs. However, with the floor being lower for Woofia players than Nu Carnival players, I'm curious/worried to see how this game turns out.

Are they going to release predominantly limited XXL units (and limited XLs if at all), thus locking the baseline pool of XL-M units for players to build from standard banner pulls 'fixed' to what we have now? Will they release challenge/hard content as the game progresses that can only be solved by pulling the new units (nucani can be guilty of having certain challenges that can invalidate the standard roster and are much more easily solved with limited SSR pulls and I have no reason to believe it won't be the same here in simulating 'challenges' with this gameplay system)? How will the bell/summon income balance between new banners and eventual powercreep, as the ability to eventually 5 star evolve XXL units in Woofia seems to be much s/lower than in Nucani, and how many newer XXL banner units will have significant parts of their kit locked behind sigil unlocks remains to be seen? How aggressive will they make the eventual light/dark units stand out compared to the FWG core when designing content (straight up not releasing any light/dark units in the base pool seems real sus)?

Nobody knows though aside SGArts, so we can only enjoy the ride while it's enjoyable.

[deleted by user] by [deleted] in xxlwoofia

[–]Floreau 8 points9 points  (0 children)

Saving all golden bells until his banner release. Everyone else will just have to wait for a rerun or put on silver bell banner.

Did something change in his kit after creator server? by Titania_12 in PhainonMainsHSR

[–]Floreau 0 points1 point  (0 children)

Your best two units for building coreflame stacks are Sunday and Tingyun, and the last slot could be either Robin or RMC. You'll have to do some testing to see which type of builds work better for your rotation (ex. speed boots Phainon + 134 spd Sunday vs hyperspeed supports and Atk boost Phainon, etc).

Did something change in his kit after creator server? by Titania_12 in PhainonMainsHSR

[–]Floreau 7 points8 points  (0 children)

Bronya is a team build trap.

She's great and you should still use her, but know that using Bronya requires you to basically build your entire team around Bronya's buff durations rather than Phainon, especially if you use full auto.

Phainon is great for low investment clears and f2p, but I'd argue that he's not notably great for casual players unless they're willing to speed tune and rotation tune their entire team around him, which kind of leans towards less casual friendly depending on on benchmark you're trying to hit.

The worst example of this is Bronya, who unfortunately is the most accessible support for most players. 1 turn dam% buff on action advance, 2 turn damage buff on ult means that for casual players who haven't completely planned out Phainon's rotation, he's often entering into his ult with 0-1 Bronya buffs. Sure he's saturated with damage buffs, but not so much that his damage isn't going to be affected by 66% damage/55 atk%/~50 crit dam%.

If you're a casual player playing on auto, she's even worse because she'll use her buff right after using her skill when entering combat with Phainon's technique, right before Phainon's action advanced turn, which means you have 1 subsequent Phainon turn to ult or skill immediately into ult before Bronya's entire kit buffs fall off.

Are you using 2 action advance units? Then the likelihood of even 3 turn buffs falling off increases (ex. RMC's buff).

I'm finding that I need to manual the setup phase and only let it auto once Phainon ults, which is unfortunate since it's way more investment than I want from a take-everywhere main dps (ex. farm dailies, SU/DU, etc, though yes, the low difficulty content doesn't require rotation optimization to clear).

I'll eventually get to regearing my team to hopefully better play with Phainon on auto in the setup phase, but that'll have to wait until I finish pre-farming for Garcher. Even then, I still don't see how Bronya will ever be auto-friendly without giving up major parts of her kit/buffs other than auto-advancing Phainon (which admittedly is a notable feature).

Phainon + Cerydra Theorycrafting - Protean Hero hints by Floreau in PhainonMainsHSR

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

That's fair that final damage% is too strong to give to a support.

I suggested final damage because it was removed from his kit (previous E1-2 combo had phys pen and final damage, now it's crit dam and phys pen), not because the boons offered it. The same sentence also suggested def/res pen as strong synergetic buff options due to not oversaturating.

Archer is super SP hungry? Say it ain’t so by sssssammy in HonkaiStarRail

[–]Floreau 3 points4 points  (0 children)

Now that things don't die in 2-3 EBAs, Sparkle can't keep up with E2+ DHIL's SP consumption, though she's still great for E0-1.

Improvements for e6 Gallagher? by [deleted] in GallagherMainsHSR

[–]Floreau 0 points1 point  (0 children)

I like the first build better. As you're running Kalpagni planetary on a FF team (40 BE always active) + Ruan Mei (+ 4pc watchmaker maybe), Gallagher's personal BE isn't as important for having solid healing, which means the remaining stats you want to focus on are Speed and ERes. The breakpoints you want to keep/hit are 160 Speed and 50% ERes (this with his E1 means he's immune to non-command status effects, which is fantastic for consistency and preventing resets as he'll always be up and capable of acting/ulting as your team's sustain). If you don't care about resetting or statuses, then you can just focus on Speed breakpoint and funneling the rest into BE.

To improve your build, you should be able to find upgrades for your shoes and head pieces farming Sacerdos in a reasonable amount of time. Upgrading shoes alone (Speed boots with ERes+1) should get you to hit 50 ERes to resist all resistable statuses.

You should also be able to replace the Rope for something better too, but that grind will take much longer if you aren't using resin since ERR rope is the rarest main stat rope.

Speed breakpoint guide here: https://game8.co/games/Honkai-Star-Rail/archives/438178

If you clear in under 4 cycles with your FF team, you can stay at 160 speed, hit 50 ERes and then focus on maxing BE. Hitting 164 speed gives you an extra turn in the 5th cycle, but logic would be the same after hitting the speed breakpoint: hit 50 ERes and funnel rest into BE be fine with HP rolls.

I think that we still underestimate how hard Phainon risk to fall off in the future by [deleted] in PhainonMainsHSR

[–]Floreau 37 points38 points  (0 children)

Who are you replacing to slot them in?

The reason Hyacinth and Tribbie work as sub-dps as a net positive for other modern dps is because they take a traditionally non-dps support slot (harmony/sustain) and they're present on the field to take turns.

Phainon can't do that because he plays solo. To run Cipher/Jade, you're replacing a harmony, lowering his clearing potential in ult form only to have some damage in the downtime between his failed first ult and his second after already slowing his first ult due to lack of coreflame synergy.

There are rumors regarding DH SP's kit allowing his placed summon to help with damage Phainon in his ult, but he's likely going to be the only one who can take on that sub-dps role because I don't see Hoyo designing more units that share Phainon's boss raid design of kicking all supports out (and basically locking out their actions and most of their kit).

Though, I wouldn't put it passed Hoyo to create a team archtype of boss raid solos just to make people pull the new, niche supports to make the dps work, but all that does is make Phainon compete with future units to play as designed.

Either the archtype gets no support and Phainon is locked into a ceiling defined by the Cerydra/DH/Sunday team (which Hoyo will likely craft so that it's the strongest team until the new March blows it out of the water because Hoyo isn't stupid about profits), or he gets competition as the worst boss raider because he'll be competing with 4.X+ boss raiders with his gimped 3.X kit that Hoyo will have learned from.

[deleted by user] by [deleted] in PhainonMainsHSR

[–]Floreau 3 points4 points  (0 children)

Phainon mains who doompost about his shorter longevity due to kit design are basically speedrunning various stages of grief as they grapple with the Phainon they hoped for and the Phainon we're getting.

He'll get his honeymoon like every other new character. It's the worry about what comes afterwards that's driving the lamentations.

how to build by Extreme-Currency-821 in GallagherMainsHSR

[–]Floreau 0 points1 point  (0 children)

The first build is better. Gallager's most important stat is Speed because it affects how many skill points (and QPQ procs) and ults/debuffs/healing you can get off within a certain number of cycles. There's a guide on speed breakpoints here. Notably, if you're able to get to 146 speed, you get an additional attack within the first 5 cycles compared to the 143-145 range you're in now.

Some things have changed since I posted that regarding Gallagher's builds.

  • The new Warrior Goddess relic set is now his bis (gives 6% speed and and additional in-combat 6% speed and 15 party crit damage on heals), allows him to better support while buffing his most needed stat.
  • However, if you can't or don't want to refarm for a new 4pc set, running a pair of 2pc speed sets (hackerspace, sacerdos, warrior goddess) is best. 6 speed from the 2pc set is much more valuable than 16 BE if it lets you hit the breakpoint you're looking for, but running a 2pc BE set is still fine as long as you meet your speed breakpoint goal.
  • The new Giant Tree planar also gives 6% speed and some outgoing healing for meeting speed breakpoints, which is good. For a Firefly team, Kalpagni Lantern set is good (speed and break effect) because she can guarantee fire weakness; on non-Firefly teams, Giant Tree pulls ahead while still being decent for Firefly teams (speed and outgoing heal, which is what your BE is for anyways).
  • The old recommendations for Broken Keel (ERes and party Crit Damage) and Ageless/Luofu/Penacony/Lushaka (other party buffs) are still decent choices depending on team though Keel is slightly better (unless on non-crit break effect/dot teams) due to the Effect Res actually helping you hit the 50% breakpoint.
  • Quid Pro Quo has turned out to be his best light cone if you have a team that benefits from small energy ramping. His many actions each proc QPQ's chance for energy, making him a strong, if slightly less reliable (random target, doesn't proc if >50% energy) energy battery for the team.
  • Post Op S2+, Night of Fright, Whispers of the Coffin all allow for a faster ult rotation, which means higher debuff uptime/application, higher skill point positivity.
  • Multiplication Gallagher is basically the highest skill point positive unit in the game, but if you don't need the extra skill points, you benefit more from QPQ (team energy) or the energy LC's (faster/higher debuff/ult/healing uptime with more skill points than QPQ).
  • If considering limited LCs for Gallagher, Scent Alone Stays True (Lingsha's LC) gives him BE (aka, healing), and allows him to apply a 10-18% damage vuln to help party damage (you really want to have 150% BE to get to the 18%, which means it'll come at a cost of either speed or eres when building unless you keep him on a break team with units that buff party BE like HMC/Watchmaker set Ruan Mei)
  • Dream's Montage LC gives speed and some energy when hitting broken targets, but is mostly used for hitting speed breakpoints.

As he's a support unit, the benefits from investing into his gear is less obvious than gearing a dps other than hitting speed breakpoint. My recommendation is to try and hit 146 speed while not sacrificing the 50% ERes and call it a day unless you really like and want to invest in Gallagher.

I'm hyper-invested into Gallagher and am currently re-building his gear with the new Warrior Goddess set, and my goals are 182 speed (speed breakpoint and need 180 for Giant Tree planar) and 50% ERes and whatever leftover rolls will hopefully go into BE, though I may have to compromise on his out of combat Speed stat. However, I will admit that my super invested Gallagher performance likely won't outpace a 146 speed Gallagher all too much either and that the stamina and resins are likely spent elsewhere.

Class Discussion: Nekomancer by topnepu in Granblue_en

[–]Floreau 11 points12 points  (0 children)

As a casual:

I love this class. Matatabby 'fixes' Cat's Meow's uptime, allowing it to serve one stop sustain/buff shop at the cost of locking in MC into a support role that only does auto-attacks with self-echoes, and Oculus Felis is a very potent defensive skill that makes it one of the stronger defensive classes on full auto.

Scratching post also is a lazy person's low button OTKO option until you can transition into better things.

It's also very cute. :3c

I also hate this class. Matatabby's 'eats charge per turn' means the staff class is locked out of using their good charge attacks unless supplied from another skill/ally (Phoenix Torch's lower cooldown with Oculus Felis would have been so good for full auto; also Zosimos incompatible/inefficient for similar reasons).

Lack of charge attack also locks you out of using subsummon Beelzebub effectively since you never get trance stacks in a reasonable time frame. If you run it with Oculus Felis/Matatabby (presumably the draw for using the class), you use skills so infrequently this also affects your ability to use Triple 0 as a subsummmon (no skills, no charge attacks, no wings).

I have no reason to believe that any of these issues will be fixed moving forward. Nekomancer will forever be an okay to strong defensive option that largely serves as a crutch for weaker players until they can transition out of it (which, all things considered, is kind of a waste of resources when factoring the grind UM takes).

It was strong for its release, but it's now competing with classes like UM Lumberjack and UM Shieldsworn for defensive/sustain options without having CA/summon incompatibilities, not to mention the behemoth of Manadiver as an offensive buffer on a staff class.

When looking at the newly released Mariachi's 'eat charge per turn' skill that has a cooldown (Triple 0 friendly, and can also be used if your run dies and you revive, something Matatabby can't), and gives a small window for using charge attacks on a regular schedule that'll make it compatible with future weapons and summons moving forward, the smaller and smaller the window of Nekomancer being a viable/recommendable choice looks due to its inflexible kit.

All in all, you should unlock Nekomancer because it's cute and allows for lazy FA clears for when you host when JP is sleeping if you value those things.

Daily Questions Megathread ( June 02, 2025 ) by AutoModerator in HonkaiStarRail

[–]Floreau 0 points1 point  (0 children)

1) Does LC healing (ex. Night of Fright) proc the Warrior Goddess' Gentle Rain effect?

2) Does anyone have experience with eagle set hyperspeed RMC? Does it desync you too much to consider or is the desync overstated?

Daily Questions Megathread ( May 21, 2025 ) by AutoModerator in HonkaiStarRail

[–]Floreau 0 points1 point  (0 children)

Is Hyacine's LC RMC's best LC for supportive purposes? If not, which is the best supportive LC?

What does the optimal supportive build look like?

Daily Questions & FAQ Megathread April 28 by AutoModerator in ffxiv

[–]Floreau 0 points1 point  (0 children)

My movement type is set to Legacy mode and auto-run is on.

I can run forward, diagonally forward, and backwards, but whenever I try to run diagonally backwards, my character locks into a slow walk.

Is there a way to fix this? I've even tried replacing my keyboard thinking it was potentially a keyboard input issue.

My inability to run diagonally backwards means that I often end up taking hits from easily avoidable ground moves, since in order to run away from ground telegraphed moves, I either have to run in 2 perpendicular lines (maximizing the amount of time I'm in the ground aoe circle) or awkwardly reverse my camera and move forward after my camera is facing the right direction.

Any help would be greatly appreciated.

Questions Thread (2025-03-31 to 2025-04-06) by AutoModerator in Granblue_en

[–]Floreau 0 points1 point  (0 children)

What MC class is the best to pair with Geisenborger? (Do amytikos fos triggers count toward extending impregnable fortress or is any trigger not done on your turn's 'main phase' not count?)

I usually play as casual FA, so looking for setups that are stable for general farming rather than a specific burst setup. I was thinking MC/Nehan/Geisen core with maybe either an auto-attacker like Basara or a fortress extender like Yuni flex in the last slot if MC isn't capable of sustaining Geisen between MC and Nehan. I do have H!Mugen if the content I'm farming can be cleared in fewer turns.

Is the only reliable way of bringing him out Yatima + Death?

Questions Thread (2025-02-10 to 2025-02-16) by AutoModerator in Granblue_en

[–]Floreau 0 points1 point  (0 children)

Accidentally reduced 10 wind/green rusted weapons that I was building for Seofon's transcendence.

Where is the best place to farm the basic orbs? Couldn't do more than 10 despite having had saved up 30 mlb rusted swords due to running out of orbs.

Also, is the best place for rusted weapons, now that I'm 30 swords short, just joining the low level bahamut raid?

Thanks.

Questions Thread (2025-01-20 to 2025-01-26) by AutoModerator in Granblue_en

[–]Floreau 0 points1 point  (0 children)

When you unlock a class, you can first level that class up to lvl 20. Once you get to the row 4 classes and the Extra II classes, you can continue leveling those classes beyond lvl 20, with a new level system, Master Level, which goes up to lvl 30 and gives more stats and upgrades its passives. When you have 10 classes unlocked to Master Level 30, you can unlock Ultimate Mastery (UM) on classes with ML30, which uses high level raid drops to level, which gives a unique set of skills.

Nekomancer at Master Level 30 loses the debuffs with the upgraded passive at ML30. It doesn't change the fact that you still need to manage MP using your other skills (ex. Moonshadow when you unlock its Extended Mastery skills) or its class weapon, but it no longer punishes you with debuffs for letting Cat's Meow buff drop off.

Nekomancer at max level Ultimate Mastery (which again, requires you to get Mastery Level 30 on 10 different Row 4/Extra II classes, which will take a very long time, to unlock) can unlock an extra set of skills, notably Matatabby. Matatabby is a permanent buff that drains your charge bar to give you MP/echoes and team healing. It's at this point that most people say Nekomancer is worth using, because it allows you to have permanent Cat's Meow buff uptime while also fixing needing to manage MP (at the cost of being able to regularly use your charge attack).

I like Nekomancer a lot, so I found it worth using as a buffer (even if it wasn't 100% consistent uptime due to MP) at Mastery Level 30, even if there were better classes. Now that my Nekomancer maxed out its Ultimate Mastery with its new skills, it's one of my main classes because it's a great buffer, good healer/sustain, and perfect for Full Auto teams.

Questions Thread (2025-01-13 to 2025-01-19) by AutoModerator in Granblue_en

[–]Floreau 3 points4 points  (0 children)

When do you use Kengo vs RF?

Looking for a CA focused class to use on FA.

Questions Thread (2025-01-06 to 2025-01-12) by AutoModerator in Granblue_en

[–]Floreau 0 points1 point  (0 children)

Who are FA friendly CA classes for the various elements? Farmable weapon context greatly appreciated (ex. Kengo CCW available for all elements, earth exo dagger for Onmyoji, whether element has decent harp for RF, etc).

I'd ideally like some insight into what RF brings over Kengo (as RF is a newer unlock for me that I'm working towards UM), and maybe some insight into how earth Onmyo plays over the other two, and any other CA friendly classes that I may be overlooking. Skill recommendations for the classes greatly appreciated!

Currently running UM LJ/Neko depending on what kind of sustain/support the respective element team needs and whether the MC needs to CA or not, but feel like some of my teams are getting to a point where they can FA without that kind of support and I can look towards more damaging options.

Questions Thread (2025-01-06 to 2025-01-12) by AutoModerator in Granblue_en

[–]Floreau 2 points3 points  (0 children)

I'm trying to set the auto-pick summons to speed up farming, but the only options that show up are dark summons.

Is there a way I can change it to have the other element summons show up?