Arknights SSS - Hunting A Medusa in Toron With Irene

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  • Опубликовано: 16 окт 2024

Комментарии • 19

  • @qiaochuyuan7226
    @qiaochuyuan7226 Год назад +11

    thanks for posting this! i haven't seen anyone play such a melee-heavy strat yet but it makes a lot of sense considering how many melee tiles there are vs. ranged tiles on LT-7 and LT-8, looking forward to testing something like this out. that irene + blaze + skalter setup on LT-8 is really clean, seems like it handles the map really nicely.
    small comments: on LT-7 if you're going to block with horn her S2 is arguably better than her S3, it does splash damage to enemies she's blocking whereas S3 doesn't. also it'll do arts damage which could be useful against the DEF scaling too. and on LT-8 i think overlapping the seaborn with skalter's range doesn't stack anything (not even the healing), the seaborn just says it's an extension of skalter's range.
    cheers!

    • @anzyroadside2374
      @anzyroadside2374  Год назад +3

      Yeah, I agree on Horn's S2 being the better pick. But I was kind of rushing the clear so I didn't pay much attention to the skills of the blockers. My point being that the blockers just do extra DPS while Irene does the heavy lifting.
      As for Skadi's seaborn, if you noticed what I highlighted earlier in the run, I was having problems differentiating between it and Morte every time both of them were in my hand. Every time you see the seaborn being deployed in overlap with Skadi, that was me being blind enough to think it was the hex doll. But hey, at least that means I didn't need the hex doll that much.
      Edit: Yeah, it was on LT-5. I emphasized how I was supposed to place Morte and deployed the seaborn instead. Happens every time.

    • @qiaochuyuan7226
      @qiaochuyuan7226 Год назад +3

      @@anzyroadside2374 ah gotcha. anyway i just tried essentially this strat (irene + melee ops, with a borrowed thorns in place of blaze, and stacking medic buffs) and beat toron with no resets so thank you! irene ended up having to tank the big rock and could barely do it thanks to 3 medic buffs.

    • @anzyroadside2374
      @anzyroadside2374  Год назад +2

      @@qiaochuyuan7226 Glad it worked for you. I think I reached 6 stacks of medic equipment for my Irene to have no problems tanking the boss.

    • @qiaochuyuan7226
      @qiaochuyuan7226 Год назад +1

      ​@@anzyroadside2374 those medic buffs are wack, i haven't seen anyone else pay any attention to them but if you translate it to an equivalent HP + healing buff, 5 stacks of medic buffs is equivalent to HP + 100% *and* healing +100% for *every* operator in terms of how much more survivability it grants you which is absolutely nuts.
      would you be invincible if you stacked 10 medic buffs? it could be pretty funny to watch someone do this + stall all the enemies until the danger level maxes out...

    • @anzyroadside2374
      @anzyroadside2374  Год назад

      @@qiaochuyuan7226 I imagine they made a secret cap on damage reduction. That's a nice idea to test.
      Edit: I tried, they did scratch my ops even at 100%

  • @anzyroadside2374
    @anzyroadside2374  Год назад +14

    I tried doing the strategy again on my brother's account minus Skalter and it was a major struggle. I can't believe her inspiration secretly carried the team.

  • @Arthrexx
    @Arthrexx Год назад +1

    I used the basics from this to first try + blind the new stage. 50% less damage GLOBAL is just nuts.

  • @marielcarey4288
    @marielcarey4288 Год назад +4

    Heavy on your first point in the thumbnail. Global damage reduction is broken

  • @wise_crack
    @wise_crack Год назад +3

    Nice! I almost finished this tower flawlessly, but fucked up on floor 7 and 8

    • @anzyroadside2374
      @anzyroadside2374  Год назад

      Understandable. LT-7 is unreasonable due to the massive waves in the early waves.

  • @Kira_Yoshikage959
    @Kira_Yoshikage959 Год назад +3

    As soon as I notice skalter in your team, I know she's going to be the real carry of your whole team lol

  • @ian59
    @ian59 Год назад +1

    May I just say that this channel has a criminally low subscriber number. I can only assume that every video I didn't watch is just spamming wildly offensive statements.
    I got my hidden medal for carrot last week and started grinding Toron this week. I also realized that I needed to shift my strategy towards melee, though maybe not to this extreme. My last 2 runs I lost on 7 and 8 so I'm starting to dial it in a little bit.
    I've also learned that the best gear is the 1 that lets you choose 2 operators from your deck. It just helps minimize the bad RNG of an important operator being the last 1 you draw. Apart from that though most of the gear are pretty similar in that they essentially give you +2 buffs.
    Also, a strategy I've adopted is trying to have a primary and secondary for each position. I.E. my 2nd for irene is nearl alter S3. That way you don't have to get things in a perfect order, I can drop in irene if I get her early then upgrade to nearl alter later for max buffs and potentially back to irene if necessary. Likewise with gnosis and suzuran, passenger and goldenglow, mountain and blaze.
    For the record, I don't have gnosis or irene, I take a borrowed irene but just using gnosis as a good example.
    I also like having dobermann (w/module) and try to get specialists that can be deployed on ground and ranged tiles just for the flexibility of being able to use them where I need them.

    • @anzyroadside2374
      @anzyroadside2374  Год назад

      I appreciate the flattery. My previous videos were just low quality content even in my eyes. I only got into editing videos recently, and was rewarded with a sudden explosion of views with the video about the Iron Carrot Mine.
      I agree with having a secondary carry or two, which is why I brought Mountain and Ch'en. The good thing about melee ops is that having Vanguardx5 vs having Vanguardx4 + Guardx1 is not as punishing as the equivalent in ranged ops. The only exception to this is the supporter-heavy deck which relies on cycling the deck for the cards you need. It was tedious, but it was consistent as long as DP generation is high.
      About the ratings for the gears, I based it on my own command style. I tend to give each operator one job to focus on and it just so happened that supporters have the card draw ability. This made the prep draw gear look less unique to me. My experience with deck builder games also shaped my biases. After all, cycling through the deck through card draw and card removal are the two core principles of consistency. Heck, I even played SSS with a lot of supporters and won with no resets or deaths. Lastly, the gaps between the viability of the gears are so small that I had to exaggerate the difference by spreading them from C to S. I just forgot to say so in the videos. My bad.
      They'll be revamping SSS anyways and I think supporters will do a similar job as the gear so it'll become a bit more redundant then.

    • @ian59
      @ian59 Год назад +1

      @@anzyroadside2374
      For passenger I think SP regen and attack speed are both viable so he can be more forgiving for his buffs.
      For the gear I've just been RNG screwed a few times by the operators I need being in the last few pulls from the deck. The 1 that let's you remove 2 operators and draw 2 operators is also great for getting through your deck but it has RNG screwed me just by itself. The 1 that just adds 2 buffs of your current class is my 2nd favorite for a similar reason because it protects against RNG of your fodder classes being buried.
      If you remove RNG from the equation those 3 plus the 1 that draws 2 from your discard are all functionally just ways to get 2 draws or 2 steps closer to a fully buffed op. So most of the time they're basically the same with a few twists.

    • @ian59
      @ian59 Год назад +1

      Sorry to double post but I just got the hidden medal for Toron mine.
      I picked up a lot more medics this time (vs 1 in all previous attempts).
      1 thing I would add is that the boss has much lower defense and HP when he goes by the 1st few times so if you can slow him down and unload on him you can make a lot of progress fast. By the final pass he was already down to like 10% for me and didn't even make it to Irene.
      Also I find it kind of funny that so many players mode to be an RNG nightmare but with this strat and my strat for carrot I can clear the 1st 6 floors 100% of the time and 7/8 about 75% of the time. I think that's fairly consistent.
      I have some of the meta ops but I'm missing a few and only just got goldenglow up after already completing carrot mine.

    • @anzyroadside2374
      @anzyroadside2374  Год назад

      Wow you got GG! Congrats! I'll just stay salty here and keep calling her pink doggo.

  • @nutenuta9645
    @nutenuta9645 Год назад +1

    Sheees