Boelthor
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Cake day: July 9th, 2023
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Boelthor@kbin.socialto
Arknights@kbin.social•Patch Notes: So Long, Adele: Home Away From Home
5·3 years agoFirst impressions:
Bryophyta
- Bryophyta is an Instructor, a notoriously weak branch; not off to a good start.
- His talent sets the tone for his kit: pure Defense buffing is of limited use, and he comes with a range restriction to boot.
- His module tries to give him better numbers, and doesn’t do much.
- His s1 is a beta skill like 4*s have rather than the vastly superior gamma version that 5-6*s (except Savage) get, and is consequently not very good.
- His s2 is another Defense buff with a poor rotation and unecessary Stun.
- Someone at HG really hates this man.
Poncirus
- Pioneers are a relatively basic branch, not much to say about them.
- Poncirus’s talent is a decent HP boost, and her max HP is already on the high side for her branch.
- Poncirus’s module further doubles down on her general role as a statstick.
- S1 is a generic skill.
- S2 is her primary draw; the Attack buff isn’t enough for her to handle most non-trash mobs, but between her naturally high Defense,this skill, her module, and her trait she gets a considerable amount of bulk for a Vanguard. An average 0.25 DP/s once the skill is infinite is on the low end compared to other autoactivation DP skills (her own s1 gives ~0.32 DP/s).
- Poncirus is rather good at what she does (afk tanking+DP gen while disposing of trash mobs); her main problem is that what she does is of limited relevance. Still, it’s neat to have the option.
Swire the Elegant Wit
- Merchants have surprisingly high stats, on par with Guards, while also being frds. The DP drain can be costly, but module will help with that.
- Talent 1 is mostly a nontalent like Summoners get, free Attack is a useful bonus at least.
- Talent2 can potentially be very useful for stalling, and in general provides a safety net when using her.
- Module 1 is effectively mandatory to reduce the DP gen; mod2 is a small damage boost, and mod3 is only for s3.
- S1 effectively has a 3s cooldown and can hold 3 charges. Having an frd ground Medic like this is potentially very useful utility, and alongside talent 2 Swire2 herself becomes very hard to kill.
S2 effectively has a 3s cooldown and can hold 5 charges. It’s a weird skill, turning her into a grounded Trapmaster; the damage numbers on it look reasonable, hitting just over 5k total damage/bottle if maxed out. The main downside is that the limited range makes it hard to hit any given enemy with more than 2, which will probably make this skill unsuitable for regular use.The livestream had said that bottles couldn’t be placed on enemy-occupied tiles, but it turns out that was a mistake. Being able to drop the bottles on enemies makes this skill considerably better, allowing it to function as a sustained dps skill, and letting her capitalize on the Slow by spamming bottles onto affected enemies. Also, something I forgot to mention is that this skill and s1 both have no SP lockout, meaning that they’re equivalent to a skill that has a 2s cooldown with SP lockout.- S3’s double hit is good for dps on its own, especially with talent 1; a maxed Swire2 can put out ~2.5k dps. But the main draw is the yeet nuke; due to how push works it won’t be much, if any, use on bosses, but ti can send most enemeis to the other side of the map.
- Swire2 continues the Merchant tradition of having a grab bag of weird abilities, and will likely have variety of uses in more tactical clears, though those more inclined to brute force thigns probably won’t bother with her.
kbin character limit too low
Eyjafjalla the Hvit Aska
Modules
As far as patches go, this one is rather boring. The welfare is terrible, the 5* is okay in a weird niche, and both the 6*s are relatively situational units that you could probably get away with borrowing when needed rather than pulling them. Modules are very cost-efficient with mod1 being the best level, and are a “the rich get richer” lineup.