Corrections: - Seasons are 18 days to start with for Lush season, then 20 day intervals thereafter according to the Arknights Terra Wiki. - Swordmaster Guards only recover 1 SP per attack, even though their passive grants double hits. That said, Cutter has a random chance to recover a second SP point! - Update: The Shop unlocks via HQ level 2, according to the Arknights Terra Wiki, and verified once I looked at my footage from the upgrade list. I breezed by that part! - Headquarters Constructs may only be placed in your HQ, and not in your Forward Camp. Additionally, you will NOT benefit from HQ structures or Logistics Operators within Strange Territories, and instead you'll receive your chosen buff set, leveled to whatever tech tree level you have unlocked. I've received a lot of comments from newer players - first off welcome and I hope you're enjoying Arknights as a whole so far! Unfortunately, this mode is balanced heavily towards late-game accounts. If you're interested in trying this mode out without too much of a struggle, I would suggest a good goal to start with is to have at least 2 E2 Lvl 40 4-star operators in all primary Operator classes (starting with I would argue, Medics) to be slotted into Logistics Operator stations, where they will NOT be available for deployment. 4-star units are cheaper to invest in, and some are good in other modes but are lackluster here, which makes them suitable for the role. If you can supply that, and then a comfortable roster of other powerful units to do everything else with the buffs, I would say you're well-prepared for this mode's level of difficulty and operator demands. If not, there are plenty of other point farming guides available to collect the sanity-free resources from the shop earlier than expected, which will help you clear other content easier. If you're looking for how exactly I've gone about putting my advice into practice, my Twitch VOD's are highlighted and in a collection for re-watching, but be warned - they are long, unedited, and Twitch forced ad breaks if we don't want pre-roll ads to play when people tune in live. This, I can't do much about, but at the very least, I can let you know beforehand. My god I really went through and timestamped 57 chapters after editing all this I understand the pain now.
I haven't checked since I already have a run going, but I'm about 60% sure upgrading the base to lvl 2 unlocks the trading post, just like how lvl 3 unlocks logistics support, etc.
Such is the case when Hypergryph is like "alright let's turn Tower Defense back into a real-time strategy, but add on a turn-based grand-strategy layer." Glad you enjoyed it!
A combo I like to use with Kestrel is to have a Flagbearer with a Module to temporarily give her extra block and then activate her skill. Instantly have 4 material sucked up in monsoon season. Hot swapping Operators while Myrtle's skill is another way to eat up mats really quickly.
45:46 Note about Dorothy’s S3 is that the cross-shaped reveal is active from the moment they’re placed, which makes them an even better scouting tool than you may think
Holy moly, that makes sense actually. I think the code is programmed so that anything with an "attack range" with orange striped lines works for fog of war/line of sight. This is the kind of small delightful surprises I live for, thank you for sharing!
@@DoctorSockratesI think that’s probably the reason. For instance, one might think that something like Suzuran S3 would reveal her entire extended range. But it actually shrinks her reveal range because it gets rid of the oranges lines you’d usually see for attack ranges
oh hell yeah, a fellow stainless enjoyer! i really, really need to use him more often; i havent used him as much as i'd like in gameplay, but i just love his design, his theme song, and his gameplay style
Better late tham never! Just a pity that when you look for guides on RA you find content creators who are too frustrated with the first version and barely anything on how to... actually start to play it. I hope the youtube algorithm boosts this video more. I was about 3 rage induced wiped save runs through before yours showed up on my yt feed ^^;
That was my driving force behind the videos I've made so far. It just feels so disrespectful to the hard work done to make this game mode shine to see stuff like that, and, well, I've got a mic, camera, and a computer with some free time.
Chongyue carried me hard in the early game. And his module definitely helped a ton. Just place him down with saria behind and warfarin then its gonna be easy
Thanks, this is really helpful. I'm a new player, been playing for a month. A lot of people advised not to build too many operators in the beginning, and yes I noticed I started running out of resources. I'm learning the Reclamation Algorithm and looking for useful low operators to raise. There are so many of them and I don't have the resources to raise all of them. At lest I already raised Myrtle. This guide gave pretty good potential candidates. Thank you.
[Super Old Main Story Spoiler Warning] Man, as someone who had an interest in going to industry pharmacy, I can only imagine how hard it was to get FrostNova (the product) through testing to market while keeping the cheap price point.
Respect to you, this is a great guide. Before I found this I watched another popular guide that mostly just tells you to wait for a future operator before playing the mode.
Thank you! To be fair, it's not a totally invalid suggestion, considering by then most players would have more main game resources and a stronger roster and be overall better prepared. I played without Ines back in RA1 and that 'advice' would've been so tempting to me back then. I certainly won't say that you can pull this off with anything; that's just empty words. But if you do take what you have and apply it towards the problems this mode has you solve, I think a lot of people will be pleasantly surprised at what a little extra planning and foresight can get them. And, the stronger your account is, the more room for mistakes and flexibility you have.
@@DoctorSockrates I just think it's good for a guide to have a positive attitude towards the mode and to have helpful advice for actually playing the mode. Those who look up a guide are often already frustrated, so a negative video might just make them give up. I personally want people to enjoy the mode because it's pretty dope. I started watching your Twitch vods and they've been fun. I was surprised to find out that we had the same experience regarding the other guide and that was actually what made you create this one.
Thanks for all the help :) Small note on cutter and swordmasters in general, offensive recovery skills gain SP specifically on attack, and swordmasters do one attack which hits twice so they only generate one SP. However cutter's SP talent specifies when dealing damage, so she does have a chance to gain the bonus SP twice per attack.
Yap my ass, THIS WAS SOO GOOD. There was one thing you didn't cover though i was looking forward to. The pink thing on the bottom right. I know it's a lot to ask for bc there is so much to cover in RA sry if i am beign alittle pushy. The outro was hilarious too, (1:20:10) "watching this in the background while playing RA," was what exactly what i was doing. I look forward toward a 2nd guide :> get some well deserved rest to
I've only done one Strange Territory so far, but this sort of RA within an RA is honestly really sick! Waiting until I have more experience and recorded livestream footage before I cover it. And yeah. I know my place. Second monitor my beloved.
I kinda wanna like RA but it's just so weird to start. That said, I think it is really innovative in terms of Arknights gameplay and re-imagination of mechanics. I am glad we have it and that it is here to stay. Sanity-free content is always appreciated.
@@DoctorSockrates Yeah, I’ve barely felt the need to have AoE operators in my playthrough of arknights. That and my account not being that strong. I hoard my orundum and headhunting permits, never spend, and don’t play arknights regularly. Sometimes I get 6stars on complete accident like suzuran (I also accidentally got both Su and Zuo Le from free pulls) and just never upgrade them because either I don’t like them personally or don’t find the need. I learned my lesson, I got past the day 10 raid by chipping them down before they get to base. I’ve never really liked watching guides, there’s this unexplainable fun from passing through trial and error
Almost didn't see this thanks to RUclips - AoE being disfavored in regular Arknights is so real. Hopefully this has you at least dabbling a little bit into the long-term grind; the payoff is most certainly real, and pretty much every operator has at least something to bring to the table, even if it's just another hand to run dispatches. Also, I hope I left the guide open-ended enough for you to discover what works for you! I'm not really interested in making simple clear videos and whatnot, and I find it more enjoyable to talk about the strategy involved. I do plan on covering later content of course, but I'll generally keep the commentary limited to (at most, if not less explicit) explaining my picks for my clear and providing alternatives I think would've worked.
@@DoctorSockrates I honestly prefer this kind of guide since I’m not being told who exactly to use, where and when. Gives me an excuse to use GreyThroat on every other mission :p I’ll make sure to check out AoE ops and E2 my Suzuran someday, I really like RA despite it being balanced based on stacked accounts Thank you for taking time out of your day to talk to me, and keep up the good work lad!
Me who didn't get past day 3 due to having NO idea how to play this: FINE, I'll watch this 1.5 hour video. (Jokes aside, thank you very much for all these information!)
Video suggestions I have would be "speedruns" (i.e. how to unlock T3 base ASAP), boss guides, fortress guides, budget base layouts. And personally for me I mostly struggle with efficient hunting. If I'm lucky I can 3cycle goats. I'd be happy if I can get it down to 2cycle. As for my criticism about operator rarity from the previous vid, _this is just my gut feeling_ , but I think using 1-2 6stars and 3-4 5stars in addition to regular 4 stars is a decent compromise. I'd agree that this mode, just like IS, is much easier if you have a solid foundation of operators, but at the same time people with less investment should also be able to progress somewhat and enjoy it.
My to-do list overfloweth! And, well, yeah - using some core 6* carries and mixed lower rarities is kinda what you end up doing in standard Arknights too! I survived off of KyoStinV's guides in the early days of Arknights and this hasn't changed even with my advanced roster - I know that each operator can be upgraded but will still perform their duties as expected.
I will be watching this later, it's a lot to take in and I'm eager to notice what you recommend and how different it is from what I do lol I can bet a big thing is building some stuff in the base other than rice, deployment and later on, corrals and life points Because I'm at day 70 and I've put no defenses on my base lol Just waiting for drought season to beat the croc girl
If you're at day 70 with 'no base defenses' I bet you're doing something right at least with your play style to compensate for it. Ain't nothing wrong with that! ...I hope.
One thing i think that make this game mode a little easy is in the early just keep doing that 3-5min grind and everytime gave you 6tech point so the more skill tree you have the easy the game is
Nice video, especially timeliness. But I see 2 drawbacks, mostly as this mode beginner: 1) lack of video confirmation. Like... U just move ur mapview and tell about all kind of thing, someones could have unsteady understanding 2) Of course, this common hints are good, but would be appreciated to hear more concrete advices for my priorities, when I'm just trying not to fall on new group and huge amount of possibilities makes u hard to choose anything
I do want to try and work with more gameplay footage especially as I stream more of my gameplay on twitch, but that will require some heavier editing and storytelling to get the job done right. One of my future plans is to kinda edit together a highlight reel of my first playthrough, but as you might imagine that requires: 1. Me actually having finished said playthrough or progressed enough to make something out of it 2. Long hours at the editing desk to figure out what to talk about, and which footage to show, and whether or not I do post commentary or leave in my live commentary. I highly recommend watching my Twitch VOD playthrough if you're keen on exact details and reactions, but I understand that it's not ideal either since it takes a long time and not everyone likes passively absorbing stuff from the second monitor. Lots of ad breaks, lulls in the stream - that's more minefields for editing later on that I'll grumble about later. And, at the end of the day, RA's core progression is tied to exploration. The possibility space narrows a lot with good planning, foresight, and plain ol' "f'ing around and finding out." It's the unglamorous part of science that I know all too well in-game and IRL (studied actual pharmaceutical science while getting my PharmD) so I can only hope this is where that happy Goldilocks compromise is in the meantime.
I was pretty tired while recording this morning so that's probably part of it, couldn't help myself. 😅 Thanks for letting me know though, I'll make sure to double check the sound meter the next time I record and triple check it when I'm editing.
As an addict, I was peer pressured by my maxed account leviathan friend to play as he has already maxed out HQ, the shop and ACT 2 since yesterday. I have only made it past the priestess, maxing out the shop and hitting day 170. My account is moderately levelled from long amounts of inactivity and selective E2s. I have max Ling, sutr eyja , texas alter as my carries. I most of my combat lineup revolves around them, but i swap ling out to do auxilliary tasks like help guard gatherers in a "farm" squad. I always max out the squad size
I still don't understand. I don't have the trading post, I don't have any machinery to get ressources efficiently, so doing anything wastes more ressources than the action itself grants me and I'm getting nowhere.
The shop button is available by day 3, given you have followed the extended in game tutorial quest and a Rhodes Island operator has given you your first 5 stone. I looked back at my gameplay recordings to confirm this - my headquarters was level 2 and I had a healthy stock of 34 wood, 5 stone, 11 water, and 58 gold when the button first appeared, which I immediately clicked. Liaison was not at the base camp at the time. Look, I've tried here, but honestly, you're gonna have to be more specific than that for me to help you more effectively here - it feels like you've thrown up your hands at me and said 'I don't get this' after being unwilling to experiment and explore the game for yourself. If you're really struggling to visualize it, my last suggestion is to watch gameplay directly to see how it should look when things are done correctly. My Twitch channel has all of the gameplay I've done so far saved in a video collection that you can watch on demand there, and I haven't played any days offstream so there should be no content that's been skipped in these recordings. And before you ask, I have no plans to upload those broadcasts to RUclips at this time.
When I have more time, experience, confidence, and footage recorded, I plan on reviewing my first campaign to show you what the start looks like. However, there's way too many complexities to give a one-size-fits-all guide, even when you're playing optimally, and not everyone has what I have. That's the beauty (and difficulty) of this. In the meantime, check my Twitch VODs if you want more direct inspiration. They're unedited, but it's the best I've got after this.
Sorry! I did record this after waking up from a late-nighter 7 hour stream of RA, my speaking voice was definitely doing its best in order to get this out quicker, and I didn't catch it in editing either.
See my first video on RA for my initial recommendations! But since we're here, I've got you covered: Woodcutters come in many forms, but they all either deal good DPS, provide block count, or cover a large area. Fortress Defenders, SilverAsh, Mlynar, Eyjafjalla, Artilleryman Snipers, and even Reaper or Centurion guards are all great picks thanks to their damage output, effective attack range, or block count. Kestrel's good for harvesting the sparse trees outside of your harvesting hub's range, if you want to save your Fast-Redeploy operators for something else. As for hunting, map control is key. It depends on the prey and the map of course, but you'll want operators like Ambusher Specialists and Heavyshooter, Deadeye, or Marksman Snipers to establish map control and vision. Once that's taken care of, take Dreadnought Guards like Skadi, Melantha, or other similar subclasses to deal with heavy threats, and if you don't have enough Fast-Redeploy, compensate with fielding more operators and enough Vanguards to sustain the DP cost. Regardless of objective, don't be afraid to reload a save for practice if you want to fine-tune your squads on a particular map instance. At the end of the day, I'm not you, and if your roster has suitable substitutes for the suggestions I've described, it's up to you to try them out and discover them.
Do you know how to gest past the Emerald Pass? The node that gives you access to Iron. Is it timegated behind the dry season, or do I need to complete something to be able to enter the map?
I haven't gotten there on my campaign yet, sorry. I can't confirm anything for now, but you may need to be caught up on your questing, such as completing Act 1. If everything's wet, bring rafts, I suppose. One of the No Man's Land loot tables gives you a stack of 5 per clear when you take down the boss unit.
Honestly early game gets easy once you have some good operators and a idea on how to act. Getting Iron by beating the lizard boss? That's the real hell.
I mean this game mode has a lot to unpack, after scrolling around for a while my brain would start frying lol It didn't help that RA1 I "got" someone to play for me, so I didn't have that much experience in this gamemode, unlike IS (though I still have some help from friends)
@@DoctorSockrates yeah I've been procrastinating to play it in the first 2 weeks to build Carnelian, Zuo Le and Dorothy, but now I procrastinate because of inexperience (and deadlines :v) Probably gonna dive in after the monthly update.
@@DoctorSockrates I have been using Lin a lot quite recently and I did use Carnelian (though not built) before and they could be pretty good, especially in the IS.
I don't know if it's mentioned anywhere but some Skills like Virtuosas S3 remove her Vision and they can walk through her Field or Goldenglow S3 needs scouting because that one also removes vision. which was a bad surprise for some stages. though I hope there are some tricks to reach all the resources I'll need because I'm stuck at that one Stone Mine point and can't progress because of the swarm of enemies and the limited Deploy Slots
Vision mechanics and squadsight spotting is definitely something you'll have to get used to. As for the stone mine issue, AoE is certainly your best friend. Juggling deployment slots definitely blows, but if you can manage to secure enough resources, deployment slot upgrades are available. It's up to you if you want to farm the resources from the shop and the limited availability, or throw more operators at the problem/use a save slot to re-try different compositions after a calculation day.
A far more basic point: What is your suggestion about the roster? As a rather new player, I have only about 25 Elite 2, my highest is Thorns with E2lvl55. And how do I manage the skrimish (that is a bottleneck on the map) I know, it is high end content and not really made for new players, and I am absolut ok with that. But I am curios. How good should a roster be?
That's a tough one. I think a RA ready roster should have enough operators raised to support logistics (usually unused 4*'s to module level, since they're cheap) and to reliably have enough options to run Dispatch nodes without compromising your most competent lineups for RA's main activities. Besides this, I'd look at it from a problem solving angle and say: do you usually have two, non-overlapping answers to any given problem? (two squads per day refresh - gives room for a mistake to happen). For example, you're given a big wave of small but numerous enemies. Do you have two different squads that can use the same map? And are they reliant on the same general composition, or do they vary a little such that one squad can fill in if the other's totally screwed? Or, how about bosses? Maybe with food or smart tactics you can get away with some cheese, but if you're starting out, and you can't get past the Towering Pass or take down a No Man's Land before getting stomped on by the Sarkaz Linebacker Phase 1, you can only do so much compensation with skill before you're forced to retreat due to the lack of better options. Suppose you had to go on some hunting trips. Maybe you don't have agents, but are fine with other vanguards, but you still need good map coverage. Do you have enough FRD's to field on both missions? Or do you field an FRD rapid response team and a separate, overwatching sniper/global range support team instead? Arknights is complex enough that I really don't have a simple answer for this, but that's kinda where the fun of discovery is: your new favorite teams might be just around the corner, and all it takes is a little challenge to motivate you. The holy trinity of Damage, Defense, and Healing is mixed up with the complications of Economy (DP) and Location (Attack Ranges/Low-High Ground). As for the skirmish, I'm assuming you mean the one before the stone maps. Lancers will come from the south which can be stymied by binds or stuns, otherwise it's kind of like an Integrated Strategies stage featuring advancing rows of increasingly difficult enemies: bring good damage dealers, or else. Even though you're given a good firing line, you'll still need some decent melee defenses to hold them back too.
About base building: I created a base that's similar to the first example you showed, but some enemies in raids between days 20 to 30 bumped into the roadblocks and started attacking them. I made sure to leave a huge path for them to flow into, but instead they went and attacked from the other side. Is that a bug? Will it get fixed in the future, or did I make some kind of mistake? To specify, I'm talking about the roadblocks that block the enemy's path, those you can't deploy ranged operators on. I thought they worked exactly like those we have in regular stages, as long as you don't fully block access to the blue boxes. Should I leave a gap between the roadblocks and the actual base and THEN funnel them into a single opening path, so that the enemies are tricked in there? p.s.: great guide, exactly what I needed
Enemy pathfinding can get wonky like that, so carrying some spares just in case they get accidentally nudged is a good safety practice. And definitely scout your raids - by 20-30 there's a good chance some ranged enemies are sneaking in too that you'll have to actively defend. Not sure otherwise how this happens though - the fact that tier 2 roadblocks had camouflage removed shows Hypergryph mean business, but they seem to be sturdier these days thanks to tech tree investment at least.
@@DoctorSockrates I experimented a bit and found out that if I place them diagonally instead of creating a flat entrance it's easier for them to flow in without getting stuck. I've also started creating some "Ifrit tiles" in the outposts. Ngl, it's frustrating when the raids get too strong but otherwise it's fun. I think it would be funnier if they focused on the exploration difficulty instead of bumping up the raids' strength, though. Right now it feels more like a race against the clock than an actual exploration. One more question: how do I pass through the Mist Mountain Passage to get to the Priestess and unlock iron ore regions? Do I need the Pokèflute or something?
Like I said, the Lords Ameer already know what happens when you let some randos build a base in their lands like this. I laughed at the story bit of Passenger coming in and effectively telling us the equivalent of "don't go to school tomorrow" 😂 I haven't quite gotten to that map yet in my playthrough; had to deal with some unexpected raid stacking and fortress suppression. I will soon though - I'll check my quest log when I do to see what's going on. I dunno about a pokeflute, but there's sleep bombs at HQ level 3 or 4 (can't remember) to go alongside the cages for capturing animals for domestication. Maybe that's what you're looking for?
Anyone's a packmule if they're crabby enough. (I.e. food buff) Gravel for sure, especially if her block count is buffed. Blem and Nearl (5 star) have the block count, but they needs redeployment time to be reduced by food, or just more defenders like them to compensate for normal redeployment time. There's math somewhere for this I'm sure - I can't be bothered to do so when drone hubs, Kestrel, and crab meat exists. Use what you got, at the end of the day.
@DoctorSockrates I meant with context of gravel reducing redeployment Time for Kazimeraz operators, It's 10% if I remember right? It might Be a way to get a 6 resources at a time somewhat consistently. But that's just a theory
Check my other video for that - for hunters, all of your fast redeploy operators including Agent Vanguards and Merchant Specialists are great, coupled with some hard-hitting guards or ranged units to fend off map-specific threats. Resource farming involves taking harvesting drone hubs alongside the appropriate dps operators for busting down trees, maybe with a few "packmule" operators with fast redeployment and boosted block (or Kestrel) to get anything outside of the drone hub range.
To add one thing about harvesting resources, if you don't have drone hubs yet (mostly for wood as stone and iron takes ages without the hub), you can bring strong operators that can hit multiple objects at once as the replacement and have packmule operators as suggested above to carry the drops. It may not be as much, but if you're efficient enough, you can gain decent number of resources
You may want to increase the volume of the video next time, for people who doesn't have sound mixing add-ons on the browsers. With all my volume sliders to max I can barely hear you in this video.
I'm aware, and I apologize. Got excited to record and edit but was dog-tired after not a lot of sleep and a 7 hour livestream the night before. And, somehow, I still didn't catch my volume mixer being under tuned in editing.
@@agusprasetyoutomo5699 focus on getting rice farms, keep your water pumps for the monsoon when you're doing hunt maps, don't use defense buildings until the first boss, and optimise the position of the gathering tools. Go for the south zone as soon as possible and favorise maps with easy access to wood, like there's some map with 60 woods you can clean with 2 harvesters but there's one with more woods but more spread out so don't loose too much time there.
No Man's Lands have fixed rewards of gold and a drop table depending on what it is. For example, Sickness Of The Land features multiple meals, some pre built constructs, and some gold. Try them out and see what you can get if you're able to clear them! Some are returning from RA 1 such as The Lost Great Wingbeast, a source of Marrow Fungus.
Actually, I should also note: they act like Conflict Zones for the purposes of revealing further nodes. If you cannot go around them, you will have to clear them to reveal any nodes behind them.
Someone else asked about this and the boss herself screams "kick me with Eunectes skill 2" on it. Besides that I've heard you have several things to deal with. One is the seasonality - in drought more melee tiles open up. Otherwise, you'll need to craft rafts. Take on the other No-Man's Lands beforehand to farm up stacks of 5 as rewards for clearing. Note how her damage reduction and attack buffs work. You'll need sources of stun, freeze, or levitate. Anyone works, as long as you can stagger it and keep resetting steadily. There are non-gacha and low rarity operators available with these pieces of crowd control, such as Click, Qanipalaat, and Kjera, to name just a few. Also, when she's at 50% health and can no longer take damage from other operators than the one she's blocking...they never said anything about being immune to crowd control. Take your strongest ATK/DEF character as her duelist, and use as many tools to bend the rules in your favor as possible. Logistics Operator buffs, powerful food made with Marrow Fungus or the spinebeast meat, and as many game-breaking tools as you can craft and carry, such as the SP battery or barrier generator. And, of course, don't forget you have to deal with her army of sim--I mean other Archosauria. Big splash damage is key.
At what point do the enemies stats start to level off? They don't go up infinity, do they? At some point do things slow down a bit, or is every three days a frantic fight for survival forever?
Good questions, and bear with me here, because I think it depends on a few things: Enemy stats don't actually scale up to infinity in this mode as far as I can tell - according to CN's server, that's reserved for an upcoming challenge mode that saves your main campaign, and puts you in a simulated 'apocalypse' where you have to make a last stand with what you have. The only thing that really changes over time right now is which raiding parties that are thrown at you, and even then, those are fixed, known quantities. I think it stabilizes around HQ Level 3. This unlocks your first Logistics Operator slots, a lot of the initial mid-game Construct/Tool recipes, and a handful of impactful Tech Tree Nodes. Tech tree progression being HQ level limited means farming up tech tree points is still beneficial, but not crazy overpowered. Besides, the nodes that are gated behind HQ levels are usually not relevant until you get to the point where you can afford the HQ upgrade anyways. Level 4 is also a great milestone, because by then you will have built a Resource Planning Station to increase your Deployment Limit. Fortress suppression helps a lot. There are certain fixed boss raid spawns at selected days (I think the first one is roughly around Day 30?), but for the most part, raid spawns are randomized and also influenced by whether or not a Fortress node or a Mountain Pass node is uncleared. These come back roughly every season, so if you can keep them suppressed, you'll have not only the gold from those loot tables, but also more acts to collect resources at your leisure. Building the Lootmark is huge too - again, HQ levels & constructs are the most important upgrades to save up for, and only make you more powerful without scaling anything directly. For me personally, I think I got comfortable about HQ level 3-4 with the Stone maps unlocked. This meant I had enough maps explored for good supply line alternative options, as well as access to the first major mid-game upgrades that make everything a lot easier. Iron might be just out of reach or shop-locked, but you'll find that a lot of the most frequently used basic stuff just takes stone, wood, and water. And, by now, the building cap means I can mass up enough food to throw my operators at almost any problem, including hunting for meat to survive drought season. Ultimately, if you have the grand strategy layer down, but just don't have the operator roster or experience needed to execute your plans on the missions themselves, it is always fine to take a break, farm up some resources outside of RA, and return when you have stronger operators to allow for an easier time. Don't feel pressured to like something that's meant for you to come back to later.
@@DoctorSockrates I'm day 25. Just got HQ level 3, 8 rice plants, and some stone so I can build some walls before day 30. Sounds like I'm almost out of the woods. I only play for like 45 minutes a day, so this might not be a good mode for me.
@@DoctorSockrates Completely forgot to give tips/feedback! I noticed that a lot of your suggestions were for higher level/higher rarity ops so I tried to focus on units that were either low rarity, could be extremely useful at e1, or both. Silverash is my favorite support for resource farming because of his Leader talent, which not only gives everyone 10% reduced deployment time at e2 BUT ALSO REDUCES IT BY 5% AT E1. My point being that, if anyone has a languishing e0 Silverash, they don't need to raise him very much before he becomes useful (even if he's appearing as Sir Not Deployed In This Operation.) He also doesn't suffer from the classic "useless until e2" syndrome a lot of six stars are susceptible to *[side-eyes Thorns]* bc his s2 makes him extremely tanky. I can see e2 frostleaf getting some usage out of her expanded attack range, since it's really unique amongst melee operators. I don't have her at e2 so I can't exactly test this, but I imagine that it'd be super useful for scouting, or even just revealing some enemies to hit with global skills. Potential niche for Frostleaf lovers? Matterhorn+module has 4 block alongside 25% resistance. I like using him for last-minute transport and distraction. Quick shoutout to Fortress operators! Long range or short range AOE. I have Horn, and both her s1 and s2 are great. I tend to put her on s1 for resource maps and s2 for combative maps. Very solid op at all elite levels. *[continues to side-eye Thorns]* Purestream has a big range and also gives status resist to ops that she heals Quartz is a 2 block dreadnought. I'm stuck near monsoon season but I think she'll be extremely useful. Meteor! is really nice! for defense break!!! Even at lower levels her s1 can really improve your DPS. I highly recommend her s2 for any strats that stalling (
Dang you dug up some good ones! There's always another layer to peel back with this game and even I forget my own favorites sometimes. Wanted to comment on some of this list though: - Silverash S2 puts him in my "self-sufficient" operator list for Lazyknights and I'm here for it. He's a big power pick overall, but good catch on the E1 passive there. - Frostleaf's E2 attack range is in fact underrated; she was my discount Thorns in IS tbh. She is a little undertuned overall though (there was a video talking about this but I can't remember who made it), but that doesn't stop me from drafting her every so often on S1. - I touched a little bit on Fortress Defenders in my first vid, they're my go to's for...sieging Fortress nodes! - Quartz has 0 DEF because of her Crusher Archetype. Use with caution; there's nothing to scale with DEF food, but she gains access to stuns via her skills - a definitive trait of her Guard archetype. - Didn't I highlight Meteor already? Whenever I run Sniperknights she's mandatory alongside Archetto for even more synergy. 1:02:25 - You're the second person to my knowledge who's commented on Kazemaru, and I think I've been sleeping on her strength for too long. Maybe because her EN voice actor pronounces her name in a weird way, I don't know. Her skill ceiling is as high as her damage output. Overall I did center my focus on the higher level higher rarity stuff but by and large, a lot of operators do come into their own at E2 Lvl1, with at least Skill Rank 7. I can only go so far recommending lower level stuff, since my account's launch-day old and I cannot unlevel my operators, and this mode still remains balanced a higher average level roster than others. If I can't confidently promise their usage, they're either outclassed, out of my reach, or otherwise just not what I remember at the time of recording. I tried to hit a good spread with my recommendations in this video, ranging from power picks I neglected in the first one, to the lower end of the power curve, welfare operators of note, and even off-meta 6 stars that shine in this mode. Gotta draw the line somewhere - I hope this at least explains where I'm coming from.
I am sorry, but... Is the mode really entertaining when it requires guides like these? You did an amazing job, but after watching it I am rather convinced Reclamation Algorithm is not worth it, lold
If it's not for you, it's not for you! No amount of convincing or guidance from me is gonna change that if that's the case, and that's just how it is sometimes. No need to apologize for that, but the sentiment is appreciated.
tbh i was here for a base build because i have been stressing out every day 30 because of the boss so far any other raid still manageable and last night i manage to kill all mobs except the boss and WTFG how did the boss kill hoshi when i have 5 healer after that i restarted because the next day is base raid but i haven't build it yet. thank you for the useful informations now my plan is use almost all resources to build base to minimum and maybe relax
What do you mean you're gonna hit level 2 by the time you end the tutorial. Am I missing something? I can't get past days 10-12 because I can't get 60 wood to upgrade my base while also getting food and exploring
That is an incredibly rough start, and off of this alone, I can't tell you whether your operators are underpowered, you didn't take nodes, or if your playstyle isn't cutting it. If you're willing to watch, my Twitch channel has the VODs saved of my first campaign so far, so you can see what it looks like to get a good start with less difficulties. If you're savvy and lucky, Encounter nodes will grant you wood without having to send your operators into combat. But this isn't guaranteed - at some point you're going to have to have enough damage to take out some trees, and enough manpower to haul it all back to base, assuming you don't even have access to your first harvesting hubs. Edit: I should add, the initial questline felt like an extended tutorial to me at the time, so I apologize for the poor wording there. The first run starts as soon as it sends you back to the start screen and you commence it. I have not had the pleasure of losing my run yet and resetting or loading a save (day 40) so bear that in mind.
Not so much different as he was just outclassed, haha! Turns out he was even more useful than I already realized once I reached the Oasis for the first time, though. Sure, Mumu still fills the niche too, but the more the merrier in this case. I'll cover why in a future vid.
Nothing's up on the Arknights Terra Wiki (EN) yet, however on the CN PRTS Wiki, from what I could glean on Google Translate this medal involving Danger Mode may be locked behind the first content expansion in September. That said, the page does list some requirements: - Complete Act 3 - Have HQ level 6 - Not be exploring Strange Territory on your main save file An auto-save will be made upon entering Danger mode, and uh...yeah this does not look pretty: - Seasons are fixed, and nodes will no longer refresh seasonally. - Base Camp NPCs are removed, along with the resources/help they provide - A combination of Monsoon and Dry season's effects are put into place immediately, meaning -1 block, -40% Max HP, and severely reduced Planter Box Rice output - "Progressive Deterioration: Enemy health, attack power, and defense power increase daily." No upper limit, it starts at +10% and ticks up by 1% each day with a bonus 10% every 9 days. - Further effects up to day 27 in Danger mode will apply (too numerous to list here.) It's only a pure survival mode: when you die here you are reset to the auto-save made before entering this mode. There seems to be bonus rewards for surviving long enough, but...yeah, wow. The medal is only for surviving 6 days, but I'd imagine enemy spawns are increased too. This seems like the ultimate last stand and sounds absolutely epic.
I'm told you have to lower its health to 50% or lower, then pop it on them, but I haven't confirmed this myself yet, sorry. I'll follow up if I can, but you can otherwise try checking the Arknights Terra Wiki for info.
You're probably gonna have to combo it with sleep bombs to fix the arm times. Not sure if fowlbeasts are valid capture targets either, once I have Iron I'll do my best to test things.
It's not much different from what I show in my videos so far (if you want confirmation, check my Twitch VOD's - they're highlighted for safekeeping). The only things I've built so far are the deployment limit stations and rice planters in the north, and then a simple surround with roadblocks to funnel enemies to the south side of my base into a single file line. Late game base setups will be covered later when I actually have something to show.
how do you catch beast, I failed with normal beast catching tools(have a corral or whatever it is called) was thinking to catch that boss yak thingy for extra food supplies but no clue how to do it tho I have tone of food since day 60 to 120 i was just farming food(framing points actually but got lot of food in process) from encounters and flag nodes mostly but still i would like to have some animals at base too with rice want to move forward but really like to catch some beasts first so can cook food for operators
I haven't quite gotten it down yet, but I'm close. I'm thinking it's a mix of typical hunting, followed by keeping them down with a sleep bomb. Some animals might not be able to be tamed too - I can't test it.
You can only catch the beasts that when killed give you food up to tier 3 from my observations, you're unable to catch mobs that give you seasoning like the spiky guy. To catch them you need to lower their hp to around 20-30% of their full hp and use the beast trap, if you're far enough into the the game mode you can just use a high grade beast trap to skip the hp requirement
@@oke2447 ok thanks looks like the boss beast that give food(ones that appear once in a while and stay at same location for 3 days)are not catchable so i should focus on others then
@@saranshbhikhta1404 yeah tried to catch him as well, but was unable to, checked if any CN guy had them in their base but I haven't seen anyone with them, so fair to say that they're uncatchable
I play on standard diff (easier) And my rice/wheat never run out though (as i spend full team every single time) one of the reason i don't farm food > 7 day
Standard mode really does give such a good boost to the economy. Of course, I wanted to get used to the harder difficulty since the standard mode buffs don't apply in certain places.
Could be worse! I think that at least getting as much wood as you could be getting from an Encounter node is a good goalpost for "would I rather be spending my action point here, or should I just point farm to boost my operators to deal enough damage and carry enough loot." Encounter nodes don't take drones either, so this is a pretty good 1:1 comparison here. And uh, no, I don't remember off the top of my head here how much wood that is, but considering that you're doing this without drones, I think you're still healthy enough if you're just scrounging to get wood for drone hubs in the first place.
So, is this game mode meant to end game players? Beacuse all of the operators you show are either maxed or pretty high-invested. I'm a new player (less than a month) and I'm struggling trying to play this mode with only E1 3 stars operators. Should I stop trying for now? Beacuse I'm starting to get frustrated of not being able to pass day 6 without reaching level 2 HQ and literally having no food to continue 💀
Yeah, it's balanced by default for it, and since it's permanent, it's perfectly OK to come back to it later, or use the point-farming method to trickle in rewards. This mode benefits having lots of different options to solve both harder versions of classic Arknights challenges as well as all-new challenges that veteran players have to contend with. Personally, I'm not sure why the mode unlock requirements is so low, but it is a little misleading even if it does open up a way to upgrade materials (without Sanity!!) that you can get points for faster by using the farming methods shown in other guides. Kestrel is worth picking up, too. There might be better operators, but if you don't have them, throwing more of what you have at a problem can be a solution, sometimes. Of course, you are free to test your mettle whenever you'd like, but even then, you'd need quite a bit of game knowledge and experience to know where you can afford to take weaker operators, and where it's better to leave room for error by having strong rosters to begin with. Having a back-roster of at least 2 4-star operators in every class trained up to E2 is also important for more easily maximizing Logistics Operator bonuses later in this mode, so that should give you some reference level as to how much strength you should have before trying this again. Don't feel too bad though - Arknights has plenty of content, a lot of free unlockable operators from side stories, and plenty to tide you over before you're ready to tackle this next level of gameplay. You'll be learning a lot from using your 3 stars, and even using them in the other major side mode, Integrated Strategies, when you don't have the resources to pick up stronger picks.
Bring some booster devices, ideally in the drought season, and bring sources of frequent stuns, levitate, or freeze. Budget options include Click, Kjera, and Qanipalaat, whereas you can upgrade to operators like Ch'en, Gnosis, or even Hoederer. For someone to tank in Melee, pick someone who's high in ATK and DEF - Eunectes is a surprisingly good pick here with her Token upgrade (talk to her repeatedly base camp with 5 woodchip fungus) and her skill 2, which can further suppress the priestess. Bear in mind that even though damage from other operators is resisted, crowd control is not - make use of this to make sure your main duelist doesn't die. The rest of the fight revolves around fighting off the chaff, of which you should have plenty of options for. Edit: this will also be a two-act problem. You have been warned.
It could've been longer 🙊 I've made a second longer video since. Edit: wait a sec I didn't pay attention to which video this was posted on, but, still.
The maps are likely being ported into the Arknights Terra Wiki on EN, and if you don't mind a little Google Translate, PRTS Wiki from CN's server has you covered. That said, if you'd rather see video footage, I hear Jfun's pumping out a ton of short video clear guides on RA maps! I'm also working on my next video that'll go over a lot of gameplay footage on maps that I've personally had the pleasure of clearing. If nothing else, save scum! You can save a map until after a Calculation Day to experiment with strategies and loadouts. Edit: LMAO everyone hates Vigil I know, I know...
I’ve been hardstuck on this boss called Zumrutruyasi Priestess. Is there anyway you could help us with this boss? In my current situation, the dry season is almost over and I have 1 more attempt to fight the boss before the map is flooded with water 🥲
I don't have first-hand experience fighting it yet, so I can't do a video about it just yet, sorry. I'm taking a look at her entry in the wiki though, and I have some thoughts. She reminds me of the Ticauah Braves, except she only has 100% invuln to everyone but the 1v1 target at 50% health. The stacking attack buff is quite scary! But, unlike a certain IS mid-boss, the reset doesn't need time to happen, it instantly resets upon hard crowd control. Read a little between the lines here: she doesn't take damage from your other operators...but they never said anything about stuns/freeze/levitation from other operators. Ideally, you run Eunectes Skill 2 and just straight 1v1 her with medic support and maybe an SP battery to just spam stun lockdown and beat the tar out of her, plus token buff. This is a jungle grudge match if I ever saw one. But otherwise, have someone who has high ATK and DEF be the main duelist. Everyone else should be deployed earlier to avoid her aggro, if possible. Run as many sources of stun, freeze, or levitate as possible - I can think of a few cheaper ones like Qanipalaat, Click, even Kjera if you're lucky, but run even more if you can, like Projekt Red, W, Gnosis, Irene, etc. Good luck, have fun, and don't lose hope!
@@mr.comment9747 my advice is to not waste your days and just savescum. attempt the boss on the day right after save, dedicate your both actions to it, if you fail reload a save rather than advancing forward. although you might also come to a conclusion that you just cant do it currently, idk what your roster is. this boss is a huge stat check and i feel they put a boss like this too early in the story, all the later bosses i fought so far were much easier. otherwise: remember about logistics and food buffs, try to clear wave 1&2 fast in first action so you have some time to do dps on the boss (or at least to clear most of wave3 in action 1) and then focus action 2 on the boss. below 50% boss only takes dmg from operator blocking her so youre most likely going to have to do 1high dps buff army. remember to spam cc on the boss, chen s1 with aspd food works well if you have her as the stunner
I'd say to wait for the drought season first, since it's the season where all the water is dried up so you don't have to use pads. Then since you're allowed only a day to kill the boss use one act just to kill the three waves of normal mobs and leave one act to focus just on boss killing. As to how to actually kill the boss you want to have a cc enabler, so something like typhon S2, chen S1 or if you don't have any bibeak works as well you'll just probably need to craft an sp battery for her, as to the blocker you want someone that has really high constant damage so the likes of chongyue or Pallas S1, for more affordable options you can try cutter S1, if you find yourself lacking damage take some debuffer or buffers and remember that you can craft food buffs. The easiest solutions I've found are using Zuo Le (he actually solos the boss with the barrier tool and a sp battery) and mega buffed tachanka.
So, unlike RA1, where i just need to build my base little by little then save the base and exit RA1 to reset then build the base again, i can't do that in RA2, i even lost my precious base upgrade if i decide to exit RA2? like wtf??????????????????? Then you are telling me that if i spend my time and effort build a decent base, then somehow got raided by the enemy, you would throw all of that to trash bin and say that all my effort would be for nothing if i fail to defend my main base????? What bullshit is that????
That's correct. The difference you'll see in your base progress from run to run won't be immediately obvious since it's all reset except for tech tree points, which can be reinvested into right away at the start and at every HQ upgrade unlock. Bases can be rebuilt; it's just a matter of how fast. It's hard to appreciate a base being rebuilt days faster if it's been too many days since you last remember resetting, y'know? If that's too much of a mental obstacle for you, that's alright too. Just trying to put things into perspective from a less negative standpoint here. At the very least, we don't use sanity to play this game mode. I'd be *really* pissed off then. But this is a slow investment over time - setbacks happen, but they won't ever permanently stop you. Use save loading, use the experience you learn from points of failure, and build even better bases. It's not one and done.
@locthiennguyen Also, remember; you can load back into to the last 2 auto-saves that are made prior to you run failing. Hard resetting to 0 is a LAST RESORT.
@@DoctorSockrates i heard that next update, they will allow you to save your base like RA1, since back in CN, everyone complaint about it, guess i'll wait until then, also, can you make a vid about "how to farm stone and iron as early as possible"? i can't get my base to lvl3 because i can't find any early stone mine, and the moment i reach it, i got raided every now and then, and fail because i don't have stone to build anything
@@DoctorSockrates i heard that next update, they will let ppl save their base, since back in CN, everyone complaint about it, to the point they have to fix it for the players also, can you make a vid about "how to farm stone/iron as soon as possible from the start"? because there is no early stone mine, i can't build anything useful to defend the base, and the moment i reach some stone mines, it was already too late
To rush stone and iron you have to rush quest objectives. If raids are getting in the way too much, it's probably worth it to destroy Fortresses to suppress their raid spawns, and also get their loot.
Corrections:
- Seasons are 18 days to start with for Lush season, then 20 day intervals thereafter according to the Arknights Terra Wiki.
- Swordmaster Guards only recover 1 SP per attack, even though their passive grants double hits. That said, Cutter has a random chance to recover a second SP point!
- Update: The Shop unlocks via HQ level 2, according to the Arknights Terra Wiki, and verified once I looked at my footage from the upgrade list. I breezed by that part!
- Headquarters Constructs may only be placed in your HQ, and not in your Forward Camp. Additionally, you will NOT benefit from HQ structures or Logistics Operators within Strange Territories, and instead you'll receive your chosen buff set, leveled to whatever tech tree level you have unlocked.
I've received a lot of comments from newer players - first off welcome and I hope you're enjoying Arknights as a whole so far! Unfortunately, this mode is balanced heavily towards late-game accounts. If you're interested in trying this mode out without too much of a struggle, I would suggest a good goal to start with is to have at least 2 E2 Lvl 40 4-star operators in all primary Operator classes (starting with I would argue, Medics) to be slotted into Logistics Operator stations, where they will NOT be available for deployment. 4-star units are cheaper to invest in, and some are good in other modes but are lackluster here, which makes them suitable for the role. If you can supply that, and then a comfortable roster of other powerful units to do everything else with the buffs, I would say you're well-prepared for this mode's level of difficulty and operator demands. If not, there are plenty of other point farming guides available to collect the sanity-free resources from the shop earlier than expected, which will help you clear other content easier.
If you're looking for how exactly I've gone about putting my advice into practice, my Twitch VOD's are highlighted and in a collection for re-watching, but be warned - they are long, unedited, and Twitch forced ad breaks if we don't want pre-roll ads to play when people tune in live. This, I can't do much about, but at the very least, I can let you know beforehand.
My god I really went through and timestamped 57 chapters after editing all this I understand the pain now.
Ty for chapters ❤️❤️
Helps a lot for rewatching
I haven't checked since I already have a run going, but I'm about 60% sure upgrading the base to lvl 2 unlocks the trading post, just like how lvl 3 unlocks logistics support, etc.
@TheOnlyMrFake: The wiki seems to corroborate that, so I'll put that up on the corrections list for now. Thanks!
You've made the best RA guides on the western side of the Arknights community. Thank you so much.
"We will watch your career with great interest."
I hope someone makes better ones, actually! Surely I'm not fighting this alone, right?
A few other content creators have put out some small videos giving out tips which is nice, but none have gone in depth as you have for sure.
You know its bad when the EARLY GAME ESCAPE tutorial is hours long.
Thank you for this video! I finished it already but i adore video essays XD
Such is the case when Hypergryph is like "alright let's turn Tower Defense back into a real-time strategy, but add on a turn-based grand-strategy layer." Glad you enjoyed it!
A combo I like to use with Kestrel is to have a Flagbearer with a Module to temporarily give her extra block and then activate her skill. Instantly have 4 material sucked up in monsoon season. Hot swapping Operators while Myrtle's skill is another way to eat up mats really quickly.
That's some advanced packmuling tech I stumbled across on stream by accident too, I need to remember this!
45:46 Note about Dorothy’s S3 is that the cross-shaped reveal is active from the moment they’re placed, which makes them an even better scouting tool than you may think
Holy moly, that makes sense actually. I think the code is programmed so that anything with an "attack range" with orange striped lines works for fog of war/line of sight.
This is the kind of small delightful surprises I live for, thank you for sharing!
@@DoctorSockratesI think that’s probably the reason. For instance, one might think that something like Suzuran S3 would reveal her entire extended range. But it actually shrinks her reveal range because it gets rid of the oranges lines you’d usually see for attack ranges
The funniest Example is Eyja Alter after Skill 3 Activation. It becomes a 1 tile Vision Desaster. 😂
I think every "Global Range" become 1 tile vision like that such as Goldenglow.
@@maple8503 I've used Eyja S3 before and she could attack the rock deposit 2 tiles away from her that is outside of her basic attack range.
Liaison grants stone early game? That mf never gave me stone even when I unlocked it 😭
Check the shop cycles; you may wanna invest in the tech tree nodes I mentioned for his next reset to stock more.
oh hell yeah, a fellow stainless enjoyer! i really, really need to use him more often; i havent used him as much as i'd like in gameplay, but i just love his design, his theme song, and his gameplay style
oh finally an early game guide
Sorry I'm late!
Better late tham never! Just a pity that when you look for guides on RA you find content creators who are too frustrated with the first version and barely anything on how to... actually start to play it. I hope the youtube algorithm boosts this video more. I was about 3 rage induced wiped save runs through before yours showed up on my yt feed ^^;
That was my driving force behind the videos I've made so far. It just feels so disrespectful to the hard work done to make this game mode shine to see stuff like that, and, well, I've got a mic, camera, and a computer with some free time.
Chongyue carried me hard in the early game. And his module definitely helped a ton. Just place him down with saria behind and warfarin then its gonna be easy
I've been running him more lately during the Monsoon season. It's funny seeing enemies just waltz on past him while he punch-wizards them to death.
Thanks, this is really helpful. I'm a new player, been playing for a month. A lot of people advised not to build too many operators in the beginning, and yes I noticed I started running out of resources. I'm learning the Reclamation Algorithm and looking for useful low operators to raise. There are so many of them and I don't have the resources to raise all of them. At lest I already raised Myrtle. This guide gave pretty good potential candidates. Thank you.
Super glad it helped. I raise all of my operators from the bottom up because I can, but it takes time to get there. Glad you're having fun!
As fellow PharmD I got hooked on AK during the pandemic it is funny how we can relate to this game story, insightful video keep up the good work.
[Super Old Main Story Spoiler Warning] Man, as someone who had an interest in going to industry pharmacy, I can only imagine how hard it was to get FrostNova (the product) through testing to market while keeping the cheap price point.
kestrel seems really fun in this mode, the only sad thing is knowing that her buffs will become irrelevant when RA3 inevitably comes out :(
Then she gets to be a logi operator for that one while the new op gets buffs! Silver linings, right?
Hopefully her second/third module would allow her to work the same way on ra3@@DoctorSockrates
@SunDry_Marchy Praying to Lowlight-sama that this manifests 🙏
Thanks, definitely a good video
10/10 would watch again
Respect to you, this is a great guide. Before I found this I watched another popular guide that mostly just tells you to wait for a future operator before playing the mode.
Thank you! To be fair, it's not a totally invalid suggestion, considering by then most players would have more main game resources and a stronger roster and be overall better prepared. I played without Ines back in RA1 and that 'advice' would've been so tempting to me back then.
I certainly won't say that you can pull this off with anything; that's just empty words. But if you do take what you have and apply it towards the problems this mode has you solve, I think a lot of people will be pleasantly surprised at what a little extra planning and foresight can get them. And, the stronger your account is, the more room for mistakes and flexibility you have.
@@DoctorSockrates I just think it's good for a guide to have a positive attitude towards the mode and to have helpful advice for actually playing the mode. Those who look up a guide are often already frustrated, so a negative video might just make them give up. I personally want people to enjoy the mode because it's pretty dope.
I started watching your Twitch vods and they've been fun. I was surprised to find out that we had the same experience regarding the other guide and that was actually what made you create this one.
We stan a man that looks out for the newbies
Thanks for all the help :) Small note on cutter and swordmasters in general, offensive recovery skills gain SP specifically on attack, and swordmasters do one attack which hits twice so they only generate one SP. However cutter's SP talent specifies when dealing damage, so she does have a chance to gain the bonus SP twice per attack.
Devil's in the details, thanks for this!
Yap my ass, THIS WAS SOO GOOD. There was one thing you didn't cover though i was looking forward to. The pink thing on the bottom right. I know it's a lot to ask for bc there is so much to cover in RA sry if i am beign alittle pushy. The outro was hilarious too, (1:20:10) "watching this in the background while playing RA," was what exactly what i was doing. I look forward toward a 2nd guide :> get some well deserved rest to
I've only done one Strange Territory so far, but this sort of RA within an RA is honestly really sick! Waiting until I have more experience and recorded livestream footage before I cover it.
And yeah. I know my place. Second monitor my beloved.
@@DoctorSockrates 🤣🤣🤣🤣🤣🤣
I just realized today that they changed the name from musha to soloblade in the utage segment
They sure did! A bit more descriptive, in my opinion.
I'm told Pepperidge Farm remembers.
I kinda wanna like RA but it's just so weird to start. That said, I think it is really innovative in terms of Arknights gameplay and re-imagination of mechanics. I am glad we have it and that it is here to stay. Sanity-free content is always appreciated.
Been playing and wanting to just stop, this helps a lot
Your base will be fine :)
>proceeds to die from day 10 raid
Noooo, Base-kun :( Not enough AoE?
@@DoctorSockrates Yeah, I’ve barely felt the need to have AoE operators in my playthrough of arknights. That and my account not being that strong. I hoard my orundum and headhunting permits, never spend, and don’t play arknights regularly. Sometimes I get 6stars on complete accident like suzuran (I also accidentally got both Su and Zuo Le from free pulls) and just never upgrade them because either I don’t like them personally or don’t find the need.
I learned my lesson, I got past the day 10 raid by chipping them down before they get to base. I’ve never really liked watching guides, there’s this unexplainable fun from passing through trial and error
Almost didn't see this thanks to RUclips - AoE being disfavored in regular Arknights is so real. Hopefully this has you at least dabbling a little bit into the long-term grind; the payoff is most certainly real, and pretty much every operator has at least something to bring to the table, even if it's just another hand to run dispatches.
Also, I hope I left the guide open-ended enough for you to discover what works for you! I'm not really interested in making simple clear videos and whatnot, and I find it more enjoyable to talk about the strategy involved. I do plan on covering later content of course, but I'll generally keep the commentary limited to (at most, if not less explicit) explaining my picks for my clear and providing alternatives I think would've worked.
@@DoctorSockrates I honestly prefer this kind of guide since I’m not being told who exactly to use, where and when. Gives me an excuse to use GreyThroat on every other mission :p I’ll make sure to check out AoE ops and E2 my Suzuran someday, I really like RA despite it being balanced based on stacked accounts
Thank you for taking time out of your day to talk to me, and keep up the good work lad!
Me who didn't get past day 3 due to having NO idea how to play this: FINE, I'll watch this 1.5 hour video. (Jokes aside, thank you very much for all these information!)
Glad to hear it helped! Sometimes there's just no substitute to puttin' in the time to learn, y'know?
Video suggestions I have would be "speedruns" (i.e. how to unlock T3 base ASAP), boss guides, fortress guides, budget base layouts.
And personally for me I mostly struggle with efficient hunting. If I'm lucky I can 3cycle goats. I'd be happy if I can get it down to 2cycle.
As for my criticism about operator rarity from the previous vid, _this is just my gut feeling_ , but I think using 1-2 6stars and 3-4 5stars in addition to regular 4 stars is a decent compromise. I'd agree that this mode, just like IS, is much easier if you have a solid foundation of operators, but at the same time people with less investment should also be able to progress somewhat and enjoy it.
My to-do list overfloweth!
And, well, yeah - using some core 6* carries and mixed lower rarities is kinda what you end up doing in standard Arknights too! I survived off of KyoStinV's guides in the early days of Arknights and this hasn't changed even with my advanced roster - I know that each operator can be upgraded but will still perform their duties as expected.
I will be watching this later, it's a lot to take in and I'm eager to notice what you recommend and how different it is from what I do lol
I can bet a big thing is building some stuff in the base other than rice, deployment and later on, corrals and life points
Because I'm at day 70 and I've put no defenses on my base lol
Just waiting for drought season to beat the croc girl
If you're at day 70 with 'no base defenses' I bet you're doing something right at least with your play style to compensate for it. Ain't nothing wrong with that! ...I hope.
One thing i think that make this game mode a little easy is in the early just keep doing that 3-5min grind and everytime gave you 6tech point so the more skill tree you have the easy the game is
The tech tree advantage is definitely huge. Not enough people seem to recognize that...
Thanks for the guide i survive 3 more days😃
Nice video, especially timeliness. But I see 2 drawbacks, mostly as this mode beginner:
1) lack of video confirmation. Like... U just move ur mapview and tell about all kind of thing, someones could have unsteady understanding
2) Of course, this common hints are good, but would be appreciated to hear more concrete advices for my priorities, when I'm just trying not to fall on new group and huge amount of possibilities makes u hard to choose anything
I do want to try and work with more gameplay footage especially as I stream more of my gameplay on twitch, but that will require some heavier editing and storytelling to get the job done right. One of my future plans is to kinda edit together a highlight reel of my first playthrough, but as you might imagine that requires:
1. Me actually having finished said playthrough or progressed enough to make something out of it
2. Long hours at the editing desk to figure out what to talk about, and which footage to show, and whether or not I do post commentary or leave in my live commentary.
I highly recommend watching my Twitch VOD playthrough if you're keen on exact details and reactions, but I understand that it's not ideal either since it takes a long time and not everyone likes passively absorbing stuff from the second monitor. Lots of ad breaks, lulls in the stream - that's more minefields for editing later on that I'll grumble about later.
And, at the end of the day, RA's core progression is tied to exploration. The possibility space narrows a lot with good planning, foresight, and plain ol' "f'ing around and finding out." It's the unglamorous part of science that I know all too well in-game and IRL (studied actual pharmaceutical science while getting my PharmD) so I can only hope this is where that happy Goldilocks compromise is in the meantime.
sound seems kinda low, had to turn up my base volume up by 50% of the usual
I was pretty tired while recording this morning so that's probably part of it, couldn't help myself. 😅 Thanks for letting me know though, I'll make sure to double check the sound meter the next time I record and triple check it when I'm editing.
Thanks for the guide! I really want to enjoy RA2. Keep up the good work. New sub here!
Thankyou so much, this really help new player like me
As an addict, I was peer pressured by my maxed account leviathan friend to play as he has already maxed out HQ, the shop and ACT 2 since yesterday. I have only made it past the priestess, maxing out the shop and hitting day 170.
My account is moderately levelled from long amounts of inactivity and selective E2s. I have max Ling, sutr eyja , texas alter as my carries. I most of my combat lineup revolves around them, but i swap ling out to do auxilliary tasks like help guard gatherers in a "farm" squad. I always max out the squad size
I ain't living that luxury by far, but I certainly am going slower than that! Ling's utility shines brightly here.
Folinic learned from the OG harmacist, our wife Kal'tsit. Also we are all Doctors when concerning this world.
Wait.... THATS HOW YOU PRONOUNCH SAILEACH?! I don't have her so I always just read it as Sail-each
Hypergryph went hard on the representation man, it's kinda nuts.
@@DoctorSockrates OH 110%! It's genuinely one of my favorite things about the game and I made sure to let em know that with the recent survey!!
5:00 , wait really? Clearing fortresses reduce the amount of raid? I always skip these kind of node since resources collecting is kinda more important
Fortresses have some pretty decent assorted loot and gold too! They look like giant pinatas to me, haha.
Good guide, now I’m stuck at the Croc priestess because she wouldn’t die in one day
She's definitely a two-fer. Act 1, destroy her simps. Act 2, prepare for a duel to the death. I definitely had to reload some saves for her.
@@DoctorSockrates I guess Zuo Le gonna smash her on bed or on the battlefield.
I can't even go past day 15 lol
me: still have no idea because there's so much new information, IS3 was the last "end game content" i play lol
Take your time friend, there's truly a lot here.
not sure how valuable this is but friston3 with pot5 chiave mod3 will have -80% redeploy time bringing it down from 200 to 40s
Jeez I didn't realize our boy Chiave gets our bot squad that good! Bit of an investment, but that's going in the back pocket for some inspiration.
I'll just cheese it. Only been grinding the cheese for almost an hour and almost bought the first oage out
Good for you, gamer!
I still don't understand. I don't have the trading post, I don't have any machinery to get ressources efficiently, so doing anything wastes more ressources than the action itself grants me and I'm getting nowhere.
The shop button is available by day 3, given you have followed the extended in game tutorial quest and a Rhodes Island operator has given you your first 5 stone. I looked back at my gameplay recordings to confirm this - my headquarters was level 2 and I had a healthy stock of 34 wood, 5 stone, 11 water, and 58 gold when the button first appeared, which I immediately clicked. Liaison was not at the base camp at the time.
Look, I've tried here, but honestly, you're gonna have to be more specific than that for me to help you more effectively here - it feels like you've thrown up your hands at me and said 'I don't get this' after being unwilling to experiment and explore the game for yourself.
If you're really struggling to visualize it, my last suggestion is to watch gameplay directly to see how it should look when things are done correctly. My Twitch channel has all of the gameplay I've done so far saved in a video collection that you can watch on demand there, and I haven't played any days offstream so there should be no content that's been skipped in these recordings. And before you ask, I have no plans to upload those broadcasts to RUclips at this time.
There is an optimum way to play this mode, basically everything is the same for everyone so there is a way you can just follow a guide to completion
When I have more time, experience, confidence, and footage recorded, I plan on reviewing my first campaign to show you what the start looks like. However, there's way too many complexities to give a one-size-fits-all guide, even when you're playing optimally, and not everyone has what I have. That's the beauty (and difficulty) of this.
In the meantime, check my Twitch VODs if you want more direct inspiration. They're unedited, but it's the best I've got after this.
Man up your video volume, I had to double my master volume and got jumpscared by an ad ;-;
Sorry! I did record this after waking up from a late-nighter 7 hour stream of RA, my speaking voice was definitely doing its best in order to get this out quicker, and I didn't catch it in editing either.
@@DoctorSockrates no worries, loved the content tho rly helps out especially since i missed out on R.A. the first time it came out
Comps for gathering and chopping wood, and hunting plz
See my first video on RA for my initial recommendations!
But since we're here, I've got you covered:
Woodcutters come in many forms, but they all either deal good DPS, provide block count, or cover a large area. Fortress Defenders, SilverAsh, Mlynar, Eyjafjalla, Artilleryman Snipers, and even Reaper or Centurion guards are all great picks thanks to their damage output, effective attack range, or block count. Kestrel's good for harvesting the sparse trees outside of your harvesting hub's range, if you want to save your Fast-Redeploy operators for something else.
As for hunting, map control is key. It depends on the prey and the map of course, but you'll want operators like Ambusher Specialists and Heavyshooter, Deadeye, or Marksman Snipers to establish map control and vision. Once that's taken care of, take Dreadnought Guards like Skadi, Melantha, or other similar subclasses to deal with heavy threats, and if you don't have enough Fast-Redeploy, compensate with fielding more operators and enough Vanguards to sustain the DP cost.
Regardless of objective, don't be afraid to reload a save for practice if you want to fine-tune your squads on a particular map instance. At the end of the day, I'm not you, and if your roster has suitable substitutes for the suggestions I've described, it's up to you to try them out and discover them.
Do you know how to gest past the Emerald Pass? The node that gives you access to Iron. Is it timegated behind the dry season, or do I need to complete something to be able to enter the map?
I haven't gotten there on my campaign yet, sorry. I can't confirm anything for now, but you may need to be caught up on your questing, such as completing Act 1. If everything's wet, bring rafts, I suppose. One of the No Man's Land loot tables gives you a stack of 5 per clear when you take down the boss unit.
Honestly early game gets easy once you have some good operators and a idea on how to act.
Getting Iron by beating the lizard boss? That's the real hell.
I mean this game mode has a lot to unpack, after scrolling around for a while my brain would start frying lol
It didn't help that RA1 I "got" someone to play for me, so I didn't have that much experience in this gamemode, unlike IS (though I still have some help from friends)
There's no teacher like real experience! Hope it helps.
@@DoctorSockrates yeah I've been procrastinating to play it in the first 2 weeks to build Carnelian, Zuo Le and Dorothy, but now I procrastinate because of inexperience (and deadlines :v) Probably gonna dive in after the monthly update.
Ooh, Carnelian. I hope you find some good spots to let her dish out tons of pain, phalanx casters need the love.
@@DoctorSockrates I have been using Lin a lot quite recently and I did use Carnelian (though not built) before and they could be pretty good, especially in the IS.
I don't know if it's mentioned anywhere but some Skills like Virtuosas S3 remove her Vision and they can walk through her Field or Goldenglow S3 needs scouting because that one also removes vision. which was a bad surprise for some stages.
though I hope there are some tricks to reach all the resources I'll need because I'm stuck at that one Stone Mine point and can't progress because of the swarm of enemies and the limited Deploy Slots
Vision mechanics and squadsight spotting is definitely something you'll have to get used to.
As for the stone mine issue, AoE is certainly your best friend. Juggling deployment slots definitely blows, but if you can manage to secure enough resources, deployment slot upgrades are available. It's up to you if you want to farm the resources from the shop and the limited availability, or throw more operators at the problem/use a save slot to re-try different compositions after a calculation day.
A far more basic point: What is your suggestion about the roster? As a rather new player, I have only about 25 Elite 2, my highest is Thorns with E2lvl55. And how do I manage the skrimish (that is a bottleneck on the map)
I know, it is high end content and not really made for new players, and I am absolut ok with that. But I am curios. How good should a roster be?
That's a tough one.
I think a RA ready roster should have enough operators raised to support logistics (usually unused 4*'s to module level, since they're cheap) and to reliably have enough options to run Dispatch nodes without compromising your most competent lineups for RA's main activities. Besides this, I'd look at it from a problem solving angle and say: do you usually have two, non-overlapping answers to any given problem? (two squads per day refresh - gives room for a mistake to happen).
For example, you're given a big wave of small but numerous enemies. Do you have two different squads that can use the same map? And are they reliant on the same general composition, or do they vary a little such that one squad can fill in if the other's totally screwed?
Or, how about bosses? Maybe with food or smart tactics you can get away with some cheese, but if you're starting out, and you can't get past the Towering Pass or take down a No Man's Land before getting stomped on by the Sarkaz Linebacker Phase 1, you can only do so much compensation with skill before you're forced to retreat due to the lack of better options.
Suppose you had to go on some hunting trips. Maybe you don't have agents, but are fine with other vanguards, but you still need good map coverage. Do you have enough FRD's to field on both missions? Or do you field an FRD rapid response team and a separate, overwatching sniper/global range support team instead?
Arknights is complex enough that I really don't have a simple answer for this, but that's kinda where the fun of discovery is: your new favorite teams might be just around the corner, and all it takes is a little challenge to motivate you. The holy trinity of Damage, Defense, and Healing is mixed up with the complications of Economy (DP) and Location (Attack Ranges/Low-High Ground).
As for the skirmish, I'm assuming you mean the one before the stone maps. Lancers will come from the south which can be stymied by binds or stuns, otherwise it's kind of like an Integrated Strategies stage featuring advancing rows of increasingly difficult enemies: bring good damage dealers, or else. Even though you're given a good firing line, you'll still need some decent melee defenses to hold them back too.
About base building: I created a base that's similar to the first example you showed, but some enemies in raids between days 20 to 30 bumped into the roadblocks and started attacking them.
I made sure to leave a huge path for them to flow into, but instead they went and attacked from the other side.
Is that a bug? Will it get fixed in the future, or did I make some kind of mistake?
To specify, I'm talking about the roadblocks that block the enemy's path, those you can't deploy ranged operators on.
I thought they worked exactly like those we have in regular stages, as long as you don't fully block access to the blue boxes.
Should I leave a gap between the roadblocks and the actual base and THEN funnel them into a single opening path, so that the enemies are tricked in there?
p.s.: great guide, exactly what I needed
Enemy pathfinding can get wonky like that, so carrying some spares just in case they get accidentally nudged is a good safety practice. And definitely scout your raids - by 20-30 there's a good chance some ranged enemies are sneaking in too that you'll have to actively defend. Not sure otherwise how this happens though - the fact that tier 2 roadblocks had camouflage removed shows Hypergryph mean business, but they seem to be sturdier these days thanks to tech tree investment at least.
@@DoctorSockrates I experimented a bit and found out that if I place them diagonally instead of creating a flat entrance it's easier for them to flow in without getting stuck.
I've also started creating some "Ifrit tiles" in the outposts.
Ngl, it's frustrating when the raids get too strong but otherwise it's fun.
I think it would be funnier if they focused on the exploration difficulty instead of bumping up the raids' strength, though.
Right now it feels more like a race against the clock than an actual exploration.
One more question: how do I pass through the Mist Mountain Passage to get to the Priestess and unlock iron ore regions?
Do I need the Pokèflute or something?
Like I said, the Lords Ameer already know what happens when you let some randos build a base in their lands like this. I laughed at the story bit of Passenger coming in and effectively telling us the equivalent of "don't go to school tomorrow" 😂
I haven't quite gotten to that map yet in my playthrough; had to deal with some unexpected raid stacking and fortress suppression. I will soon though - I'll check my quest log when I do to see what's going on. I dunno about a pokeflute, but there's sleep bombs at HQ level 3 or 4 (can't remember) to go alongside the cages for capturing animals for domestication. Maybe that's what you're looking for?
@@DoctorSockrates nvm I figured it out. I need a faceoff against the first major boss first
I wonder if gravel, Blemishine, and nearl hace a place for packmuling
Anyone's a packmule if they're crabby enough. (I.e. food buff)
Gravel for sure, especially if her block count is buffed. Blem and Nearl (5 star) have the block count, but they needs redeployment time to be reduced by food, or just more defenders like them to compensate for normal redeployment time. There's math somewhere for this I'm sure - I can't be bothered to do so when drone hubs, Kestrel, and crab meat exists. Use what you got, at the end of the day.
@DoctorSockrates I meant with context of gravel reducing redeployment Time for Kazimeraz operators, It's 10% if I remember right?
It might Be a way to get a 6 resources at a time somewhat consistently. But that's just a theory
HONSE SYNERGY
I mean shoot an extra SilverAsh passive is an extra SilverAsh passive isn't it?
Can you suggest good examples for team compositions for hunting and resource farming?
Check my other video for that - for hunters, all of your fast redeploy operators including Agent Vanguards and Merchant Specialists are great, coupled with some hard-hitting guards or ranged units to fend off map-specific threats. Resource farming involves taking harvesting drone hubs alongside the appropriate dps operators for busting down trees, maybe with a few "packmule" operators with fast redeployment and boosted block (or Kestrel) to get anything outside of the drone hub range.
To add one thing about harvesting resources, if you don't have drone hubs yet (mostly for wood as stone and iron takes ages without the hub), you can bring strong operators that can hit multiple objects at once as the replacement and have packmule operators as suggested above to carry the drops. It may not be as much, but if you're efficient enough, you can gain decent number of resources
You may want to increase the volume of the video next time, for people who doesn't have sound mixing add-ons on the browsers. With all my volume sliders to max I can barely hear you in this video.
I'm aware, and I apologize. Got excited to record and edit but was dog-tired after not a lot of sleep and a 7 hour livestream the night before. And, somehow, I still didn't catch my volume mixer being under tuned in editing.
I'm at day 30 and have 77 puffball, 45 leg meat, 77 rice, 250 water x)
Bro how did you get all that?
I'm at day 14 and barely scraping by with the reso
@@agusprasetyoutomo5699 focus on getting rice farms, keep your water pumps for the monsoon when you're doing hunt maps, don't use defense buildings until the first boss, and optimise the position of the gathering tools. Go for the south zone as soon as possible and favorise maps with easy access to wood, like there's some map with 60 woods you can clean with 2 harvesters but there's one with more woods but more spread out so don't loose too much time there.
May I ask what benefit do we get form No man's land? Like it quite hard and what the reward?
No Man's Lands have fixed rewards of gold and a drop table depending on what it is. For example, Sickness Of The Land features multiple meals, some pre built constructs, and some gold. Try them out and see what you can get if you're able to clear them! Some are returning from RA 1 such as The Lost Great Wingbeast, a source of Marrow Fungus.
Actually, I should also note: they act like Conflict Zones for the purposes of revealing further nodes. If you cannot go around them, you will have to clear them to reveal any nodes behind them.
Do you have any tips for the crocodile boss fight? I’ve been stuck with this encounter for a few days with no idea how to tackle it…
Someone else asked about this and the boss herself screams "kick me with Eunectes skill 2" on it.
Besides that I've heard you have several things to deal with. One is the seasonality - in drought more melee tiles open up. Otherwise, you'll need to craft rafts. Take on the other No-Man's Lands beforehand to farm up stacks of 5 as rewards for clearing.
Note how her damage reduction and attack buffs work. You'll need sources of stun, freeze, or levitate. Anyone works, as long as you can stagger it and keep resetting steadily. There are non-gacha and low rarity operators available with these pieces of crowd control, such as Click, Qanipalaat, and Kjera, to name just a few. Also, when she's at 50% health and can no longer take damage from other operators than the one she's blocking...they never said anything about being immune to crowd control. Take your strongest ATK/DEF character as her duelist, and use as many tools to bend the rules in your favor as possible. Logistics Operator buffs, powerful food made with Marrow Fungus or the spinebeast meat, and as many game-breaking tools as you can craft and carry, such as the SP battery or barrier generator.
And, of course, don't forget you have to deal with her army of sim--I mean other Archosauria. Big splash damage is key.
At what point do the enemies stats start to level off? They don't go up infinity, do they? At some point do things slow down a bit, or is every three days a frantic fight for survival forever?
Good questions, and bear with me here, because I think it depends on a few things:
Enemy stats don't actually scale up to infinity in this mode as far as I can tell - according to CN's server, that's reserved for an upcoming challenge mode that saves your main campaign, and puts you in a simulated 'apocalypse' where you have to make a last stand with what you have. The only thing that really changes over time right now is which raiding parties that are thrown at you, and even then, those are fixed, known quantities.
I think it stabilizes around HQ Level 3. This unlocks your first Logistics Operator slots, a lot of the initial mid-game Construct/Tool recipes, and a handful of impactful Tech Tree Nodes. Tech tree progression being HQ level limited means farming up tech tree points is still beneficial, but not crazy overpowered. Besides, the nodes that are gated behind HQ levels are usually not relevant until you get to the point where you can afford the HQ upgrade anyways. Level 4 is also a great milestone, because by then you will have built a Resource Planning Station to increase your Deployment Limit.
Fortress suppression helps a lot. There are certain fixed boss raid spawns at selected days (I think the first one is roughly around Day 30?), but for the most part, raid spawns are randomized and also influenced by whether or not a Fortress node or a Mountain Pass node is uncleared. These come back roughly every season, so if you can keep them suppressed, you'll have not only the gold from those loot tables, but also more acts to collect resources at your leisure. Building the Lootmark is huge too - again, HQ levels & constructs are the most important upgrades to save up for, and only make you more powerful without scaling anything directly.
For me personally, I think I got comfortable about HQ level 3-4 with the Stone maps unlocked. This meant I had enough maps explored for good supply line alternative options, as well as access to the first major mid-game upgrades that make everything a lot easier. Iron might be just out of reach or shop-locked, but you'll find that a lot of the most frequently used basic stuff just takes stone, wood, and water. And, by now, the building cap means I can mass up enough food to throw my operators at almost any problem, including hunting for meat to survive drought season.
Ultimately, if you have the grand strategy layer down, but just don't have the operator roster or experience needed to execute your plans on the missions themselves, it is always fine to take a break, farm up some resources outside of RA, and return when you have stronger operators to allow for an easier time. Don't feel pressured to like something that's meant for you to come back to later.
@@DoctorSockrates I'm day 25. Just got HQ level 3, 8 rice plants, and some stone so I can build some walls before day 30. Sounds like I'm almost out of the woods.
I only play for like 45 minutes a day, so this might not be a good mode for me.
Correct me if I'm wrong, but don't swordmaster doublehits not actually grant two points of offensive sp?
Yeah, someone else corrected me in the comments on this, I need to update pinned.
thanks for the info. this mode is so annoying.
Trying to make it less so through the power of knowledge and confidence!
FELLOW VIGIL ENJOYER SPOTTED!!! HELLO!!!!!
Our DeviantArt lookin' boy!!! 🥹
@@DoctorSockrates Completely forgot to give tips/feedback! I noticed that a lot of your suggestions were for higher level/higher rarity ops so I tried to focus on units that were either low rarity, could be extremely useful at e1, or both.
Silverash is my favorite support for resource farming because of his Leader talent, which not only gives everyone 10% reduced deployment time at e2 BUT ALSO REDUCES IT BY 5% AT E1. My point being that, if anyone has a languishing e0 Silverash, they don't need to raise him very much before he becomes useful (even if he's appearing as Sir Not Deployed In This Operation.) He also doesn't suffer from the classic "useless until e2" syndrome a lot of six stars are susceptible to *[side-eyes Thorns]* bc his s2 makes him extremely tanky.
I can see e2 frostleaf getting some usage out of her expanded attack range, since it's really unique amongst melee operators. I don't have her at e2 so I can't exactly test this, but I imagine that it'd be super useful for scouting, or even just revealing some enemies to hit with global skills. Potential niche for Frostleaf lovers?
Matterhorn+module has 4 block alongside 25% resistance. I like using him for last-minute transport and distraction.
Quick shoutout to Fortress operators! Long range or short range AOE. I have Horn, and both her s1 and s2 are great. I tend to put her on s1 for resource maps and s2 for combative maps. Very solid op at all elite levels. *[continues to side-eye Thorns]*
Purestream has a big range and also gives status resist to ops that she heals
Quartz is a 2 block dreadnought. I'm stuck near monsoon season but I think she'll be extremely useful.
Meteor! is really nice! for defense break!!! Even at lower levels her s1 can really improve your DPS. I highly recommend her s2 for any strats that stalling (
Dang you dug up some good ones! There's always another layer to peel back with this game and even I forget my own favorites sometimes. Wanted to comment on some of this list though:
- Silverash S2 puts him in my "self-sufficient" operator list for Lazyknights and I'm here for it. He's a big power pick overall, but good catch on the E1 passive there.
- Frostleaf's E2 attack range is in fact underrated; she was my discount Thorns in IS tbh. She is a little undertuned overall though (there was a video talking about this but I can't remember who made it), but that doesn't stop me from drafting her every so often on S1.
- I touched a little bit on Fortress Defenders in my first vid, they're my go to's for...sieging Fortress nodes!
- Quartz has 0 DEF because of her Crusher Archetype. Use with caution; there's nothing to scale with DEF food, but she gains access to stuns via her skills - a definitive trait of her Guard archetype.
- Didn't I highlight Meteor already? Whenever I run Sniperknights she's mandatory alongside Archetto for even more synergy. 1:02:25
- You're the second person to my knowledge who's commented on Kazemaru, and I think I've been sleeping on her strength for too long. Maybe because her EN voice actor pronounces her name in a weird way, I don't know. Her skill ceiling is as high as her damage output.
Overall I did center my focus on the higher level higher rarity stuff but by and large, a lot of operators do come into their own at E2 Lvl1, with at least Skill Rank 7. I can only go so far recommending lower level stuff, since my account's launch-day old and I cannot unlevel my operators, and this mode still remains balanced a higher average level roster than others. If I can't confidently promise their usage, they're either outclassed, out of my reach, or otherwise just not what I remember at the time of recording. I tried to hit a good spread with my recommendations in this video, ranging from power picks I neglected in the first one, to the lower end of the power curve, welfare operators of note, and even off-meta 6 stars that shine in this mode. Gotta draw the line somewhere - I hope this at least explains where I'm coming from.
I am sorry, but... Is the mode really entertaining when it requires guides like these? You did an amazing job, but after watching it I am rather convinced Reclamation Algorithm is not worth it, lold
If it's not for you, it's not for you! No amount of convincing or guidance from me is gonna change that if that's the case, and that's just how it is sometimes. No need to apologize for that, but the sentiment is appreciated.
tbh i was here for a base build because i have been stressing out every day 30 because of the boss so far any other raid still manageable and last night i manage to kill all mobs except the boss and WTFG how did the boss kill hoshi when i have 5 healer after that i restarted because the next day is base raid but i haven't build it yet.
thank you for the useful informations now my plan is use almost all resources to build base to minimum and maybe relax
BASE-KUN BEST DEFENDER
edit: and yeah, take more dps than healing, you don't need much for phase one hoshi to live.
@@DoctorSockrates btw is base affected by season? The debuff and storms?
@@karentensei2270yes, and it was a nightmare during rainy season
Season effects are active in base, but the weather will pretty much be sunny all the time. Imagine trying to defend in a sandstorm...
What do you mean you're gonna hit level 2 by the time you end the tutorial. Am I missing something? I can't get past days 10-12 because I can't get 60 wood to upgrade my base while also getting food and exploring
That is an incredibly rough start, and off of this alone, I can't tell you whether your operators are underpowered, you didn't take nodes, or if your playstyle isn't cutting it. If you're willing to watch, my Twitch channel has the VODs saved of my first campaign so far, so you can see what it looks like to get a good start with less difficulties.
If you're savvy and lucky, Encounter nodes will grant you wood without having to send your operators into combat. But this isn't guaranteed - at some point you're going to have to have enough damage to take out some trees, and enough manpower to haul it all back to base, assuming you don't even have access to your first harvesting hubs.
Edit: I should add, the initial questline felt like an extended tutorial to me at the time, so I apologize for the poor wording there. The first run starts as soon as it sends you back to the start screen and you commence it. I have not had the pleasure of losing my run yet and resetting or loading a save (day 40) so bear that in mind.
38:51 holy shit bro
I can't tell if you're impressed or if you're alerting the famiglia of my offense
@@DoctorSockrates all the respect. They all hated him for being different
Not so much different as he was just outclassed, haha!
Turns out he was even more useful than I already realized once I reached the Oasis for the first time, though. Sure, Mumu still fills the niche too, but the more the merrier in this case. I'll cover why in a future vid.
Does anyone know how to get RA2 Medals , the Flourish Medal ?
Nothing's up on the Arknights Terra Wiki (EN) yet, however on the CN PRTS Wiki, from what I could glean on Google Translate this medal involving Danger Mode may be locked behind the first content expansion in September. That said, the page does list some requirements:
- Complete Act 3
- Have HQ level 6
- Not be exploring Strange Territory on your main save file
An auto-save will be made upon entering Danger mode, and uh...yeah this does not look pretty:
- Seasons are fixed, and nodes will no longer refresh seasonally.
- Base Camp NPCs are removed, along with the resources/help they provide
- A combination of Monsoon and Dry season's effects are put into place immediately, meaning -1 block, -40% Max HP, and severely reduced Planter Box Rice output
- "Progressive Deterioration: Enemy health, attack power, and defense power increase daily." No upper limit, it starts at +10% and ticks up by 1% each day with a bonus 10% every 9 days.
- Further effects up to day 27 in Danger mode will apply (too numerous to list here.)
It's only a pure survival mode: when you die here you are reset to the auto-save made before entering this mode. There seems to be bonus rewards for surviving long enough, but...yeah, wow.
The medal is only for surviving 6 days, but I'd imagine enemy spawns are increased too. This seems like the ultimate last stand and sounds absolutely epic.
@@DoctorSockrates thx u for the info
So basically build my operaters got it😂
Yeah kinda important for the rest of the game too, haha. Unless you're like, 0 Sanity LOWY or something...
@@DoctorSockrates im convinced lowy is secretly a masochist
Excuse me sir, how to capture Beast by using Beast Trap. Especially Fowlbeast which can fly?
I'm told you have to lower its health to 50% or lower, then pop it on them, but I haven't confirmed this myself yet, sorry. I'll follow up if I can, but you can otherwise try checking the Arknights Terra Wiki for info.
@@DoctorSockrates Sadly, not much info from wiki.
It's very hard to keep
You're probably gonna have to combo it with sleep bombs to fix the arm times. Not sure if fowlbeasts are valid capture targets either, once I have Iron I'll do my best to test things.
Can u show your HQ set up???
It's not much different from what I show in my videos so far (if you want confirmation, check my Twitch VOD's - they're highlighted for safekeeping). The only things I've built so far are the deployment limit stations and rice planters in the north, and then a simple surround with roadblocks to funnel enemies to the south side of my base into a single file line. Late game base setups will be covered later when I actually have something to show.
@@DoctorSockrates Thanks
how do you catch beast, I failed with normal beast catching tools(have a corral or whatever it is called)
was thinking to catch that boss yak thingy for extra food supplies but no clue how to do it
tho I have tone of food since day 60 to 120 i was just farming food(framing points actually but got lot of food in process) from encounters and flag nodes mostly but still i would like to have some animals at base too with rice
want to move forward but really like to catch some beasts first so can cook food for operators
I haven't quite gotten it down yet, but I'm close. I'm thinking it's a mix of typical hunting, followed by keeping them down with a sleep bomb. Some animals might not be able to be tamed too - I can't test it.
@@DoctorSockrates ok thanks looks like will need to capture normal beasts this time
You can only catch the beasts that when killed give you food up to tier 3 from my observations, you're unable to catch mobs that give you seasoning like the spiky guy. To catch them you need to lower their hp to around 20-30% of their full hp and use the beast trap, if you're far enough into the the game mode you can just use a high grade beast trap to skip the hp requirement
@@oke2447 ok thanks looks like the boss beast that give food(ones that appear once in a while and stay at same location for 3 days)are not catchable so i should focus on others then
@@saranshbhikhta1404 yeah tried to catch him as well, but was unable to, checked if any CN guy had them in their base but I haven't seen anyone with them, so fair to say that they're uncatchable
I play on standard diff (easier)
And my rice/wheat never run out though (as i spend full team every single time) one of the reason i don't farm food > 7 day
Standard mode really does give such a good boost to the economy. Of course, I wanted to get used to the harder difficulty since the standard mode buffs don't apply in certain places.
Howd bro get a sploon cursor
I believe it was this one: www.reddit.com/r/splatoon/comments/91ecfs/a_fan_not_me_made_a_splatoon_cursor_to_celebrate/
In the early game for wood harvesting without drones I am getting between 10-20 wood per action. Is this too low? Is this a skill issue?
Could be worse! I think that at least getting as much wood as you could be getting from an Encounter node is a good goalpost for "would I rather be spending my action point here, or should I just point farm to boost my operators to deal enough damage and carry enough loot." Encounter nodes don't take drones either, so this is a pretty good 1:1 comparison here.
And uh, no, I don't remember off the top of my head here how much wood that is, but considering that you're doing this without drones, I think you're still healthy enough if you're just scrounging to get wood for drone hubs in the first place.
Is that a splatoon cursor?
Yup!
So, is this game mode meant to end game players? Beacuse all of the operators you show are either maxed or pretty high-invested.
I'm a new player (less than a month) and I'm struggling trying to play this mode with only E1 3 stars operators.
Should I stop trying for now? Beacuse I'm starting to get frustrated of not being able to pass day 6 without reaching level 2 HQ and literally having no food to continue 💀
Yeah, it's balanced by default for it, and since it's permanent, it's perfectly OK to come back to it later, or use the point-farming method to trickle in rewards. This mode benefits having lots of different options to solve both harder versions of classic Arknights challenges as well as all-new challenges that veteran players have to contend with.
Personally, I'm not sure why the mode unlock requirements is so low, but it is a little misleading even if it does open up a way to upgrade materials (without Sanity!!) that you can get points for faster by using the farming methods shown in other guides. Kestrel is worth picking up, too. There might be better operators, but if you don't have them, throwing more of what you have at a problem can be a solution, sometimes.
Of course, you are free to test your mettle whenever you'd like, but even then, you'd need quite a bit of game knowledge and experience to know where you can afford to take weaker operators, and where it's better to leave room for error by having strong rosters to begin with. Having a back-roster of at least 2 4-star operators in every class trained up to E2 is also important for more easily maximizing Logistics Operator bonuses later in this mode, so that should give you some reference level as to how much strength you should have before trying this again.
Don't feel too bad though - Arknights has plenty of content, a lot of free unlockable operators from side stories, and plenty to tide you over before you're ready to tackle this next level of gameplay. You'll be learning a lot from using your 3 stars, and even using them in the other major side mode, Integrated Strategies, when you don't have the resources to pick up stronger picks.
id love to watch a 20 min guilde on what to do
anyway
i can figure it out on my own in an hour
Good for you gamer! A lotta folks evidently can't.
What is this i think i haven't gotten this far in the game, i think
Day 125, I can't beat the dam Lizard boss
Bring some booster devices, ideally in the drought season, and bring sources of frequent stuns, levitate, or freeze. Budget options include Click, Kjera, and Qanipalaat, whereas you can upgrade to operators like Ch'en, Gnosis, or even Hoederer. For someone to tank in Melee, pick someone who's high in ATK and DEF - Eunectes is a surprisingly good pick here with her Token upgrade (talk to her repeatedly base camp with 5 woodchip fungus) and her skill 2, which can further suppress the priestess. Bear in mind that even though damage from other operators is resisted, crowd control is not - make use of this to make sure your main duelist doesn't die. The rest of the fight revolves around fighting off the chaff, of which you should have plenty of options for.
Edit: this will also be a two-act problem. You have been warned.
Is this a permanent gamemode?
It finally is, yes! So happy that it is, I missed it a lot.
Wtf 1 hour video 😅
It could've been longer 🙊 I've made a second longer video since.
Edit: wait a sec I didn't pay attention to which video this was posted on, but, still.
We really need a map database, I can't memorize all of these. And you're really wasting our time trying to promote Vigil, nobody is here for that.
The maps are likely being ported into the Arknights Terra Wiki on EN, and if you don't mind a little Google Translate, PRTS Wiki from CN's server has you covered.
That said, if you'd rather see video footage, I hear Jfun's pumping out a ton of short video clear guides on RA maps! I'm also working on my next video that'll go over a lot of gameplay footage on maps that I've personally had the pleasure of clearing.
If nothing else, save scum! You can save a map until after a Calculation Day to experiment with strategies and loadouts.
Edit: LMAO everyone hates Vigil I know, I know...
thanks sir, realy want to get into RA, but to many thing making it bit more intimidating
I’ve been hardstuck on this boss called Zumrutruyasi Priestess. Is there anyway you could help us with this boss? In my current situation, the dry season is almost over and I have 1 more attempt to fight the boss before the map is flooded with water 🥲
I don't have first-hand experience fighting it yet, so I can't do a video about it just yet, sorry. I'm taking a look at her entry in the wiki though, and I have some thoughts.
She reminds me of the Ticauah Braves, except she only has 100% invuln to everyone but the 1v1 target at 50% health.
The stacking attack buff is quite scary! But, unlike a certain IS mid-boss, the reset doesn't need time to happen, it instantly resets upon hard crowd control.
Read a little between the lines here: she doesn't take damage from your other operators...but they never said anything about stuns/freeze/levitation from other operators.
Ideally, you run Eunectes Skill 2 and just straight 1v1 her with medic support and maybe an SP battery to just spam stun lockdown and beat the tar out of her, plus token buff. This is a jungle grudge match if I ever saw one.
But otherwise, have someone who has high ATK and DEF be the main duelist. Everyone else should be deployed earlier to avoid her aggro, if possible. Run as many sources of stun, freeze, or levitate as possible - I can think of a few cheaper ones like Qanipalaat, Click, even Kjera if you're lucky, but run even more if you can, like Projekt Red, W, Gnosis, Irene, etc.
Good luck, have fun, and don't lose hope!
@@DoctorSockrates I wish you luck once you encounter that boss as well. This one is the toughest I’ve seen yet.
@@mr.comment9747 my advice is to not waste your days and just savescum. attempt the boss on the day right after save, dedicate your both actions to it, if you fail reload a save rather than advancing forward. although you might also come to a conclusion that you just cant do it currently, idk what your roster is. this boss is a huge stat check and i feel they put a boss like this too early in the story, all the later bosses i fought so far were much easier. otherwise: remember about logistics and food buffs, try to clear wave 1&2 fast in first action so you have some time to do dps on the boss (or at least to clear most of wave3 in action 1) and then focus action 2 on the boss. below 50% boss only takes dmg from operator blocking her so youre most likely going to have to do 1high dps buff army. remember to spam cc on the boss, chen s1 with aspd food works well if you have her as the stunner
I'd say to wait for the drought season first, since it's the season where all the water is dried up so you don't have to use pads.
Then since you're allowed only a day to kill the boss use one act just to kill the three waves of normal mobs and leave one act to focus just on boss killing.
As to how to actually kill the boss you want to have a cc enabler, so something like typhon S2, chen S1 or if you don't have any bibeak works as well you'll just probably need to craft an sp battery for her, as to the blocker you want someone that has really high constant damage so the likes of chongyue or Pallas S1, for more affordable options you can try cutter S1, if you find yourself lacking damage take some debuffer or buffers and remember that you can craft food buffs.
The easiest solutions I've found are using Zuo Le (he actually solos the boss with the barrier tool and a sp battery) and mega buffed tachanka.
I’m happy to announce that I managed to beat the boss now! Thanks for the tips everyone!
So, unlike RA1, where i just need to build my base little by little then save the base and exit RA1 to reset then build the base again, i can't do that in RA2, i even lost my precious base upgrade if i decide to exit RA2? like wtf??????????????????? Then you are telling me that if i spend my time and effort build a decent base, then somehow got raided by the enemy, you would throw all of that to trash bin and say that all my effort would be for nothing if i fail to defend my main base????? What bullshit is that????
That's correct. The difference you'll see in your base progress from run to run won't be immediately obvious since it's all reset except for tech tree points, which can be reinvested into right away at the start and at every HQ upgrade unlock.
Bases can be rebuilt; it's just a matter of how fast. It's hard to appreciate a base being rebuilt days faster if it's been too many days since you last remember resetting, y'know? If that's too much of a mental obstacle for you, that's alright too. Just trying to put things into perspective from a less negative standpoint here.
At the very least, we don't use sanity to play this game mode. I'd be *really* pissed off then. But this is a slow investment over time - setbacks happen, but they won't ever permanently stop you. Use save loading, use the experience you learn from points of failure, and build even better bases. It's not one and done.
@locthiennguyen Also, remember; you can load back into to the last 2 auto-saves that are made prior to you run failing. Hard resetting to 0 is a LAST RESORT.
@@DoctorSockrates i heard that next update, they will allow you to save your base like RA1, since back in CN, everyone complaint about it, guess i'll wait until then, also, can you make a vid about "how to farm stone and iron as early as possible"? i can't get my base to lvl3 because i can't find any early stone mine, and the moment i reach it, i got raided every now and then, and fail because i don't have stone to build anything
@@DoctorSockrates i heard that next update, they will let ppl save their base, since back in CN, everyone complaint about it, to the point they have to fix it for the players
also, can you make a vid about "how to farm stone/iron as soon as possible from the start"? because there is no early stone mine, i can't build anything useful to defend the base, and the moment i reach some stone mines, it was already too late
To rush stone and iron you have to rush quest objectives. If raids are getting in the way too much, it's probably worth it to destroy Fortresses to suppress their raid spawns, and also get their loot.