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hey shutters!
this one is quite a lot to ask so forgive me in advance, but could you help me understand the difference between the guard archetypes?
I understand what aoe, arts fighter, ranged and duelist could be useful for, but brawler, crusher, dualstrike, enmity, liberator, reaper and instructor confuse me quite a bit, I can't figure out what their uses would be
First off, better to use the archetype names in-game instead of the fan names Gamepress insists on using for some reason, since Duelists in game are a Defender archetype, while Gamepress uses them to refer to Dreadnoughts. This will help you get less confused once you start playing the other game modes with interactions for specific archetypes.
Now I will explain each in the order that you gave (but with the correct in-game names for "Brawler", "Dualstrike", and "Enmity")
Fighter - Block-1, low damage, punch very fast. These guys are usually relegated to being pseudo-vanguards cleaning up trash enemies whenever vanguards are banned, because their DP cost is the smallest, though the 6 stars have more than a few extra features. Mountain especially, is an AFK laneholding god since he can become Block-2 and gains incredibly high HP regen.
Crusher - I'm going to be real with you, these guys were a mistake. The highest Max HP and ATK stats in the game don't make up for a very slow ATK interval and 0 DEF. They can act as meatshields for your other operators vs Arts and True damage because their max HP is so high, but otherwise don't bother with them. Unless you love them (like I do) then you can max them out, use them in battle, win anyway, and feel like a big brain.
Swordmaster - Swordmasters are funny because their trait isn't a real part of their identity whatsoever. They have low ATK compared to other guards, but hit twice per attack. This doesn't actually matter (because even with skills that charge per attack, they only charge 1 SP with both strikes). What they ARE known for, is being the technical Guard class with a wide variety of powerful nuking skills and weird talents while also tending to have anti-air capabilities. Each Swordmaster is very different in usage. Bibeak has a spammable stun, Tachanka uses a gun instead of a sword to hit from long range with a normal attack, Cutter is a cheap 4 star who either throws throwing knives or does an AOE slice around her (both skills can hit flying units), etc. They shine best in alternate game modes like IS where they tend to have hilarious interactions with the powerups there, but are able to hold their own in the normal game mode.
Musha - Musha can't be healed (not exactly true but this is for another time), but heal themselves with every attack and rely on their huge Max HP, big ATK stats, and talents that increase their ASPD the lower their health is to survive. Since they can't be healed anyway, there's no point keeping them near your team, so Musha are usually used to "plug" lanes by putting them right in front of the enemy gates and made to fend for themselves. Since they're only Block-1 they won't deal with hordes of trash so well, but if you learn which red gate is spawning the dangerous enemies that don't come in groups, a Musha strong enough to win a 1v1 with them can free up a whole defensive formation by themselves. Alternatively, their big stats and increasing ASPD also make them good drop-in assassins, especially Utage, whose S2 makes her start any deployment at half HP but in turn deals arts damage on attacks.
Liberator - They don't attack, have terrible ATK stats, and are block 0, but in exchange they slowly charge up their ATK stat for every second they aren't using a skill until they get +200% ATK after 40 seconds. When they DO use their skill and finally attack, they deal monstrous AOE damage and gain a wider range than most other Guards. Mlynar is a Liberator who is infamously regarded as one of (if not the) strongest operators in the game, thanks to his S3 having huge range and even more gigantic damage that instantly crumples anything lower than 3000 DEF. Not attacking, not blocking, and waiting to fully charge their ATK may seem inconvenient, but the extreme damage they deal can hard carry a squad through even very difficult stages.
Reaper - Reapers have a unique horizontal attack range that lets them do a sweeping AOE attack. They can't be healed like Mushas but don't have the giant stat heft that Mushas do, but they do have Block-2 and heal for every 2 units they hit (though they can hit way more than 2 enemies with their attack). They are tailor made for dealing with hordes meant to overwhelm you with sheer numbers, but thanks to their horizontal attack range I've found you can also put them into a melee tile out of the way of enemy paths. This can perfectly align enemy pathing with their horizontal attack range to get free damage on whole groups of enemies at once. You can also defend a big lane made up of two lanes by putting two Reapers side by side so their attacks overlap, which deals with most hordes well enough.
Instructor - Instructors have long-ranged attacks with their whips which lets them hide behind other, stronger units, but their real purpose is usually to provide said stronger units with support buffs, their own attacks only meant to be supplementary damage. I say usually, because the strongest Instructor, Pallas, is used as a primary DPS in alternate game modes like IS instead of being a buffer. This archetype is rather unpopular because most people would rather put a second DPS instead of a support, but they do have their uses now and then in funny meme strats involving gigabuffing one unit.
Is ceobe good because I really like her. I just want to know how do I make her work
Ceobe's a specialist disguised as a Caster. Her skills do 3 different things depending on the situation, although she will most likely be mostly used for her S2.
S1 is a binding attack that prioritizes unblocked enemies, keeping them from moving. It's got a low SP cost and is automatic, making it pretty good for stalling enemies.
S2 is a machine gun attack that has Ceobe target enemies with the highest DEF. Its rapid fire and special targeting is important for making her incredibly powerful, for reasons I'll explain later.
S3 turns her damage from Arts into physical damage, extends her range and prioritizes the lowest DEF enemies while silencing them. Handy for neutralizing low DEF nuisances like exploding spiders, but usually her least used skill.
Now what makes Ceobe able to stand apart from the rest of the Casters is her first module, the one whose base effect makes her ignore enemy RES. The upgrade for it adds a new effect to her talent that gives Ceobe bonus damage = to 40% of the enemy's DEF—Now when she repeatedly hits the same target, the bonus damage continues to increase until it's doing 70% of the enemy's DEF as bonus damage.
This means that vs extremely high DEF enemies, Ceobe's S2 is the unrivaled tank-slayer. Certain events in CN had Ceobe players purposely picking all challenges that boosted enemy DEF (sometimes as high as 4000+ DEF, which troubles even Mlynar) just so they'd die even faster to Ceobe, who could then output Arts damage that would make Surtr blush.
Her second module is nowhere near as good, simply giving her a +7% ATK and 7 ASPD (on top of the 8% atk and ASPD from her talent) when there aren't allies in the surrounding 4 tiles. This can be safely ignored.
Hey shutters, another Arknights newbie attack!
I just got spooked by Ebenholz, he looks super cute and I'd love to use him, could you give me your thoughts on him? Would I use him instead of the single target casters I have (Amiya and Click at the moment)?
(Extra question: if you feel like it, could you explain chain casters too? Or just Leizi in particular, she spooked me as well haha)
As always thank you, you've helped me (and other newbies) so much with understanding this game!
You've come to the right place, Ebenholz is a personal favorite of mine!
Right so to understand him you're going to have to understand his archetype. Ebenholz is a Mystic Caster. Mystics differ from Core Casters (like Amiya) or Mech Accords (like Click) in that they have ginormous ATK stats but also attack very slowly, meaning if they were to repeatedly attack the same target, a Mystic will lose out to both a Core or a Mech Caster in DPS.
But! The archetypes gimmick is that if there are NO enemies to attack, they begin charging up. Let's say enough time has passed that a Mystic would have attacked 3 times already if there was a target, if there's none, a Mystic instead stores those 3 attacks as charges. As soon as an enemy walks in, the Mystic is ready to greet them like
Which could be amazing if that enemy is a dangerous one that gets instantly deleted before it even does anything, but could also suck if the target is, let's say, an originium slug.
As you may have already realized, Mystic Casters are terrible at dealing with crowds and stages that have plenty of trash enemies, but are incredibly good at guarding lanes with only occasional but highly dangerous enemies that you want to kill as quickly as you can.
As the 6 star of the Mystic Casters, Ebenholz takes the idea of the class and ramps it up to 11. His sheer oneshot burst potential is currently higher than anyone else in the game, and in fact if you look up videos of him you'll mostly see videos of people cheesing boss stages by setting Ebenholz up to oneshot the boss outright. To aid him in this, Ebenholz's talents let him store an extra charge that he will ONLY use for Bosses or Elite enemies, while his S3 makes him ignore all enemies EXCEPT for Bosses or Elites, meaning slugs and dogs and drones will fly right past him as he continues charging his attacks.
Think an operator ignoring certain enemies might be a little difficult for a newbie? No problem. Ebenholz's S2 is both automatic and ridiculously easy to understand, where as soon as his SP bar fills up, Ebenholz automatically converts any charges he's stored and drops them as goat-shaped magic mines on the stage. If an enemy touches them, the mines explode. The mines also have a pull to them, often to pull an enemy into a full minestack to deal a ton of damage. If you're intimidated by Ebenholz's mechanics, start by playing with S2, and then imagine all that damage from various mine explosions being focused into one gargantuan burst attack, that's his S3.
Oh but I can't leave you without telling you how to tell an Elite enemy from a normal one!
In the enemy information screen, Elite enemies like Heavy Defenders have that triangle logo next to their name. If they have one, it means Ebenholz will attack them even with his S3 activated.
As for bosses, they're fairly obvious to tell apart from normal enemies no?
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As for Leizi, Leizi is a Chain Caster. Think of Chain Casters as the halfway point between Core Casters and Splash Casters. They shoot at a single target, but that attack can bounce to nearby enemies while slowing them. They only have a limited number of bounces so they can't quite hit theoretically infinite targets the way Splash Casters can, but since their attack bounces can move diagonally, Chain Casters are able to ricochet shots onto otherwise unreachable enemies, or else deal with a crowd that stays a little further apart to minimize AOE effects. The slow they deal on hit is also a decent crowd control option, especially in alternate game modes like IS or SSS where you can gain really large ASPD bonuses for Chain Casters so they never stop zapping an enemy.
Leizi in particular is a funny one. Her biggest powerspike isn't once she's hit Elite level 2 and it isn't once you've fully leveled her second skill. Unlike the majority of operators, Leizi's module upgrade is gamechanging for her, giving her +1 SP for every enemy she hits that isn't blocked (and remember, her attacks bounce). This lets her spam her S2 which usually has a massive SP cost and is the secret to why Leizi in particular is seen as one of the strongest carries in the SSS game mode. All you have to do is slap 5 Sniper ASPD equipment onto Leizi, point her in the general direction of the enemies, activate her S2 whenever she recharges it, and then watch her annihilate the map.
mild correction, but only 'cause it's neat: ebenholz, and the mystic caster archetype as a whole, actually have the 2nd highest off-skill DPS of all the caster archetypes!
First are three of the four multi-target archetypes, represented here by Corroserum, Skyfire, and Leizi. They have similar attack speeds, similar attack stats, they simply differ in range and effect. also, all three of these archetypes have interchangeable DPS. pick different examples, and you'll get different results.
the next four archetypes are focused on pure damage, represented by Beeswax, Amiya, Iris, and Rockrock. phalanx casters have shockingly high DPS for an AOE archetype, but that can be chalked up to the necessity of compensating for their archetypical trait. mech-accord casters are also slightly more complicated: aceship only compares the raw attack values, and divides them by the attack time to get the DPS listed, ignoring mech-accord caster's archetypical trait. by default, it acts as a 1.2x bonus, and can slowly ramp up to a 2.1x bonus, as shown by the white box i edited in.
listed in order: Blast, Splash and Chain tied for last, then Phalanx, Core, Mystic, and Mech-Accord. i'm mostly listing mech-accord as the top because against the enemies you want casters for, getting 7 hits in is pretty reasonable.
(images taken from the operator comparing tool on aceship's toolbox: https://aceship.github.io/AN-EN-Tags/index.html)
Does lone trail have any operators worth getting a skill to m3?
Let's go over the Lonetrail ops. As always, this is my personal opinion on their skills so you don't have to follow it, etc etc
Muelsyse's S3 is probably the only one from a purely meta standpoint that you'll want to M3. Her S2 has basically the same stats (DP gen, SP cost, +ATK, etc) except S3's effects for both melee and ranged clones are usually better in most cases.
Her S2's not a bad skill either though if you primarily use ranged clones for Mumu and just want to DPS with them.
If you are like me and are going to raise Ho'olheyak regardless of how bad she is (she's release-Passenger levels of bad), then M3 her S2. It's basically a better version of Caster Amiya's S2 with 30 SP cost instead of 100 and a chance to levitate enemies on hit, though you shouldn't actually be relying on the levitation since the chance is 15% and the skill hits random enemies (so you will be in RNG hell).
Don't specialize in Ho'ol's S3, even if it's her main skill. The gains on it are so bad on an already awful skill. If the tornadoes were actually AOE and not single target then I'd consider M3ing it, but as it is right now reducing SP cost from 64 to 60 and increasing levitation time from 2 seconds to 2.2 is way too little. I will of course, be ignoring my own advice M3 it anyway, but you're probably not Filipino and I'm only doing this because Ho'ol is, so I'm warning you to not emulate me.
If you're going to use her, Melanite's S2 actually isn't a bad investment. The SP cost goes from 18 to 15 (and can hold two charges, so fully charged goes from 36 seconds to 30, not bad!) and the damage boost at close range goes from 450% to 500%, which is a huge ATK scale multiplier for an AOE skill. If you get her module, Melanite's S2 becomes a very rare source of AOE evasion ignore (I actually don't know if anyone else has AOE evasion ignore) for groups of dodging enemies, which is usually rare, but not unheard of (such as the Durins from Gavial's event clumping up together). It also works in IS as a spinach/spaghetti skill.
Finally, there's Silence the Paradigmatic. Her S3's cost scales dramatically with specialization, going from a 42 SP cost down to 30(!) which is pretty wild when the skill itself lasts for 60 seconds, or twice its own cost. However, specializing in it doesn't increase Silence's ATK power or the effect of her shelter, so it really is just for boosting its uptime. It also extends the length of her get out of jail free card immortality from 7 seconds to 10 seconds, but surely 7 is enough for you to actually heal the guy that's almost dead, right? Also, keep in mind that her S3 can only be used twice in a stage for balance reasons (can you imagine keeping your whole team immortal for a whole stage forever with an SP cost that low) so only pop it in the most crucial moments.
On the other hand, Paradigmatic's S2 also scales really well with specialization, going from 30 SP cost to 24, but also DOUBLING her ASPD boost from +30 ASPD to +60, and increasing the shelter boost effect of her support drone from 2.4x Talent 1 to 3x. When she gets her module that makes her heal for 100% of her ATK instead of 75%, her S2 becomes much stronger.
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One of the best, if not the best skin promo art i've ever seen from arknights
The loss of Minos' First Temple to Sargon's occupation draws a parallel with the (partial) destruction of the Parthenon in Athens during the centuries of rule by the Ottoman Empire.
The Ottoman Empire existed from the 14th to early 20th century, and at its peak controlled large areas around the Eastern Mediterranean, including Egypt, Mesopotamia and the Balkans. In the mid-15th century it conquered the remnants of the Byzantine Empire, including the lands of Greece.
The Parthenon stood for around 2000 years before it was heavily damaged during a Venetian invasion of Athens in 1687. The Ottoman forces used the Parthenon as a gunpowder store, and Venetian shelling caused it to explode, collapsing much of the building.
The detailed reasons for the destruction of the Parthenon and the First Temple differ, but it shares the factor of an ancient cultural artefact being disregarded under foreign rule. This continued as the Parthenon's remains were salvaged or sold off; most notably, at the start of the 19th century, Lord Elgin—the British Ambassador to the Ottoman Empire—removed half of the remaining sculptures with consent of the the Ottoman authorities.
Just as Minos is directly patterned on Greece, Sargon is... not *only* based upon the Ottoman Empire, but it's the most useful source material to keep in mind. Hypergryph likes to make pretty direct political references to the 19th and early 20th centuries, and the Ottoman Empire was the dominant power in the region during that period.
While Greece first won its independence through a revolutionary war in the 1820s, this was only the start of a century of intermittent conflict to expand their control of Greek lands. In some ways, the conflict lingers on—Cyprus remains partitioned between Greek and Turkish communities, with a buffer zone policed by UN peacekeepers.
Resistance against the Ottomans also extends back earlier than the 1820s. Varkáris and his comrades resemble the klephts—brigands and guerillas active in the mountainous areas of Greece that the Ottomans found hard to control. Their low-level resistance persisted throughout Ottoman rule, and played a role in the war of independence. —Though the version in Arknights makes it out as rather more intense.
hoederer's biggest appeal to me is that he's incredibly mid looking tbh