@@kurukuru2518 Sometimes youtube gets a little overzealous with auto-blocking when a company registers a song in the system, and it takes a while for that to get fixed.
I just bring gravel because rng decided to not give me blemishine but 4 squirrels a ntr knight and saga in ~120 pulls. I can't say I'm not happy with that but xd Humblebrag
Welp, I was expecting NRK having AOE on skill (totally not bcs surtr). She's just a 6* robot but that's already powerful niche she fills in. Her s1 not having AOE is fair since theres rarely 6* got a good s1 but s3 too?! Also, block 1 without powerful kit is hard to be played. Other than killing caster, what else u could do with it? Rip OG skadi bcs NRK just killing her job
in my humble opinion, Nearl's S2 should be her main skill. Simply because she becomes a 1* operator but instead it gets added and she actually becomes a 7* operator that can kill a lot of things and then herself in the process so you have to redeploy her again.
Agreed. Her block count makes it tough for her to hold lanes with S3 compared to other cornerstones and there are better sources of true damage. But no other unit can provide a powerful helidrop without costing you a deployment slot, so her S2 is pretty awesome and unique
@@shaneconley4517 I found that using her s3 on a defensive manner is actually extremely useful. Think about it, you get a massive tank stick for 30 seconds with just 40 seconds of cooldown. It's specially good to tank the new sniper enemies, as it doesn't care much about the corrosion either. You're supposed to play her more like an offtank with S3, while s1 is the lane holding/backline dps skill, and skill 2 is the heli drop one.
For me, I can definitely see her S2 being a fusion of both Gravel and Projekt Red: The shield bubble from Gravel, the helidrop stun and defense ignoring attacks of Red. The only thing keeping her from becoming a bona fide Executor Specialist is her normal length deployment time and cost.
I think it's highly advised to at least M1 her S2 first as it gives her a 4th layer of shield on top of stat boost, that additional layer of shield is really useful in high risk CC IMO and nobody talks enough about it
They actually sinergize somewhat well, because most enemies are going to kill a lone Nearl before she can fully use her skill, so using gravel to help with the tanking can be quite useful.
I just need you to know that this guide singlehandedly saved me from instantly in chapter 10. I watched this guide yesterday, and then, that evening, went to do chapter tens final boss. After his first hp bar, he spawns what can only be described as "the rave from hell" worth of enemies that have STUPID arts and phys resist. And they kept wiping my line because I couldn't kill them before the cannon charged and wiped me out. So, to the drawing board I went, to try and find true damage. "Where am I gonna get true damage plus good block without eating up 2 deploy slots with kal?" I thought to myself. And then a literal lightbulb turned on in my brain, I had an anime flashback moment, and your guide, talking about nearl s3, popped into my head, and I was off to the races. So God speed you beautiful lad.
Another thing about the pillar is that it acts similar to nearl’s first talent which means that if the last deployed operator is from the kazimierz faction, the pillar drop will do more damage.
@@HiImYii i heard from some people, it said that if you use her S2 her first talent will proc on it own cause nearl will be count as last kazimierz op which is great, also regarding your opinion on s3, sure it better if you use someone like surtr or kalsit but the skill can come in handy due to dmg of the blazing sun hit the enemy and stunning them too, but yeah i get why s2 is much better choice cause of the amount of utility it has
7:45 You use true damage because it ignores DEF and RES. I use true damage because the enemy won't be able to dodge it and it is not affected by enemies' damage reductions. We are not the same :amiyafumo:
I also realised that her s2 suits my playstyle way better coz that no deployment slot is NUTTY. Sometimes with surtr too u need that extra chunk of dmg to kill the boss, that's when she comes in (and nice part is u can drop her even if there are 0 deployment slot. So surtr + ntr s2 DESTROYS mostly everything)
"I put masteries on S1 cuz it's like a poor man's version of Blaze" Ah yes, Nearl the Radiant Knight, a _budget_ unit you can use instead of Blaze should you not have her Hmm yes, she's very _cheap_ and _affordable_ and I bet _everyone_ has her Fr tho, great vid, now I know S3 is for the brainrotted and S2 is for Sigma Males
Imo for masteries I'd say M3 her S2, even tho her S3 is also good but if you're M3 her S3 just because of true damage I recommend not to if you have Kal'tsit S3 M3 already, her true damage and uptime is better than Nearl's
@@raynardrapael5559 Nearl:40 sp skill with 25 sp initial for 25 sec runtime,need to block to proc true dmg,70 sec redeploy time,19 cost and increase via deploy. Monster:15 sp skill for 20s runtime,no gimmick for true dmg,25 sec redeploy time,non-increasing 10 dp cost. Use that information as you will.
Since I'm a new player who doesn't have blaze or thorns, I sometimes switch to s1 to put her behind blemi. But I don't really optimize the Kazimierz thing, I just bring them both cause I love them
10:05 lol some people be mad she isn't Chalter but melee tiles. I guess Chalter made us forgot previous limited ops are about their uniqueness not meta breaking.
@@3takoyakis i mean, she is still unique with her s3 that let her became a psuedo staller for like a minute. Now compare that to chen holungday who's niche are... Big damage, big damage and big damage
The only unique limited so far is w skalter and nearlter. They could be played in various way. Ros and dusk sit on second place for playstyle uniqueness (their S3 are great but need brain power). While ling and chalter are straight busted on S3 Idk about nian, never had her
@@3takoyakis nian being the first ever limited, at the time of release was the only operator that could increase block count... other than that she's just a decent defender
I m3'd s3 and m1'd s2. for the 4 shields. for IS I would recommend building 4 stars if you want team flexibility, like Jaye was a beast when I borrowed him in IS1, cheap, heals, does damage. etc. if you m3 s2 you go from 25 seconds to 27 seconds and 130% attack to 160% attack. which is SOMETHING, but I considered it rather marginal since she's working in a team and unless you are doing a try hard clear what you NEED are the shields.
This video really helped me sort some stuff out. Thanks. I use blaze, SA, thorns and NTR in all my maps. I essentially box out the enemy in most case. They can't even come into the stage. 😂
thanks for the video, i just started using alt nearl and never tried her s3 because her s2 just seemed so useful, to be able to deploy one more when i am already out of deployment slots, and stunning/damaging along the way. going to mastery s2 first, then slowly work on 3
Great video!!! Perfectly summed up why I didn't want to really raise her, but she is useful, except she was over hyped like crazy for the true damage lmao
nearl alter's key isn't her s3, although if you don't have SA or you want more of that type, it's still great, but s2 is definitely the most useful place to be in
Soooo basically Nearl Alter is to the Dreadnought archetype what Andreana is to the Deadeye archetype, operators who's entire purpose is fixing the innate wonkyness of their archetype. I mean, that's cool and all but maybe at some point HG could address the fact that some archetypes are getting screwed over for no tangible reason.
@@hexerin It's not really an apt comparison because all deadeye snipers do different things. Andreanea basically trades range for a super high attack steroid that allows her to hurt heavy armor enemies. That being said, deadeyes in general don't actually struggle versus armor that much due to their high attack stat, Andreanea's just the best anti-armor deadeye.
@@hexerin Well what are the innate issues of the Deadeye archetype? Super slow attack speed, targeting issues, and to some extent DPS because the attack may or may not be enough to compensate the attack speed, all things Andreana improves upon compared to the previous members of the archetype. Andreana's talent gives her attack speed so her attack interval becomes 2.4sec rather than 2.7, and her S2 raises her attack way beyond 3000 as well as gives her a new targeting condition that guarantees she won't waste shots on low life trash mobs she couldn't finish off, meaning she's guaranteed to get more shots on the targets you actually want and it's guaranteed to hit hard. Don't get me wrong I never said Andreana was super OP or anything, I said she was built to fix the wonkyness of her archetype, because that's exactly what her kit is trying to do. She is way more consistent of a unit in what she wants to accomplish (in her case, support DPS with that massive attack and the 40% slow) than Ambriel, Firewatch and even Fartooth. Yes, even Fartooth. She's technically stronger, but depending on the skill you choose on Fartooth she will struggle with either DPS, attack speed or targeting, sometimes several of them at once, meaning it will always feels bad in some way when I deploy her. (especially the S3, seriously the sp cycle is so fast she only gets 8 shots per skill use, shots she can easily miss if you're not super careful with her positioning)
@@hexerin Remove the HP threshold and she doesn't function as an operator anymore. She's not supposed to kill enemies that's the point of her S2, her role in a squad is to weaken elite enemies thanks to her massive attack and the on-hit slow. That's why the gimmick exists in the first place, to ensure she will get a better chance to actually hit those stronger enemies instead of wasting repeated shots on trash mobs. That's why I said she's a support DPS, she's not meant to kill enemies, she's meant to cripple them at range to alleviate pressure from your frontline. If you remove the HP threshold, she will suffer a similar fate to Firewatch S1 and Ambriel S2. At E2 40, M3, both of them hit for around 2k damage, which sounds decent, but given their garbage trait of prioritizing the lowest DEF enemies, all that damage and CC in the case of Ambriel tends to get lost on the wrong enemies. As I said, Andreana isn't OP, far from it, if anything she fills a fairly niche role in Arknights, but she's a consistent unit if you let her fulfill that niche, something that I cannot say for the other 3 because of the drawbacks inherent to the Deadeye archetype.
some tip: the Kazimier passive on her s2 works on herself. Which you can deploy Nearl multiple time in Anni without the penalty since she counts as a Kazimier too
I don't bring Gravel in my squad to proc Nearl's talent. I do it because Gravel is Dokutah's official *defender* We are not the same. (Gravel alter when)
I'm gonna M9 Nearl and she is gonna be the first one I M9, I just feel like I could use all of her skills for once, rather than go "oh, S1 is okay and S2 is interesting, but S3 is a literal nuke" Also, I feel like Nearl's kazimierz knights talents are meant to encourage trying out a faction squad with her and the other kazimierz operators (Pinus Silvestris, Nearl family, Platinum and Gravel) I'd certainly love to do that. If I had Far Tooth, Ashlock and Blemishine...
i will be honest will you all, i play CN nd i've been using her since she came out, you will NEVER use her S3, if u use is bc u like the skill, S2 is her main skill, bc the usefullness is higher on S2, get in, do your damage, get out, bc even though her S3 has good uptime, u don't need true damage for 99% of the game and she's sitting duck without the skill active, and by the time you ''need'' to activate it the stage is over
Speaking of big and skadi, I didn't buy her beach skin first go around, lucked out and got Skalter at 54 pulls, beach skin came back and I bought it then. Utterly smooth Brian.
@@HiImYii ok here's some tips for you: Whislash is a Kazimierz op who can improve Nearl's talent. Plus, just bring Nian & Heidi to increase Nearl to 3 block and then she can benefit from Whislash's talent. How's that for great synergy? If you use Nearl S2 inside W's range, then when Nearl stuns them W's talent will increase the damage she can deal. Wow! The shields on Nearl S2 are pretty great, but only 4 shields won't last the whole skill duration. Don't worry though, you can use Roberta to give Nearl more shields! The stylers don't count as operators and won't interrupt your vitally important Kazimierz op chain. If you deploy Nearl next to Blemishine, they look really cute together. Hope this helped.
Thank you for the IS shoutout. People keep ignoring that (and then probably will say 'why is IS too haaaard woe') I think S2 is the really standout here, all other skills can be done better by other characters...loutside of IS. In IS, the versatility is amazing. My Nearl is M9 and I don't care.
I did the first part part of the event (until NL-10) Using E0 Nearl and from my experience, my biggest problem aside from waiting for her skill 1 to charge is how surprisingly easy she is to kill. Her damage even at EO is really good though, to the point where I killed Blood Knight using her, a blocker, and several buffers. When I E2'ed her, her S2 is more useful in my experience, but that is probably because I am too used to helidropping dreadnoughts
her s2 is the reason I even look at her (no plans to pull her, was looking for Rosmontis.. and I could do so in alter-specter's banner.. but I've decided that ntr is way better than alter-specter, her s2 not-taking-deployment-slot? and 1v1 boss? do you know any other operator with such thing? as you said, even skadi cant deal enough damage before dying.. hellagur cant be heli-dropped) add : yeah, Surtr.. now imagine surtr (deployment limited) + ntr.. CC should be easier now (risk 18 always a headache for me, very very close call clear)
Her s2 is nuts. U know those moments when surtr can't take down the boss (and TO TOP IT, you're on 0 deployment slots) . Just drop ntr s2 . They're dead. Surtr + ntr s2 is bonkers.
Yii talking about how trying to get the Kazamirz synergy with S2 is not worth it, and I'm looking at my autodeploy for NL-7 where having the longer redeploy time would have meant that I wouldn't have gotten a 3-star ranking. (on the other hand if I was E2'ing my operators it probably wouldn't have been a problem.)
When i start playing arknights, i love to observe "what kind a job this type operator do?" I always thought dreadnought operator who had lots of hit points like matoimaru used to deal with Caster or True Damage enemy and only stup*d doctor who use it against high physical damage enemy. (just use caster/sniper/ranged guard for Damage Dealer and defender as a shield) But NTR can deal with all type of enemy bosses/mini bosses with slow attack speed (not effective as bos killer + meta operator though. but still, s2 with no deployment count is really handy) The penalty of s2 skill not really bothering me anyway~
The time when nearl's s2's + gravel thing helped me is in the obsidian festivan side story, if it weren't for that Pompeii would've killed gnosis and it would've fucked me over
As someone who has also M3'd all of her skills and have her at max level, they're all pretty useful in their own scenarios. I got her mainly for the S3 but her S2 is just as good in my opinion. S1 is actually way more useful than I expected as a deploy and forget skill. I think the main problem with S1 is that there are other operators who you'd pick instead of using S1, the most obvious being Blaze and Thorns.
With Blaze, I think it'll depend. For NL-S-2, for example, Nearlter S1 clears the top lane faster than Blaze S2, and this saved me time on the run. But conversely, her low defense and lack of that emergency heal Blaze has, means she is more vulnerable, and I used Myrtle S2 to heal her. Really, the issue with Blaze is more "Does Nearlter provide enough to warrant M3'ing her S1 when you have access to Blaze?" The answer to that will likely be no for a lot of people. And if the question is, "Which do I master first?", the answer is Blaze, as situations Blaze can handle but Nearlter cannot will be more common than the reverse. But if you do have both with their respective skills M3'd, it'll come down to the situation which you use. Thorns, though, yeah, he also hits hard, fast, and has longer range still, plus higher defense, block 2, and regens when not attacking. Though, really, Thorns is the go to op much of the time anyway, so you aren't really competing against him, as he's locked in for some lane. You're competing for another slot.
Lol i was watching this and got to the hide and seek part. "Oh you cant find nearl?" "I know where she might be" -ad plays- "Hi, I love my google pixel!" (Google pixel has a new feature to erase stuff from photos)
I kinda hate bomb drops since my favorite aspects of tower defense is the relative AFK nature of it, but I guess I gotta s2 since I already have Blaze and Surtr.
Mastery both skills 2,3 personal opinion used her skill depend of the stages, I did same with Mountain S2,3 right now happy with results testing NTR new event.
I'm that people who say Nearl is underwhelming on a VIDEO SHOWCASING LV7 SKILL NEARL goddamnit!! What am I doing 6months ago so much shame on me. Gotta wash myself
I am new to this arknights and I have a question, and by judging on the video, helidropping is where an operator is dropped on a stage to kill a hard target (and sometimes use their skill to do so if are able to). Can this be done with executor specialists like Projekt Red? Or is this power/skill exclusively to Guards only (since I've always heard helidropping accompanied with Guards, in general)
Helidropping isn't exclusive to guards, but it's a common niche associated with Dreadnought guards and Executor specialists because of their skills that are able to handle tough enemies by themselves.
in order to "heli drop" you need to raise the talent levels to m3 in most situations. only a select few operators can heli drop. silver ash, exu, etc etc (just an insane amount of burst damage when you drop them) for example sa (silver ash) can't heli drop at m1 because his initial sp (starting skill points) is to low to proc true silver ash immediately. when it is s3 you can proc it almost immediately, hence "heli drop".
Helidrop just means that you drop a character who has an immediate effect that helps you a lot, and who you often remove from the field afterwards. You can "helidrop" SilverAsh to quickly use his third skill to destroy things, or do the same with Eyjafyalla. It's not an official power, just community shorthand to describe this usage of a character. You can do that with Project Red to handle various mage enemies in earlier chapters indeed. Guards usually are used the most in this context because some of the strongest abilities to use quickly after placing are in the hands of guards - Silverash's and Surtr's third skills are great examples, as they do massive damage to mobs or bosses.
I also m9 her , shes so usfull on evry single stage Just forgot to tell u guys that im thornless,blazeless,surtrless , but my range unit r stronk yeah to stronk i mean like eeee chen alter,ash,ling,rosmo everything but no have core for ground unit 💀
imo it's important to have showcases at sk7. I'm not going to throw masteries at every operator. The overwhelming majority will plateau at sk7. It's up to the viewer to read and interpret what's being shown to them.
I super wish there was someone offering a service to sew a plushie batch so I could order my default team all together. Or even just someone who can make tiny clothes so I can get plushies of the animals and then dress them as my team.
@@bobwasowsky270 indeed it would, but sadly the nerves in my fingers are permanently damaged to where holding a pen can be a complicated task and I use speech text for typing cuz I’d be too slow on thumbs. So this particular skill set is lamentable for me.
I'm sorry about your condition, but I must say, imagining those little plastic animal toys that come in those thick, clear, plastic bags in little rough sewn Op outsides is really hilarious.
As for my pick, I'd prob go for Skadi's Pink Orca in her saucy beach outfit, and a yellow Shiba strapped down with an obscene amount of plastic cutlery. And a truffle.
I didn't play Fungimist when it was going on so i get quite confused when i see people talking about how they're building a lot of operators or specific ones for IS2.
just build all meta's (if you have), their damage/skill will be needed to kill IS2 bosses (they are quite hard, but theres special items in there to buff your operators/debuff enemies too, so dont worry too much)
@@darkomega6597 strangely, this is the only comment addressing ISxiety outside of videos that was strictly about IS2. I was really concerned about my complete lack of prep for IS2.
@@tempota7792 IS2 is permanent feature (it will be updated half-yearly I think? new themes each time, new rewards.. plenty of time to prepare, even after it comes)
Nearl may not be a good alter, but she is still a good 6-star. I'm satisfied i E2'd her. Though...i usually do it for the rewards...and the operator records.."
@@darkomihajlovski3135 She's 'bad' (she's not) cause she doesn't really carve out a unique niche to fulfill, unlike the top broken tier of limited ops (Ch'en, Skalter & Ling), so she naturally has less value. Main issue is really that dreadnought guards are just inherently crippled by being 1 block with low def, and doesn't have the immortality and insane damage Surtr had to overcome that issue. Her uniqueness can also be fulfilled by other existing ops, but they do it better (with the exception of deployment slots, hence her S2 is really her only viable skill in endgame)
I don't really care, Mr "Yii Arknights", I believe I will be promoting my Nearl the Radiant Knight to the max anyways, including m9 and level, despite whatever you say in this video of yours. Thank you - qwert "nearl gaming" arknights
apparently copyright claims for radiant are going around so thats why i didnt use that ost for this video :(
i am guessing the "company" who copyrighted Radiant OST is not Hypergryph or Yostar
@@kurukuru2518 Sometimes youtube gets a little overzealous with auto-blocking when a company registers a song in the system, and it takes a while for that to get fixed.
You thought I'd disappear for good now, well copyright claims made me dead dead dead dead
@@BillyONeal you thought that i will play that song right now, but think again, think again!
@@eis6570 Full Strike Ahead!!!
ok but nearl canonically has her own fumo when other ops didn't and that's already enough to make her stand out
very true
What a Queen
Fumo??
@@oyaoya5200 a plush toy
exu has one too therefore she is the best operator
I don't bring Blemi and Gravel everywhere just to proc Nearl's talent
I do it cause they cute
meteor (sniper) and gravel (fast-redeployer & tanker) often used everywhere, so ntr usually have no cooldown problem
Based
Gravel gives more of an ara ara vibe tho, but yes blemi is adorable,
ahem... cue "kyaaa blemi~"
I use blemi because of her healing and sleep skills and because she's cute
I just bring gravel because rng decided to not give me blemishine but 4 squirrels a ntr knight and saga in ~120 pulls.
I can't say I'm not happy with that but xd
Humblebrag
Yii mentions that he M9'd Nealter:
"Cool but there's no way that im going do that"
He mentions IS2:
"You son of a bitch im in"
Fucking same, I regretted watching the video that instant, all my resources down the drain 😂
Shoutout to my IS brethren
god i love arknights i wish women were real
god I love women so much I wish arknights were real
🤡
maidenless behaviour
We live in a society. Women not real 😔
Same bro
10:09 Dreadnought having “attack all blocked enemies” as a trait is still going to attack one enemy at a time.....
Well, the difference is that without that trait, increasing their block count will do nothing.
Welp, I was expecting NRK having AOE on skill (totally not bcs surtr). She's just a 6* robot but that's already powerful niche she fills in.
Her s1 not having AOE is fair since theres rarely 6* got a good s1 but s3 too?! Also, block 1 without powerful kit is hard to be played. Other than killing caster, what else u could do with it?
Rip OG skadi bcs NRK just killing her job
i mean you can always increase their block count making them effectively aoe guards for a while
Pallas say: Hi...
@@franxx941 not a Dreadnought
if u want to compare Pallas,you should compare her to Whislash
in my humble opinion, Nearl's S2 should be her main skill. Simply because she becomes a 1* operator but instead it gets added and she actually becomes a 7* operator that can kill a lot of things and then herself in the process so you have to redeploy her again.
Agreed. Her block count makes it tough for her to hold lanes with S3 compared to other cornerstones and there are better sources of true damage. But no other unit can provide a powerful helidrop without costing you a deployment slot, so her S2 is pretty awesome and unique
Agreed, her s2 is awesome and it's passive definitely comes in clutch in some situations
@@shaneconley4517 I found that using her s3 on a defensive manner is actually extremely useful. Think about it, you get a massive tank stick for 30 seconds with just 40 seconds of cooldown. It's specially good to tank the new sniper enemies, as it doesn't care much about the corrosion either.
You're supposed to play her more like an offtank with S3, while s1 is the lane holding/backline dps skill, and skill 2 is the heli drop one.
@@lucasmitchell9027 interesting
@@lucasmitchell9027 and meanwhile with s3 she also casually becomes a single target godslayer
For me, I can definitely see her S2 being a fusion of both Gravel and Projekt Red: The shield bubble from Gravel, the helidrop stun and defense ignoring attacks of Red. The only thing keeping her from becoming a bona fide Executor Specialist is her normal length deployment time and cost.
I think it's highly advised to at least M1 her S2 first as it gives her a 4th layer of shield on top of stat boost, that additional layer of shield is really useful in high risk CC IMO and nobody talks enough about it
*Yii:* "I M9'd Nearl Alter So You Don't Have To"
*also Yii:* "Okay, but hear me out: what if you DID."
Finally a AK content creator that actually address the people who thinks it is a good idea to waste squad space on gravel just for the talent
Unless you need a frd, then it's really not useless.
Tbh I’ve never needed a full squad for any lvl apart from CC, so adding gravel instead of another trust farm spot works for me haha
Well on NL 10 Gravel is good to use so I have my reassons
They actually sinergize somewhat well, because most enemies are going to kill a lone Nearl before she can fully use her skill, so using gravel to help with the tanking can be quite useful.
You can always find use for Gravel.
I just need you to know that this guide singlehandedly saved me from instantly in chapter 10. I watched this guide yesterday, and then, that evening, went to do chapter tens final boss. After his first hp bar, he spawns what can only be described as "the rave from hell" worth of enemies that have STUPID arts and phys resist. And they kept wiping my line because I couldn't kill them before the cannon charged and wiped me out. So, to the drawing board I went, to try and find true damage. "Where am I gonna get true damage plus good block without eating up 2 deploy slots with kal?" I thought to myself. And then a literal lightbulb turned on in my brain, I had an anime flashback moment, and your guide, talking about nearl s3, popped into my head, and I was off to the races. So God speed you beautiful lad.
Another thing about the pillar is that it acts similar to nearl’s first talent which means that if the last deployed operator is from the kazimierz faction, the pillar drop will do more damage.
i tested this and didnt get a difference in damage between deploying non-Kazimierz after or before
Huh does that mean that the tooltip for her pillar is wrong then? It says that it does another hit if the last deployed operator is kazimierz
Fake news
idk maybe im just dumb and stupid ill try testing it again later
@@HiImYii i heard from some people, it said that if you use her S2 her first talent will proc on it own cause nearl will be count as last kazimierz op which is great, also regarding your opinion on s3, sure it better if you use someone like surtr or kalsit but the skill can come in handy due to dmg of the blazing sun hit the enemy and stunning them too, but yeah i get why s2 is much better choice cause of the amount of utility it has
7:45
You use true damage because it ignores DEF and RES.
I use true damage because the enemy won't be able to dodge it and it is not affected by enemies' damage reductions.
We are not the same :amiyafumo:
Sand shield? More like Sand SHIT!
This! Thank you for pointing it out.
Those two sentences are the same.
wait they couldnt dodge true damaged????? oh wow, now that some life saving
And then there’s Andoain, can’t be blocked so true damage can’t chip in kekw
I also realised that her s2 suits my playstyle way better coz that no deployment slot is NUTTY. Sometimes with surtr too u need that extra chunk of dmg to kill the boss, that's when she comes in (and nice part is u can drop her even if there are 0 deployment slot. So surtr + ntr s2 DESTROYS mostly everything)
"I put masteries on S1 cuz it's like a poor man's version of Blaze"
Ah yes, Nearl the Radiant Knight, a _budget_ unit you can use instead of Blaze should you not have her
Hmm yes, she's very _cheap_ and _affordable_ and I bet _everyone_ has her
Fr tho, great vid, now I know S3 is for the brainrotted and S2 is for Sigma Males
"don't bring Whishlash or Blemishine into the squad so that Nearl can get one more pee extra hit on that talent"
Me, a Kazimierz simp: 👁👄👁
True galaxy brain DOKUTAHS bring the one and only JUSTICE KNIGHT instead =3=
[BEEPING NOISES]
yes the real tragedy is that we can't bring both margarets into the same mission.
@@killazaawl Check again!
Imo for masteries I'd say M3 her S2, even tho her S3 is also good but if you're M3 her S3 just because of true damage I recommend not to if you have Kal'tsit S3 M3 already, her true damage and uptime is better than Nearl's
Too late for me :')
Thanks for reminding me that Kal'tsit is an operator. I should try using her instead of Surtr on NL EX-8 CM
I don't have Kal'tsit so...
Actually nearl deal 53k (62k with module) damage on skill duration while mon3tr deal 34
Use that information as you will
@@raynardrapael5559 Nearl:40 sp skill with 25 sp initial for 25 sec runtime,need to block to proc true dmg,70 sec redeploy time,19 cost and increase via deploy.
Monster:15 sp skill for 20s runtime,no gimmick for true dmg,25 sec redeploy time,non-increasing 10 dp cost.
Use that information as you will.
Since I'm a new player who doesn't have blaze or thorns, I sometimes switch to s1 to put her behind blemi. But I don't really optimize the Kazimierz thing, I just bring them both cause I love them
Average Nearl Fan [gigachad,png]
Don't forget to include her Aunt
@@yupa5221 not Aunt. Mommy.
Dun worry, im veteran n still no thorn n surt.. Rate up is a lie..
@@Astavyastataa Now we're talking! 🤝
10:05 lol some people be mad she isn't Chalter but melee tiles. I guess Chalter made us forgot previous limited ops are about their uniqueness not meta breaking.
>Dusk.... Unique
Hahahahaha
Made me laugh, she's nothing but better gitano
The only unique skill she had were S3
@@3takoyakis i mean, she is still unique with her s3 that let her became a psuedo staller for like a minute. Now compare that to chen holungday who's niche are... Big damage, big damage and big damage
The only unique limited so far is w skalter and nearlter. They could be played in various way. Ros and dusk sit on second place for playstyle uniqueness (their S3 are great but need brain power). While ling and chalter are straight busted on S3
Idk about nian, never had her
@@3takoyakis are you sure you play arknight ?
@@3takoyakis nian being the first ever limited, at the time of release was the only operator that could increase block count... other than that she's just a decent defender
As another m9 NTR chad, I am absolutely looking forward to doing IS2 clears centralized around her.
I m3'd s3 and m1'd s2. for the 4 shields. for IS I would recommend building 4 stars if you want team flexibility, like Jaye was a beast when I borrowed him in IS1, cheap, heals, does damage. etc.
if you m3 s2 you go from 25 seconds to 27 seconds and 130% attack to 160% attack. which is SOMETHING, but I considered it rather marginal since she's working in a team and unless you are doing a try hard clear what you NEED are the shields.
This video really helped me sort some stuff out. Thanks.
I use blaze, SA, thorns and NTR in all my maps. I essentially box out the enemy in most case. They can't even come into the stage. 😂
thanks for the video, i just started using alt nearl and never tried her s3 because her s2 just seemed so useful, to be able to deploy one more when i am already out of deployment slots, and stunning/damaging along the way. going to mastery s2 first, then slowly work on 3
Finally an NTRK analysis from my favourite Arknights content creator
Nearl S3M3 and SA S3M3 had the same time-to-first-activation, at 15 second.
You can use her S3 for a scuffed helidrop because of that, just like SA
I was expecting Nearl to be replacing a lightbulb or something. I lost it at the actual hiding spot.
My favorite part of your Arknights videos is when your in the office talking with the operators!!!:))) So funny sometimes xD love your videos:)
"I M9'd Nearl Alter So You Don’t Have To"
me : i already did 😎
For me, my priority m3 skill for ntr knights was S3,and then s2(yes i have ntr knights and also M6(M3 both s2 and s3).
Great video!!! Perfectly summed up why I didn't want to really raise her, but she is useful, except she was over hyped like crazy for the true damage lmao
Really appreciated this video!
nearl alter's key isn't her s3, although if you don't have SA or you want more of that type, it's still great, but s2 is definitely the most useful place to be in
Soooo basically Nearl Alter is to the Dreadnought archetype what Andreana is to the Deadeye archetype, operators who's entire purpose is fixing the innate wonkyness of their archetype. I mean, that's cool and all but maybe at some point HG could address the fact that some archetypes are getting screwed over for no tangible reason.
Aoe casters basically
@@hexerin he's prolly talking about fartooth cuz afaik andreana kit is also kinda whack
@@hexerin It's not really an apt comparison because all deadeye snipers do different things. Andreanea basically trades range for a super high attack steroid that allows her to hurt heavy armor enemies.
That being said, deadeyes in general don't actually struggle versus armor that much due to their high attack stat, Andreanea's just the best anti-armor deadeye.
@@hexerin Well what are the innate issues of the Deadeye archetype?
Super slow attack speed, targeting issues, and to some extent DPS because the attack may or may not be enough to compensate the attack speed, all things Andreana improves upon compared to the previous members of the archetype.
Andreana's talent gives her attack speed so her attack interval becomes 2.4sec rather than 2.7, and her S2 raises her attack way beyond 3000 as well as gives her a new targeting condition that guarantees she won't waste shots on low life trash mobs she couldn't finish off, meaning she's guaranteed to get more shots on the targets you actually want and it's guaranteed to hit hard.
Don't get me wrong I never said Andreana was super OP or anything, I said she was built to fix the wonkyness of her archetype, because that's exactly what her kit is trying to do. She is way more consistent of a unit in what she wants to accomplish (in her case, support DPS with that massive attack and the 40% slow) than Ambriel, Firewatch and even Fartooth.
Yes, even Fartooth. She's technically stronger, but depending on the skill you choose on Fartooth she will struggle with either DPS, attack speed or targeting, sometimes several of them at once, meaning it will always feels bad in some way when I deploy her. (especially the S3, seriously the sp cycle is so fast she only gets 8 shots per skill use, shots she can easily miss if you're not super careful with her positioning)
@@hexerin Remove the HP threshold and she doesn't function as an operator anymore. She's not supposed to kill enemies that's the point of her S2, her role in a squad is to weaken elite enemies thanks to her massive attack and the on-hit slow. That's why the gimmick exists in the first place, to ensure she will get a better chance to actually hit those stronger enemies instead of wasting repeated shots on trash mobs.
That's why I said she's a support DPS, she's not meant to kill enemies, she's meant to cripple them at range to alleviate pressure from your frontline.
If you remove the HP threshold, she will suffer a similar fate to Firewatch S1 and Ambriel S2. At E2 40, M3, both of them hit for around 2k damage, which sounds decent, but given their garbage trait of prioritizing the lowest DEF enemies, all that damage and CC in the case of Ambriel tends to get lost on the wrong enemies.
As I said, Andreana isn't OP, far from it, if anything she fills a fairly niche role in Arknights, but she's a consistent unit if you let her fulfill that niche, something that I cannot say for the other 3 because of the drawbacks inherent to the Deadeye archetype.
I was actually just about to check out her S1 lmao
Pog timing
some tip: the Kazimier passive on her s2 works on herself. Which you can deploy Nearl multiple time in Anni without the penalty since she counts as a Kazimier too
I like how I am watching a short
and YII vids always pops up
I'm glad i manage to get her before the event is over. She will be great in CC
I don't bring Gravel in my squad to proc Nearl's talent.
I do it because Gravel is Dokutah's official *defender*
We are not the same. (Gravel alter when)
I'm gonna M9 Nearl and she is gonna be the first one I M9, I just feel like I could use all of her skills for once, rather than go "oh, S1 is okay and S2 is interesting, but S3 is a literal nuke"
Also, I feel like Nearl's kazimierz knights talents are meant to encourage trying out a faction squad with her and the other kazimierz operators (Pinus Silvestris, Nearl family, Platinum and Gravel)
I'd certainly love to do that.
If I had Far Tooth, Ashlock and Blemishine...
This video is not something we need. İt's something we WANT. Thank you!
i will be honest will you all, i play CN nd i've been using her since she came out, you will NEVER use her S3, if u use is bc u like the skill, S2 is her main skill, bc the usefullness is higher on S2, get in, do your damage, get out, bc even though her S3 has good uptime, u don't need true damage for 99% of the game and she's sitting duck without the skill active, and by the time you ''need'' to activate it the stage is over
Reasons to use Nearl Alter:
- op
- does Dreadnaught archetype super well
- shields
- high damage
Reasons to use Skadi:
- She big cute :)
Kyaa Skadi
You make a solid case. KYAA!!
Speaking of big and skadi, I didn't buy her beach skin first go around, lucked out and got Skalter at 54 pulls, beach skin came back and I bought it then. Utterly smooth Brian.
@@tempota7792 f
But Yii, what about the Nearl Alter's synergy????
why dont you tell me more about the nearl alter synergy
@@HiImYii yes, so her hot thicc honse body has a lot of synergy with mine
@@HiImYii ok here's some tips for you:
Whislash is a Kazimierz op who can improve Nearl's talent. Plus, just bring Nian & Heidi to increase Nearl to 3 block and then she can benefit from Whislash's talent. How's that for great synergy?
If you use Nearl S2 inside W's range, then when Nearl stuns them W's talent will increase the damage she can deal. Wow!
The shields on Nearl S2 are pretty great, but only 4 shields won't last the whole skill duration. Don't worry though, you can use Roberta to give Nearl more shields! The stylers don't count as operators and won't interrupt your vitally important Kazimierz op chain.
If you deploy Nearl next to Blemishine, they look really cute together.
Hope this helped.
New sub, i love the way you make the videos
Thank you for the IS shoutout. People keep ignoring that (and then probably will say 'why is IS too haaaard woe')
I think S2 is the really standout here, all other skills can be done better by other characters...loutside of IS. In IS, the versatility is amazing. My Nearl is M9 and I don't care.
7:47 Man, the brain is so smooth transparent.
I did the first part part of the event (until NL-10) Using E0 Nearl and from my experience, my biggest problem aside from waiting for her skill 1 to charge is how surprisingly easy she is to kill. Her damage even at EO is really good though, to the point where I killed Blood Knight using her, a blocker, and several buffers. When I E2'ed her, her S2 is more useful in my experience, but that is probably because I am too used to helidropping dreadnoughts
I love the burn for that slug quip
Hay Yii, lovely vidii, I just wanted you to know, I got Radiant Nearl from a free pull yesterday, by now 👋
the intro made me laugh way more than i should have
her s2 is the reason I even look at her (no plans to pull her, was looking for Rosmontis.. and I could do so in alter-specter's banner.. but I've decided that ntr is way better than alter-specter, her s2 not-taking-deployment-slot? and 1v1 boss? do you know any other operator with such thing? as you said, even skadi cant deal enough damage before dying.. hellagur cant be heli-dropped) add : yeah, Surtr.. now imagine surtr (deployment limited) + ntr.. CC should be easier now (risk 18 always a headache for me, very very close call clear)
both specter and irene can solo bosses, irene can completely kill both of patriots phases in 2 skill 3s
Her s2 is nuts.
U know those moments when surtr can't take down the boss (and TO TOP IT, you're on 0 deployment slots) . Just drop ntr s2 . They're dead. Surtr + ntr s2 is bonkers.
Love the videos
“I M9’d Nearl Alter Because You Don’t Have One”
Wow, guess I really missed out by taking a break while that event went on. Damn.
Yii went cr1tical on that announcement
And that's about it
NTR knight during stealth night mission :
Every other ops : . . . uhh
Reunion : HEY!?
I also want to M9 Nearl at some point because she's cool as fuck but that 18 orirock concentration for S2 and S3 makes me dread
i like helidrop playstyle so sutr and NTRK tagteam
Yii talking about how trying to get the Kazamirz synergy with S2 is not worth it, and I'm looking at my autodeploy for NL-7 where having the longer redeploy time would have meant that I wouldn't have gotten a 3-star ranking.
(on the other hand if I was E2'ing my operators it probably wouldn't have been a problem.)
Yeah, I would say Nearl Alter is the best Dreadnought guard. (Also once I E1 her I will probably be able to do 3-8 fairly easily)
When i start playing arknights, i love to observe "what kind a job this type operator do?"
I always thought dreadnought operator who had lots of hit points like matoimaru used to deal with Caster or True Damage enemy and only stup*d doctor who use it against high physical damage enemy. (just use caster/sniper/ranged guard for Damage Dealer and defender as a shield)
But NTR can deal with all type of enemy bosses/mini bosses with slow attack speed (not effective as bos killer + meta operator though. but still, s2 with no deployment count is really handy)
The penalty of s2 skill not really bothering me anyway~
The time when nearl's s2's + gravel thing helped me is in the obsidian festivan side story, if it weren't for that Pompeii would've killed gnosis and it would've fucked me over
Already maxed her out, happy family
As someone who has also M3'd all of her skills and have her at max level, they're all pretty useful in their own scenarios. I got her mainly for the S3 but her S2 is just as good in my opinion. S1 is actually way more useful than I expected as a deploy and forget skill. I think the main problem with S1 is that there are other operators who you'd pick instead of using S1, the most obvious being Blaze and Thorns.
With Blaze, I think it'll depend. For NL-S-2, for example, Nearlter S1 clears the top lane faster than Blaze S2, and this saved me time on the run. But conversely, her low defense and lack of that emergency heal Blaze has, means she is more vulnerable, and I used Myrtle S2 to heal her. Really, the issue with Blaze is more "Does Nearlter provide enough to warrant M3'ing her S1 when you have access to Blaze?" The answer to that will likely be no for a lot of people. And if the question is, "Which do I master first?", the answer is Blaze, as situations Blaze can handle but Nearlter cannot will be more common than the reverse. But if you do have both with their respective skills M3'd, it'll come down to the situation which you use.
Thorns, though, yeah, he also hits hard, fast, and has longer range still, plus higher defense, block 2, and regens when not attacking. Though, really, Thorns is the go to op much of the time anyway, so you aren't really competing against him, as he's locked in for some lane. You're competing for another slot.
Lol i was watching this and got to the hide and seek part.
"Oh you cant find nearl?"
"I know where she might be"
-ad plays-
"Hi, I love my google pixel!"
(Google pixel has a new feature to erase stuff from photos)
Btw Pinus silvetris OP also count (like fartooth and the others)
I haven't watched yet, but I'm commenting first to say I already have her M9. No regrets.
Guess horse are fast at running AND dying! Very insightful video
I kinda hate bomb drops since my favorite aspects of tower defense is the relative AFK nature of it, but I guess I gotta s2 since I already have Blaze and Surtr.
I feel Nearl TRK is kinda like Knight in Chess, it can do lethal damage strategically
Mastery both skills 2,3 personal opinion used her skill depend of the stages, I did same with Mountain S2,3 right now happy with results testing NTR new event.
I'm that people who say Nearl is underwhelming on a VIDEO SHOWCASING LV7 SKILL NEARL
goddamnit!! What am I doing 6months ago so much shame on me.
Gotta wash myself
4:04 wait wait wait!!! Is that a hentee reference?
what
porn addict detected
I am new to this arknights and I have a question, and by judging on the video, helidropping is where an operator is dropped on a stage to kill a hard target (and sometimes use their skill to do so if are able to). Can this be done with executor specialists like Projekt Red? Or is this power/skill exclusively to Guards only (since I've always heard helidropping accompanied with Guards, in general)
Helidropping isn't exclusive to guards, but it's a common niche associated with Dreadnought guards and Executor specialists because of their skills that are able to handle tough enemies by themselves.
in order to "heli drop" you need to raise the talent levels to m3 in most situations. only a select few operators can heli drop. silver ash, exu, etc etc (just an insane amount of burst damage when you drop them) for example sa (silver ash) can't heli drop at m1 because his initial sp (starting skill points) is to low to proc true silver ash immediately. when it is s3 you can proc it almost immediately, hence "heli drop".
Helidrop just means that you drop a character who has an immediate effect that helps you a lot, and who you often remove from the field afterwards. You can "helidrop" SilverAsh to quickly use his third skill to destroy things, or do the same with Eyjafyalla. It's not an official power, just community shorthand to describe this usage of a character.
You can do that with Project Red to handle various mage enemies in earlier chapters indeed.
Guards usually are used the most in this context because some of the strongest abilities to use quickly after placing are in the hands of guards - Silverash's and Surtr's third skills are great examples, as they do massive damage to mobs or bosses.
Project red will deal way less dmg than ntr s2
She literally takes away 60% of Patriots health in one go... Pretty good
I have so many good characters but the lack of materials, specially exp and lmd is choking my progress to make those characters stronger.
I’m so excited to use her since I got her in a free roll
I also m9 her , shes so usfull on evry single stage
Just forgot to tell u guys that im thornless,blazeless,surtrless , but my range unit r stronk yeah to stronk i mean like eeee chen alter,ash,ling,rosmo everything but no have core for ground unit 💀
i found her very very very versatile on IC shes my fav there whatever u need she can provide
Mlynar enters the synergy chat.😂
Alternative title: I M9'd Nearl Alter Since You Don't Have Her. Hehehe. *sobs*
Same bro I did it too. M9ed her. I mostly used skill 3. But I leaning towards skill 2 just for extra deployment XD
S1 M3 respect my guy
imo it's important to have showcases at sk7. I'm not going to throw masteries at every operator. The overwhelming majority will plateau at sk7.
It's up to the viewer to read and interpret what's being shown to them.
me in a nutshell
Guides: Bring an AOE guard
Ah so S1 Nearl
Guides: Bring a ranged guard
Ah so S3 Nearl, just gotta activate her skills
You convinced me to M3 the second skill
Joke's on you, I already E2 90 M9'd Nearl alter
She's basically what skadi should've been minus the true damage lol
Hearing and seeing lore Skadi’s feats, I would expect her to have some skills or passive that ignore an amount of armor.
the only hope left is if the module upgrade make her redeployment ~30 sec
nearlter's TALENT is literally red's s2
this is so sad can we get projekt red alter
On the subject of Margaret and Maria playing hide and seek: Does it really count as finding them if you are blinded by their incandescence?
Cheers!
well you cant really find them if you cant see them
My eyes don't peel off when I see true damage because it ignores def or res, they peel off because it ignores dodge.
M9 ntr is good and all that... but did you finish the M3 on che'n?
I wanted to M3 both S1 and S3 at first...but now, hell, M9 all the way
"i am not immune to hot lady knight" - yep, that's how i feel about the nearl girls. also i seem pretty vulnerable to scale girls as well. :')
I super wish there was someone offering a service to sew a plushie batch so I could order my default team all together. Or even just someone who can make tiny clothes so I can get plushies of the animals and then dress them as my team.
sounds like a great reason to get into a new hobby, I made my crystal lizard(dark souls) plushie that way
@@bobwasowsky270 indeed it would, but sadly the nerves in my fingers are permanently damaged to where holding a pen can be a complicated task and I use speech text for typing cuz I’d be too slow on thumbs. So this particular skill set is lamentable for me.
I'm sorry about your condition, but I must say, imagining those little plastic animal toys that come in those thick, clear, plastic bags in little rough sewn Op outsides is really hilarious.
As for my pick, I'd prob go for Skadi's Pink Orca in her saucy beach outfit, and a yellow Shiba strapped down with an obscene amount of plastic cutlery.
And a truffle.
I didn't play Fungimist when it was going on so i get quite confused when i see people talking about how they're building a lot of operators or specific ones for IS2.
just build all meta's (if you have), their damage/skill will be needed to kill IS2 bosses (they are quite hard, but theres special items in there to buff your operators/debuff enemies too, so dont worry too much)
@@darkomega6597 strangely, this is the only comment addressing ISxiety outside of videos that was strictly about IS2. I was really concerned about my complete lack of prep for IS2.
@@tempota7792 IS2 is permanent feature (it will be updated half-yearly I think? new themes each time, new rewards.. plenty of time to prepare, even after it comes)
Nearl may not be a good alter, but she is still a good 6-star. I'm satisfied i E2'd her.
Though...i usually do it for the rewards...and the operator records.."
She is the very embodiment of the Dreadnought guards. She powercrept the existing Dreadnought guards by just the utility of her gameplay.
What makes her a bad alter? Shes completely different then ther originla self and its a great change story wise
@@darkomihajlovski3135 Maybe because she is not broken?
@@littlejohn8435 and when alter is broken it also becomes a bad alter?
@@darkomihajlovski3135 She's 'bad' (she's not) cause she doesn't really carve out a unique niche to fulfill, unlike the top broken tier of limited ops (Ch'en, Skalter & Ling), so she naturally has less value. Main issue is really that dreadnought guards are just inherently crippled by being 1 block with low def, and doesn't have the immortality and insane damage Surtr had to overcome that issue. Her uniqueness can also be fulfilled by other existing ops, but they do it better (with the exception of deployment slots, hence her S2 is really her only viable skill in endgame)
>so you dont have to
too late.
I don't really care, Mr "Yii Arknights", I believe I will be promoting my Nearl the Radiant Knight to the max anyways, including m9 and level, despite whatever you say in this video of yours.
Thank you
- qwert "nearl gaming" arknights
Im M6 Nearl because her chibi is cute
Yeah and True Damage is useful as well to throw at enemies when my brain don't feel like thinking (aka always)