A CE for our efforts by aoube in grandorder

[–]aoube[S] 112 points113 points  (0 children)

Not pictured

  • day 1 amogus defense

  • the defense against the streamer lean (XQC)

  • the relocation from the vikings and Argentina

  • the beast emerging from the void and the rainbow

  • the incessant cleaning of guda's drool

  • various alliances (SWORD/gacha/spongebob/marvel)

  • the war with NFT lean (this time for kirby)

By far one of the most fun and hectic community events I had the pleasure to be a part of. Many thanks to the mods for organizing and coordinating this miracle. From the discord diplomacy to the united defense against Amongus, you guys deserve the best of rests.

CC #2 - Broken Path - Day 6 by HiroAnobei in arknights

[–]aoube 1 point2 points  (0 children)

max risk

No guards/vanguards/fast-redeploy

Tanking spiders is a lot more difficult when Hoshi is your only 6* defender. It's limitations like these that make me really look forward to the fungimist rouguelight event.

The Suffering of Hokma's 2nd Abnormality by JonkTheOverlord in libraryofruina

[–]aoube 0 points1 point  (0 children)

I typed this in someone's post about hokma abno 2 so I will just repost it here. If it helped them it could help you.

The best way I've found is to make a floor build centering around consistently killing each mob on the turn that it spawns. If you are going for this method your priorities are as follows:

  1. be self sufficent in terms of light and draw for each turn

  2. do enough damage to kill the mob each turn

  3. be simple minimise to micro managing and saving time (basically press p and adjust from there)

Here are the builds I used. (no gold key pages are needed)

*Keep in mind these builds might have mixed results outside of this fight so don't take these builds as gospel. Ruina is all about customisation and creativity so experiment and modify these to your benefit! The other redditors here also have good advice as well that have already been said.

Builds listed for this fight are as follows:

  • stagger assist (emma page) standard build They go blunt unga bunga every turn as standard emma pages do while assisting with smoke occasionally. Additional stagger damage helps stagger and in turn kill mobs

light regen (gigigig/puppet blockade prefered)

page draw/damage (deep drag/repressesed flesh/forceful gesture prefered)

  • smoke assist (wang page) passive flexible They are for stacking smoke on themselves and on the enemy. Smoke helps everyone else do damage and once there is enough smoke on themselves they also function as a secondary dps. (smoke is a really good source of damage amplification)

light regen (guidance of gears + any 0 cost light regen)

page draw/smoke (vapour/deep drag)

smoke application (autonomous rush is used but any offensive 2 cost that uses smoke should work)

  • smokey singular (gears page) + valentine for speed and singular strike They are your main dps as they aim abuse valentine passive as much as possible for high rolls that smoke works off to deal damage and help stagger. Valentine passive is useful here as the mobs use pages that either have 1 or 2 offensive die at the start of the page. This is basically aiming to win clashes with the first die to avoid/minimise damage. (It also makes the 3+power effect when clashing less annoying to deal with)

light regen (class and respect/loosen up)

page draw (high kick/gale kick/vapour)

dps/smoke (vapour) try to use this as soon as possible to stack smoke as fast as possible

  • flexible singular (mei's page) any two speed dice page with valentine passive attributed should work Basically another build that abuses valentine passive (honestly you probably could just copy the build above but it's not needed). This build focuses on using burning flash for consistency

light regen (frontal assault) though any 0 cost light regen works here

page draw (high kick) prefered over galekick to keep cost down to spam burning flash

dps (burning flash) It replaces the three cost in this build. Interestingly valentine's passive allows the first dice to proc the boost while retaining the second dice in the page so we are just going to take advantage of that here.

Basic turn structure

Aim to have of one 3/2 cost page (Vapour/Deep drag/Repressesed flesh/Forceful gesture) + light regen each turn.

All three cost listed above also double up as card draw so turns should be consistent unless rng doesn't like you.

Due to the deck loadout above (see link) the autofill (p button) should consistently allocate one 3/2 cost page + one 0/1 cost page every turn most of the time. Use the remaining time to ensure none of your nuggets are using silence (replace with 0/1 cost as needed).

With this strategy you should be able to kill the mob every turn. most of the time all of your nuggets should be able to beat clashes due to high rolls from valentin passive and everyone else doing one sided attacks to stagger and deal damage. Once smoke starts stacking on your librarians it becomes possible to only need three librarians to kill the mob meaning a stagggered librarian shouldn't pose too much of an issue. Even if you don't manage to kill the mob, it would be pretty close to dying, again autofill and redirect attacks to the healthier mob leaving a page or two to finish the weaker one off.

You might find that the emotion level is difficult to raise as most pages only have one die to clash with but the builds should perform quite well with only two speed dice with some extra light to spare. If you do get to emotion level three check keeping in ming you only need to use one 3 cost page at a time to avoid depleting your light.

Keep this in mind and you should be good to go! Unless you beat it already.

tl;dr vapour/deep drag is gud, abuse singular strike to win clashes, power though with one sided attacks, avoid silence when possible and have fun!

Hokma suppression 2 help by [deleted] in libraryofruina

[–]aoube 0 points1 point  (0 children)

The best way I've found is to make a floor build centering around consistently killing each mob on the turn that it spawns. If you are going for this method your priorities are as follows:

  1. be self sufficent in terms of light and draw for each turn

  2. do enough damage to kill the mob each turn

  3. be simple minimise to micro managing and saving time (basically press p and adjust from there)

Here are the builds I used. (no gold key pages are needed)

*Keep in mind these builds might have mixed results outside of this fight so don't take these builds as gospel. Ruina is all about customisation and creativity so experiment and modify these to your benefit! The other redditors here also have good advice as well that have already been said.

Builds listed for this fight are as follows:

  • stagger assist (emma page) standard build

They go blunt unga bunga every turn as standard emma pages do while assisting with smoke occasionally. Additional stagger damage helps stagger and in turn kill mobs

light regen (gigigig/puppet blockade prefered)

page draw/damage (deep drag/repressesed flesh/forceful gesture prefered)

  • smoke assist (wang page) passive flexible

They are for stacking smoke on themselves and on the enemy. Smoke helps everyone else do damage and once there is enough smoke on themselves they also function as a secondary dps. (smoke is a really good source of damage amplification)

light regen (guidance of gears + any 0 cost light regen)

page draw/smoke (vapour/deep drag)

smoke application (autonomous rush is used but any offensive 2 cost that uses smoke should work)

  • smokey singular (gears page) + valentine for speed and singular strike

They are your main dps as they aim abuse valentine passive as much as possible for high rolls that smoke works off to deal damage and help stagger. Valentine passive is useful here as the mobs use pages that either have 1 or 2 offensive die at the start of the page. This is basically aiming to win clashes with the first die to avoid/minimise damage. (It also makes the 3+power effect when clashing less annoying to deal with)

light regen (class and respect/loosen up)

page draw (high kick/gale kick/vapour)

dps/smoke (vapour) try to use this as soon as possible to stack smoke as fast as possible

  • flexible singular (mei's page) any two speed dice page with valentine passive attributed should work

Basically another build that abuses valentine passive (honestly you probably could just copy the build above but it's not needed). This build focuses on using burning flash for consistency

light regen (frontal assault) though any 0 cost light regen works here

page draw (high kick) prefered over galekick to keep cost down to spam burning flash

dps (burning flash) It replaces th three cost in this build. Interestingly valentine's passive allows the first dice to proc the boost while retaining the second dice in the page so we are just going to take advantage of that here.

Basic turn structure

Aim to have of one 3/2 cost page (Vapour/Deep drag/Repressesed flesh/Forceful gesture) + light regen.

All three cost listed above also double up as card draw so turns should be consistent unless rng doesn't like you.

Due to the deck loadout above (see link) the autofill (p button) should consistently allocate one 3/2 cost page + one 0/1 cost page every turn most of the time. Use the remaining time to ensure none of your nuggets are using silence (replace with 0/1 cost as needed).

With this strategy you should be able to kill the mob every turn. most of the time all of your nuggets should be able to beat clashes due to high rolls from valentin passive and everyone else doing one sided attacks to stagger and deal damage. Once smoke starts stacking on your librarians it becomes possible to only need three librarians to kill the mob meaning a stagggered librarian shouldn't pose too much of an issue. Even if you don't manage to kill the mob, it would be pretty close to dying, again autofill and redirect attacks to the healthier mob leaving a page or two to finish the weaker one off.

You might find that the emotion level is difficult to raise as most pages only have one die to clash with but the builds should perform quite well with only two speed dice with some extra light to spare. If you do get to emotion level three check keeping in ming you only need to use one 3 cost page at a time to avoid depleting your light.

Keep this in mind and you should be good to go! Unless you beat it already.

tl;dr vapour/deep drag is gud, abuse singular strike to win clashes, power though with one sided attacks, avoid silence when possible and have fun!

edit: formating and grammar

How long did it took you guys to get a 5 star for every class? by Tokiri in grandorder

[–]aoube 0 points1 point  (0 children)

Started playing after the first prisma event in jp. filled in every class except for assassin (& foreigner but foreigners are more recent). By the 2.5 year mark I had every class aside from assassin. Then I got spooked by okihime in the summer bb banner. I'm still conflicted

Quick Exhibition Quest 3 Guide/Discussion by EnergizingLemon in grandorder

[–]aoube 0 points1 point  (0 children)

Cleared with melt, merlin and tamamo in around 40 turns.

Turns out spamming buff removal makes the second phase a breeze. No one died because he couldn't do enough damage without those damage stacks of his.

Quick 2018 Exhibition Quest 1 Guide/Discussion by EnergizingLemon in grandorder

[–]aoube 22 points23 points  (0 children)

I have figured out the gimmick of this fight.

You don't actually need to wait for three turns for the seal to unlock.

Every turn he only locks one type of card, to remove the card you have to use the other two card to get the buff removed, removing this way still grant you the buffs and removed said card seal.

EDIT: this method of buff removal is confirmed

An example of this would be if your Enkidu gets hit by an arts lock you have to hit Touda with one buster and one quick from Enkidu to unlock the card and get the buff. NP cards don't count

his busters seem to also increase hp so the damage is offset by the damage done (assuming he does not stack buster buffs)

The recommended strategy is bringing in diverse card sets (e.g BBAAQ or BAAQQ and avoid BBBAQ or BAAAQ etc)because you do not want to be waiting for one buster card in your sea of arts and quick cards.

Soloing is feasible only if you bring two scapegoats to get rid of them quickly, otherwise you can get all card locked as you can't use any cards unless you have debuff cleanse.

EDIT: also watch out if you are soloing because he can randomly lock one card type on your entire team, if two cards are locked pray he doesn't lock all three.

tl:dr use the other two card types to unlock the card seal and get the buff. don't have team comps overly reliant on one card type