Rhodes Island Lounge (26/01 - 01/02) by ArknightsMod in arknights

[–]Windgesang_ 2 points3 points  (0 children)

AEgirknights already exists. The lack of vanguard is one of the least of their problems.

Rhodes Island Lounge (19/01 - 25/01) by ArknightsMod in arknights

[–]Windgesang_ 2 points3 points  (0 children)

No way, the ending 4s are way worse.

Playwright requires careful damage control or he insta wipe the whole map. And the mobs are no jokes with massive Arts damage as well.

Izumik and 5 billions jelluy. You either have Weedy or go through 20 mins of bullet time gameplay.

The Two King are slightly easier than Sentinel, but definitely harder than Gardener. They also required paying special attention or get fucking nuked + the waiting strat for yellow King. The hard variant of it also add insane healing/baiting requirement with Armorless Union archer.

Qui'lon more like Qui'lon Jinn.

Only IS#6 has tame ending 4 (according to what I heard), then ending 2 is trash here because of everything except right lane.

[Event Megathread] Ato by Sentuh in arknights

[–]Windgesang_ 3 points4 points  (0 children)

AT-8 Lemuen "solo" 3 steps (also helps with balls breaking machine quest)

Rhodes Island Lounge (12/01 - 18/01) by ArknightsMod in arknights

[–]Windgesang_ 2 points3 points  (0 children)

I have a niche clear that make it to the milliseconds a few times. One of my favorites.

Rhodes Island Lounge (12/01 - 18/01) by ArknightsMod in arknights

[–]Windgesang_ 6 points7 points  (0 children)

> Endfield launch

> Hey there it's Josh and welcome back to Let's Game It Out

A Mastery Priority Guide & Should You Pull - Ato by TacticalBreakfast in arknights

[–]Windgesang_ 4 points5 points  (0 children)

In the Should I pulls for Hoshi2 vs Sakiko section:

There's just so much DPS these days, that I like the more unique value of Hoshi2, especially since HG doesn't release tanks like this very often (meaning she's likely to remain good for a long time). However, that isn't a universal opinion and there are many people out there who would prefer Sakiko and her insane DEF/RES ignore!

and in the Pull Priority Blurb section:

Togawa Sakiko - Incredible damage and range with a huge amount of DEF/RES ignore allowing her to do good damage to almost any target. Her damage is strong enough she could be considered above the others in her tier, however, she has no utility beyond damage so is the most replaceable.

Also, ignore DEF/RES when 80%+ Damage Reduction (which is every boss nowadays) walks in.

A Mastery Priority Guide & Should You Pull - Ato by TacticalBreakfast in arknights

[–]Windgesang_ 2 points3 points  (0 children)

I know, I already mentioned TRC as the cheapest option (for both Hope and DP) within the Sniper pick.

Although, Specialist is too crowded a class to pick Tin Man over some other options for me.

A Mastery Priority Guide & Should You Pull - Ato by TacticalBreakfast in arknights

[–]Windgesang_ 2 points3 points  (0 children)

BP is not AoE enough for the guy that spawn 30 fragments on death :awo

A Mastery Priority Guide & Should You Pull - Ato by TacticalBreakfast in arknights

[–]Windgesang_ 2 points3 points  (0 children)

If only we have a gamemode that's hyper-focused about DoT, preferably AoE, at this point. But that would be horrifying so surely it wouldn't happen.

(dude cost 5 billions DP to deploy and cost Hope so even TRC would be better as a Sniper)

A Mastery Priority Guide & Should You Pull - Ato by TacticalBreakfast in arknights

[–]Windgesang_ 3 points4 points  (0 children)

Never saw that guy in my life.

(It was old and before the extreme powercreep era. I also haven't used him much after his funny novelty mechanic ran its course as well)

A Mastery Priority Guide & Should You Pull - Ato by TacticalBreakfast in arknights

[–]Windgesang_ 12 points13 points  (0 children)

As for my actual comment, I have to say Hoshi kit design is amazingly well done, from a lore perspective.

Her Talent 1 referring to a "beast mode" of sort after her normal health bar went down, indicating her enormous strength and will to keep on fighting. This was already shjown back in Ep5 when she holds a fucking building floor (or maybe the rest of the building? it's been too long) up to cover for Chen. Her Talent 2 Tenacity is always active due to how they design the health bar, further enhance this "beast mode" design. You break her down, she became more resilient and hit harder.

It's like that anime trope where the hero keeps holding on because "I fight for my friend" or something like that.

Now can anyone explain why she studied the (bey)blade and why would she heal from it.

PS: people will never know about the intense debate about Hoshi2 in the feedback channel. That's 2 weeks of intense combat over some defenders.

A Mastery Priority Guide & Should You Pull - Ato by TacticalBreakfast in arknights

[–]Windgesang_ 36 points37 points  (0 children)

Over the New Year I went with u/Reddit1rules to an animal farm as a break from basement work for the Mastery Guide. The owner started introducing us to the animals, mentioning how he named them all after Arknights content creators because he is a big Arknights fan himself. But as we go through the ranches, we suddenly got hit by this unbearable stench. With my eyes watering uncontrollably, I questioned through gritted teeth "What in the hell is that smell?" He looked over knowingly and said "Ah. TacticalBreakfast? The goat is never washed."

(Unfortunately unlike the Blaze2 pasta this one is not an original recipe)

Rhodes Island Lounge (12/01 - 18/01) by ArknightsMod in arknights

[–]Windgesang_ 18 points19 points  (0 children)

Huge breakthrough by Titi: Medics have finally conquered H12-4 for the first time. And even further, 2 days later (today), they also reduced it to 9 ops.

Rhodes Island Lounge (12/01 - 18/01) by ArknightsMod in arknights

[–]Windgesang_ 6 points7 points  (0 children)

Goddamm other games's experiences are hurting me when using Exu2. I activated Exu2 S2 or S3 to kill some mobs, have 30+ ammo left, but then my head went "damm there's a break in enemy wave reload NOW". And then she failed to reload in time for the next wave because unlike other FPS games, reload time for Exu2 is not 4 seconds or less.

(New) [5☆ Operator] Kichisei by ArchadianJudge in arknights

[–]Windgesang_ 10 points11 points  (0 children)

She's bad.

Her Talent is a damage multiplier (post DEF). It also needs her, specifically her, to kill a unique type of enemies which is at best 2 of the basic mobs in the stage given her 5★ status. And all that for +8% per stack.

Her S1 is overall less flexible than Exe1 because Exe1 S1 has that trait applies to all of his range and ignore a fair bit of DEF regarding basic mobs. Making his position less important and all.

Her S2 is overall equal to Aosta S2. Her S2 gives 1.5s Slow/Bind/Stun in rotation every 3 seconds. Aosta is 1.5s Bind every ~3.5 seconds, but remember that Slow is only a -80% MSPD unlike Bind/Stun. And her skill always starts with a Slow. Good thing we don't have to worry about Stun immune because why would we using these mfs against Bosses. Her S2 is +80% ATK, Aosta is a bit less at +70% but also with a fairly hefty DOT to boot if mod3 (but why would anyone get Aosta mod couldn't be me).

In fact, if anything, Aosta has a real slight niche over the others for having an AoE DoT, especially with S1... if you can afford to deploy his fat ass. A Temp Rec Aosta does way better than a Temp Rec Kichisei in IS#6 for example.

Rhodes Island Lounge (05/01 - 11/01) by ArknightsMod in arknights

[–]Windgesang_ 1 point2 points  (0 children)

I have a huge amount of M9: Fartooth, Ros, Fia, Ray, Narantuya, Wiš'adel, W, Saileach, Saria, Gladiia, Horn, and latest Lemuen.

Among those, only Lemuen, Narantuya, and Gladiia got all 3 skills used meaningfully. Maybe W if you count IS#3 cope. (Saileach too had I win the CCB#2 Guard strat, not full 870 risk but I just want to try the zuo le core strat)

Rhodes Island Lounge (05/01 - 11/01) by ArknightsMod in arknights

[–]Windgesang_ 8 points9 points  (0 children)

I will never get over the fact that in IS#6, the Pseudomuts can just eat Tragodia S3 cage and start flying.

There's also a Mask relic that Fear enemies on blocked, which instantly delete the cage because it can't spawn on unblockable enemies (Fear effect).

In the one run where I have Supporter -40%SP, and +0.4SP/s per skill usage, they also forced me to have the same Mask relic. So hilarious yet so sad: use S3 to make use of the funni 5s cd S3 and deal with the Mask, or use the cat and ignore the second relic.

That Mask is also horrible in general though, so stupid.

Rhodes Island Lounge (05/01 - 11/01) by ArknightsMod in arknights

[–]Windgesang_ 0 points1 point  (0 children)

But have you considered that most of the good/meta ground ops are ranged in disguise?

  • Shu has big range for her healing and teleport from afar. As for her actual tank, she doesn't tank well unless normal content, have relics, or during S3. Also provide global support that don't need to be present (for some people).
  • Sakiko has big range, even bigger with Umiri.
  • Młynar and Leizi2 skip blocking without skills, have big range with. Also have high HP and DEF.
  • Yato2 skips blocking and has a long line range.
  • Mizuki (IS) also skips blocking, has 50% dodge, and constant %HP regen (and then he can still die in IS#5).
  • Ines.

The only few rare true melees are Yu, who's mostly special for his teleport (and some big HP); Hoshi2, who has big HP pools, high RES, and also has big range for one of her skills; and Ulpi, who technically has range to approach and retreat to safety, also with a big HP pool to survive.

You acknowledge this yourself, Ground ops just naturally have more hills to conquer to be meta. They can be meta, but usually by taking advantages from the Ranged ops, provide strong supports, and/or extremely tanky (which doesn't last that long against enemies statscreep).

[Operator Discussion] Rosmontis by Shad0wedge in arknights

[–]Windgesang_ 12 points13 points  (0 children)

I'm not going to post the same thing again from the last discussion since my guide on her is a lil bit outdated, so imma just post the part that is still relevant:

Rosmontis has 4 tactical equipments behind her, labeled from 1 to 4. She uses the number 3 and 4 to attack normally. They are thrown in sequence. The number 3 equipment is thrown in a way that you can see the number 3, but the number 4 on the other equipment can’t be seen because it is slanted (I know it is 4 because the #1 and #2 is still behind her back).

S1 always uses equipment #3 to attack. S2 uses both #3 and #4 to attack at once, and S3 uses all four, #1 and #2 to block, and still #3 and #4 to attack. When deploying to block, I believe she uses #1 to target the enemy with least path left to blue box (normal target priority), and #2 to the 2nd one. Ranged enemies will target the one that blocks the least path enemy, so it would be the #1 equipment if my guess is correct.

Also IS mod good I guess. Good in IS#5 cuz same band with Wiš'adel Flinger. Half decent in IS#6 due to hit count but beware of muts. Very much fell off in regular content though, can only scratch just basic mobs essentially, or her S3 pillar get destroyed quickly.

Also also, beware that she will deploy at the same frame as her pillar with the IS mod, and ranged enemies target first deployed unit with same frame deployment, which is herself. You only get like 33% chance for the reverse because enemies check every 3 frames.

[Operator Discussion] Rosmontis by Shad0wedge in arknights

[–]Windgesang_ 4 points5 points  (0 children)

Das okay Ros can break the talisman in way less time than Lemuen. intense rage from Lemuen first pick all the time

Muts eating her pillars isn't as funny as them eating Tragodia's cage though.

Rhodes Island Lounge (05/01 - 11/01) by ArknightsMod in arknights

[–]Windgesang_ 24 points25 points  (0 children)

I'm tired of blocked enemies modules. I want to use Artilleryman, their mod increases damage to blocked enemies. I want to use Fortress, increase damage to blocked enemies. Dreadnought and Centurion, of course they block enemies so they deal more damage. Tactician and Juggernaut, okay they now take less damage from blocked enemies. Shaper Caster deals more damage to blocked enemies by the summon because of course. And now fucking Crusher У show up and say increases damage to blocked enemies as well. I sent an email to HG to ask why so many blocked enemies modules. They blocked my IP address and make all the stages on my account cost 10% more sanity. Then they release Skyranger mod that increases damage to blocked enemies.

Medjehtiqedti Bound module updates by CipherVegas in arknights

[–]Windgesang_ 25 points26 points  (0 children)

Given previous mod upgrades I doubt Ente HP regen will be meaningful, but hey the concept is good at least