If you're wondering why the title changed, I'm doing a little experiment. Don't mind me. Corrections and notable insights from comments: - Typhon's source of stuns mistakenly lists S3. It should be just S2 when it comes down to reliability and uptime (and I honestly prefer S2 anyways) - Heidi's not as potent as the other Bards since you will have to work around her minus block to be effective. My recommendation? Try and see if a +1 block from a Myrtle module upgrade (or better) gives it back during her skill duration. If not, the passive +5% is something if you have nothing else to use. - Levitate is pretty much confirmed to lower DPS against the Bloodlusty Sargonian Maid (Z. Priestess) thanks to the interaction with the un-blocked state it puts her in. Use sources of stun or freeze if at all possible - again, short, reliable, repeatable. - I'm not entirely sure if Elemental Damage bypasses the Bloodlusty Sargonian Maid's damage resistance - but if it does, Virtuosa (and Valarqvin if you're poor) is on the table. Logos, too, if you have his module upgrade. - Zuo Le and Degenbrecher S3's are both options I've seen repeatedly suggested here. While I don't have them built so I can gather footage (thanks gacha grind, love you too), on paper they're both great choices with stun support and a little SP battery support too. Zuo Le will maintain barrier and extra SP regen with his kit, while Degenbrecher's debuff proc disarms the boss, and provides an extra 25% DEF ignore. - Mountain Passes don't seem to actually spawn raids. That said, this shouldn't discourage you from taking them down as soon as you're ready, since region unlocks are huge. - Treasure Within The Trees does have a little bit of RNG associated with its tree spawns: you may need to defend within the small area next to the blue box as I unfortunately found out during a raid defense I had planned out there. Bring plenty of your own high ground to support your front line operators blocking and tanking ranged damage. This can be a good spot to defend on when against ranged raid compositions, with enough healing.
Arknights: you survived the first three weeks. Me: It was pretty damn rough, but yes. Arknights: your punishment is a -40% to all you operators HP. But don't worry, this only applies to you, the enemies will continue to skyrocket in stats. Me: i quit.
Sargon doesn't mess around. If you think this is bad, there's a sort of 'last stand mode' in future content expansions that actually does make the enemies scale infinitely - it saves your main game so you can see just how long you can last in a simulated apocalypse. You ain't seen nothin' yet.
@@DoctorSockrates I love Arknights. When HG saw we were cruising through story content, they made optional adjacent modes that demand gameplay mastery. CC, IS, TFN, and now RA pushes the envelope of what is possible to its most extreme conclusion. At least, until something else comes along to push the boundary further.
Note, for reaper guards, they greatly benefit from the +block food, if you put the cartilage 2block+def reaper sustain goes WAY up. Also Beehunter and Exu are THE best for opening up Mountain Passes. for the third pass, I got 50% destruction of the keystone in each of my two plays with BeeHunter alone. Just feed her the attack speed buffing high quality provision with a couple of the yellow weed minor ingredients and let her go to town.
36:00 Heidi won't work unless your "DPS" unit is Hoshiguma with +1 Block module because her +ATK buff gives -3 Block ... well, I guess technically she'd still give a +5% ATK off-skill thanks to her talent, but if you're going for that kind of thing, there's other units that give something a little more useful than just +5% ATK.
Y'know what, good catch! I definitely forgot about that. I would definitely hope there are better options by the time someone get to this point, but the law of large numbers is probably wreaking gacha havoc on at least one account out there... ...Either that, or I just gave some masochistic nicheknights doctor the inspiration of the century. I'll take it either way.
@@NikkiTheViolist Oh wait hang on...Flagbearer X modules can confer +1 block during the skill duration to operators in front of them. I think Myrtle's S2 is enough for full overlap of Heidi's S1 duration. Saileach S3 is another option too. That leaves the food slot open for other buffs besides +1 block if someone wants to make a Heidi strat work. Sure, there may still be better options, but the fact that this is even possible is pretty cool to me.
Fun fact, Roar of Grief stun works like a hit that does the stun, so Yato Alter S3 invul ignore the stun "hit" and she can keep attacking after the skill end
A note from me, if you're going to fight the priestess croc in the hot weather when your ops periodically get stunned, the last thing you want is for your blocker to get stunned and have the boss start attacking your other operators, or worse, any constructs like deployable ranged tiles. Lumen S3 won't work if your blocker is at full health (which they probably will be if you're using medics) so I unironically suggest Lee and Aak, because Lee can block the periodic stuns provided you have enough DP, and Aak can both sustain himself, stun the boss, and buff Lee so he can actually kill it.
what worked for me pretty good against priestess was Degenbrecher as DPS, Irene with ASDP buff for reset and Warfarin and Suzuran for damage buff (and obviously healers). Degenbrecher S3 did 11k per hit, pretty nice damage I'd say
Didn't manage to mention Degen and Warfie during the audio recording but I managed to remember during editing and suggest them on the list on screen! That's some nutty damage numbers for sure.
35:41 Hi. W simp here. The damage boost against stunned enemies affects all physical damage they take from any source, not just W herself. She’s very good in this fight, if you can afford the deployment slot and DP cost.
I personally used Akk and Blemishine S3 against the crocodile priestess, worked pretty well. I had other things supporting them, but killed her well enough.
For the prietess typhon S3 doesn't stun, only S2 does as for me I used degen and gnosis S1 with healers ofc just in case to kill her (degen was blocking) her talent debuff is usefull since it was procing a few times.
Lusty sargonian maid, that's a pretty tough one I did just use a surtr buff squad with mizuki killing the waves lol Specially useful since my dumb ass went there after 90 days so it was flooded so I had to wait for drought season again
Hey, at least you didn't have to restart! Stabilizing well enough to do that is more difficult than people give it credit for thanks to the slight raid scaling.
See my other reply for wood/hunting. For stone and iron, physical defense starts to ramp up considerably, so consider substituting more arts damage sources like Casters and Supporters - otherwise the strategy more or less stays the same. And for the tier 4 resource, lighting ore, that relies on a different mechanic entirely - you'll know it when you see it, and it won't be something you haven't dealt with before; just bring plenty of multi-hit or attack speed boosted operators with your harvesting hubs for that one.
There are certain raids you need to mindful of that maze bases are NOT effective against. If you happen to get the direswine encounter and get bad rng and anger them. Those Direswines will SHRED maze bases because all they have to do is just clip the side of a barrier and will quickly chip it down as they turn corners. Don't forget the catapult raid you get later in the main quest. I highly recommend not letting that one get to your base since the catapults will trash any non level 3 barriers (level 3 barriers have camo)
I plan on covering this more when I go over the September Tides of War challenge next video, as it's especially relevant there since you can't create a traditional maze without a good supply of Lighting Ore. It's definitely a good thing for balance that they throw in raids that will force you to change up your interception/defense tactics, but most of the first ones will be defensible with a base if someone's caught out and can't reload back far enough to a map that's easier/cheaper to fortify. I agree though - making use of natural high ground and terrain advantages in other maps is sometimes a better investment of Constructs than in your HQ or Outposts, and they can net you the passive bonuses for placing Tier 2 constructs for future engagements there too. In fact, a certain returning boss raid from RA1 comes to mind if you don't have camo blocks ready to go yet by day 100...the best map to take that one out on is actually the one it spawns on, from what I've noticed. For what it's worth, mazing behind your operators to create a chokepoint when possible can still be useful. For example, the layout I showed for my Wide-Open Outpost in the video is ideal for having a Phalanx Caster or a Defender out in front to be the first to tank ranged units as they converge into one lane. As for Direswines, there's not much I can add onto that there other than to keep your DPS operators out of the way of their 'shortcuts'. I remember clearing one such raid during my stream playthrough, and thankfully not getting screwed by pathfinding too hard and keeping my Ambusher Specialists off to the side. Stuns, Snares, and Slows all help to mitigate the damage they would be dealing as well.
@DoctorSockrates It should be noted that lightning ores on main map are limited (As in they don't refresh every season. Most resource maps do refresh every season either fully or partially but lightnings never refresh on the main map). You'll get a majority of your lightning ore via Strange Territories. Also I haven't seen this mentioned by you but the initial 5 Strange Territories will always be the same for everyone. After the 5th one two npcs (A mailbox and a postbox) will appear at the Gathering Grounds. You can revisit the initial 5 Strange Territories but you won't reap the first time rewards from those anymore. New Strange Territories are randomized and are known as Dynamic Strange Territories and those allow you to adjust the Evironmental Pressure (Think Ascension in IS mode) to make it harder for better rewards. The Dynamic Strange territory is refreshed every 3 cycle or 9 days. Also Strange Territories have unique maps occasionally that are NOT ever found on the main map (most of them have lightnings). Just giving you some info you might not know from someone who has 250+ days in RA2 and maxed out everything.
@@DoctorSockrates Oh, I didn't know that either hehe, thanks. Does it give more crab legs each cycle compared to a regular crab in the coral in your base?
Ooh, sorry I missed this. If it does, I haven't noticed it appreciably on account of not capturing any normal crabs to test it with. I don't think anyone's recorded it on the wiki yet either. All we DO know is that it drops 5 meat compared to 1 from a normal crab when you capture or kill it, but that's outside of the corral.
The priestess boss was the only problem in this phase of the game. The strat that i beat it is a zuo le strat but zuo le is not maxxed. Brought zuo le and a bunch of dps ops like mylnar and typhon and buff them with ATK+ but mylnar is buffing with the sp time decrease so u can use his skill more. And the last piece of this strat is bringing a TON of stun bombs, 15 is the max u can bring but its enough if u can manage zuo le's stun and your stun bomb. It should be on drought season SPECIFICALLY no stun weather, attack speed decrease and redeployment time increase is the preferred so the ops wont get stunned alot.
Y'know I forgot to mention wait for good weather on that boss section, even though I did cover weather in general earlier in the vid. Wouldn't be the first time I forgot to check the weather forecast before deploying, haha! It uh....happens more often than I give it credit for... (I wish the weather forecast was on the team selection screen too)
For strange territories stages, there's a core goal to defeat one wave of bandits, how to deal with that tho? All the enemies literally speed up twice faster than usual and sprint away from where my ops just deployed. I tried to use saria suzuran to slow them, but they're just too fast
Timestamped link to when I cleared this on Twitch: www.twitch.tv/videos/2227312317?t=03h08m59s To clear this one, I focused more on cheaper, easy to deploy single target damage that doesn't rely on lengthy setups or the big AoE's that you mentioned - pretty much just marksman snipers with some ground support and a lot of fast DP. Get in, lock them down, and get out. Choose a map where the protection objective is farther away from (preferrably one) enemy spawn point. Then, for your team, bring fast DP vanguards, cheaper/cost efficient sources of damage and/or crowd control, and if you need it, global range and fast redeploy to pick off stragglers. Be sure to buff at least your vanguards (if not all of your other operators) with cost reduction foods to make the startup even faster. I chose a team of Ines, Myrtle, Saileach, Wanqing and Bagpipe for vanguards, then used May, Meteor, and April to get very quick amplified damage and a very reliable Slow on the board. Texas Alter and Ines were enough for me to land good stuns and snares, but you can improve this further with operators like Dorothy, Robin, Ethan, and other crowd control operators. Overlap their effective ranges with your damage operators so that the amount of time your damage operators have enemies in range is maximized. You can also bring devices and high ground to further aid you: the fog machine slow is quite significant and is pretty cheap, and artificial high ground can make your snipers deploy almost anywhere you need them to. A support Mr. Boom can provide a lengthy stun, and even the sleep bombs can buy you a little more time. The map I chose to engage and ultimately complete the objective on was Taxed With a Choice, the very first map that they spawn on. Oh, and if you're starved for vision from the Variable debuff: Operators with deployable devices are effective, as are watch towers and glowsticks. Devices are NOT affected by the vision debuff - if it has an attack range, it can spot enemies. Try this with Silence's drone, Skadi Alter's seaborn, or even Stainless's turrets. As long as an enemy unit is revealed through any source of vision, operators' normal attack ranges will be able to reach them.
Any idea how to get the Flourish medal for this mode? The one for surviving 6 days in "danger mode". I've done almost everything else in the mode (besides dynamic strange territory pressure levels and a missing recipe for all recipes) but can't figure out how to get that one. I tried switching to challenge mode and lasting 6 days but it doesn't do anything... Also thanks for the guides, I've managed to get out of the early game thanks to your tips, especially the base design is unbeatable with certain ops!
Someone else actually asked about this! Danger mode is something that only unlocks after you've cleared everything else and it's gated behind a content expansion. I have yet to confirm if it's this month's expansion or not, but when it does, basically it's a last stand mode under apocalyptic conditions. Your main base will be saved to go back to later, but basically, all seasonal hazards get activated, harvesting resources is harder, and enemies start to infinitely scale. Good luck!
i just thought it was overtranslating a video's name when i saw "zümrütrüyası" but when i saw the name in your videoi wondered: why is it written in turkish?
@HonorHorde Arknights is truly Mr. Worldwide when it comes to its source material and inspirations. There's straight up German and Polish in this game's English localization among other bits of flavor that makes it a delightful surprise. At least, in my opinion; I'm sure others are unimpressed or have different takes.
@@DoctorSockrates If so, i really hope our Mr. Worldwide provides us with some Anatolian or straight up Turkish operators too😁 I mean, imagine a male op with a huge mustache or a decent looking operator with turkish accent. LONG LIVE TURKKNIGHTS!!!
These things take time and quite a bit of good effort to get it right, and even then sometimes it can fall flat on its face (see the response to Hoederer's future skin...), so I'm just happy they're even risking trying especially considering how uh..."monotone", shall we say, the gacha industry is. The bar's REALLY low so I'm real happy to see Hypergryph raising it even by just a little.
As mentioned in the video, Strange Territories are accessed by heading to a map with the pink-red circle indicator on it. Interact with the bounty box inside to accept a campaign. Then, wait until the next Calculation Day. When its ready, you'll see the next day button change to the Strange Territory symbol, and you can enter the mini-campaign from there. Normal days will not pass when you're inside. If you're just talking about overworld regions though, just keep expanding outwards. Your quest logs should guide you towards each region naturally anyway. You may need to accept boss raids via Eunectes at Base Camp for certain quests.
@DoctorSockrates ohh, big thanks!! :D I'm Day the 45 and at the priestess quest. Also, good thing there are no slugs, or any kind of defense would be useless against them XD
Alright bud I got you: Follow your quest objectives, the big circles on the map. They lead towards the Narutabatim Alkalies in the south first, then expand eastwards to the Oasis where Iron spawns. The challenges I talked about in the video are what stand in your way. It isn't day-gated, but you may want to wait for favorable seasons to get around map restrictions. Good luck.
Could anyone tell me how to add more logistics support? When i click on it, it says that "logistics support can only be adjusted at the start of the reclamation cycle". What is reclamation cycle and when will it start?
That refers to the 3-day save cycle, when you get your score and points. A save point is created at the start of that, and you have the opportunity to edit your logistics operator loadout before beginning the day. Scroll down past your resources to find the menu. Be sure to also have enough food for the upkeep.
@@jayreed9370 arknights.wiki.gg/wiki/Tales_Within_the_Sand/Provisions Make sure you're accessing the list from the RA 2 theme. There's also Jfun's spreadsheet and the CN wiki, as mentioned in the video for redundancy. Google-fu can sometimes be not enough, as you can see.
How? I had to Surtr her under Aak with intensive help from Shu, then repeated the same with Zuo Le, both dps units buffed with food. All was on a dry day.
@@konundra if i recall, spamming sp charger on zuo le with m3 s3 using that defense that i think gives sanctuary? And you can change the defense item to healers. The guy who made the video did the map with 3 people, ethan, manti and zuo le with the buffs. Though idk what food you need for him, maybe just more defense or sp regen if there is a recipe for it
@@DoctorSockrates nah, it's just my play style in RA1, i must atleast got some foundation first, then after that, i can truly have fun friend. And also, it's not fun to throw all your effort after just 1 single mistake that lead to the destruction of your base
@@DoctorSockrates it's just my play style friend, i need some foundation first, then after that i can truly have fun Also, like i have said before, it's not fun throwing all your effort and time away when you somehow make a mistake and lose that run
@locthiennguyen This is why we reload save points, my friend! Full resets are the last resort. If you've gotten powerful enough for mid game, you should be powerful enough to push through. Plus, it's not going anywhere - if you need to build a new core operator for a raid defense, this mode can wait until they're ready to serve. Good luck!
If you're looking for exact numbers from memory I have: 600 DEF/20 RES for Fortresses 2000 DEF/0 RES for Deserted Towns (May vary, I think uhummish is a little weaker, edit: The one for iron has some RES on it too. Bring some damage amplification/DEF/RES reduction.) Don't quote me on that though, verify on the wiki or via experience. Reload a save if you wanna scout it, their tile should be inspectable once you're in mission.
If you're wondering why the title changed, I'm doing a little experiment. Don't mind me.
Corrections and notable insights from comments:
- Typhon's source of stuns mistakenly lists S3. It should be just S2 when it comes down to reliability and uptime (and I honestly prefer S2 anyways)
- Heidi's not as potent as the other Bards since you will have to work around her minus block to be effective. My recommendation? Try and see if a +1 block from a Myrtle module upgrade (or better) gives it back during her skill duration. If not, the passive +5% is something if you have nothing else to use.
- Levitate is pretty much confirmed to lower DPS against the Bloodlusty Sargonian Maid (Z. Priestess) thanks to the interaction with the un-blocked state it puts her in. Use sources of stun or freeze if at all possible - again, short, reliable, repeatable.
- I'm not entirely sure if Elemental Damage bypasses the Bloodlusty Sargonian Maid's damage resistance - but if it does, Virtuosa (and Valarqvin if you're poor) is on the table. Logos, too, if you have his module upgrade.
- Zuo Le and Degenbrecher S3's are both options I've seen repeatedly suggested here. While I don't have them built so I can gather footage (thanks gacha grind, love you too), on paper they're both great choices with stun support and a little SP battery support too. Zuo Le will maintain barrier and extra SP regen with his kit, while Degenbrecher's debuff proc disarms the boss, and provides an extra 25% DEF ignore.
- Mountain Passes don't seem to actually spawn raids. That said, this shouldn't discourage you from taking them down as soon as you're ready, since region unlocks are huge.
- Treasure Within The Trees does have a little bit of RNG associated with its tree spawns: you may need to defend within the small area next to the blue box as I unfortunately found out during a raid defense I had planned out there. Bring plenty of your own high ground to support your front line operators blocking and tanking ranged damage. This can be a good spot to defend on when against ranged raid compositions, with enough healing.
Arknights: you survived the first three weeks.
Me: It was pretty damn rough, but yes.
Arknights: your punishment is a -40% to all you operators HP. But don't worry, this only applies to you, the enemies will continue to skyrocket in stats.
Me: i quit.
Sargon doesn't mess around. If you think this is bad, there's a sort of 'last stand mode' in future content expansions that actually does make the enemies scale infinitely - it saves your main game so you can see just how long you can last in a simulated apocalypse. You ain't seen nothin' yet.
@@DoctorSockrates I love Arknights. When HG saw we were cruising through story content, they made optional adjacent modes that demand gameplay mastery. CC, IS, TFN, and now RA pushes the envelope of what is possible to its most extreme conclusion.
At least, until something else comes along to push the boundary further.
Note, for reaper guards, they greatly benefit from the +block food, if you put the cartilage 2block+def reaper sustain goes WAY up. Also Beehunter and Exu are THE best for opening up Mountain Passes. for the third pass, I got 50% destruction of the keystone in each of my two plays with BeeHunter alone. Just feed her the attack speed buffing high quality provision with a couple of the yellow weed minor ingredients and let her go to town.
Now that's an interaction I definitely overlooked but makes sense when you lay it out like that! Nice find.
haha the lusty argonian maid joke got me
36:00 Heidi won't work unless your "DPS" unit is Hoshiguma with +1 Block module because her +ATK buff gives -3 Block
...
well, I guess technically she'd still give a +5% ATK off-skill thanks to her talent, but if you're going for that kind of thing, there's other units that give something a little more useful than just +5% ATK.
Y'know what, good catch! I definitely forgot about that.
I would definitely hope there are better options by the time someone get to this point, but the law of large numbers is probably wreaking gacha havoc on at least one account out there...
...Either that, or I just gave some masochistic nicheknights doctor the inspiration of the century. I'll take it either way.
@@NikkiTheViolist Oh wait hang on...Flagbearer X modules can confer +1 block during the skill duration to operators in front of them. I think Myrtle's S2 is enough for full overlap of Heidi's S1 duration. Saileach S3 is another option too. That leaves the food slot open for other buffs besides +1 block if someone wants to make a Heidi strat work.
Sure, there may still be better options, but the fact that this is even possible is pretty cool to me.
Just place some blockers outside Heidi range @@DoctorSockrates
@@SunDry_Marchy that defeats the point of making this work for boss DPS.
@@NikkiTheViolist I think that amiya guard can be a better substitute as far as buffs goes lol
Fun fact, Roar of Grief stun works like a hit that does the stun, so Yato Alter S3 invul ignore the stun "hit" and she can keep attacking after the skill end
A note from me, if you're going to fight the priestess croc in the hot weather when your ops periodically get stunned, the last thing you want is for your blocker to get stunned and have the boss start attacking your other operators, or worse, any constructs like deployable ranged tiles.
Lumen S3 won't work if your blocker is at full health (which they probably will be if you're using medics) so I unironically suggest Lee and Aak, because Lee can block the periodic stuns provided you have enough DP, and Aak can both sustain himself, stun the boss, and buff Lee so he can actually kill it.
what worked for me pretty good against priestess was Degenbrecher as DPS, Irene with ASDP buff for reset and Warfarin and Suzuran for damage buff (and obviously healers). Degenbrecher S3 did 11k per hit, pretty nice damage I'd say
Didn't manage to mention Degen and Warfie during the audio recording but I managed to remember during editing and suggest them on the list on screen! That's some nutty damage numbers for sure.
35:41 Hi. W simp here. The damage boost against stunned enemies affects all physical damage they take from any source, not just W herself. She’s very good in this fight, if you can afford the deployment slot and DP cost.
I personally used Akk and Blemishine S3 against the crocodile priestess, worked pretty well. I had other things supporting them, but killed her well enough.
Dang. Certified Blemi Enjoyer. Mad respect.
The Summons for Roar of Grief is a big one for me, having hard time dealing whit the stun! Thats a great help
Glad to hear it! I'm always happy when someone leaves a comment saying things helped.
For the prietess typhon S3 doesn't stun, only S2 does as for me I used degen and gnosis S1 with healers ofc just in case to kill her (degen was blocking) her talent debuff is usefull since it was procing a few times.
So that's why I kept thinking I missed something. Thanks for that, I'll pin a corrections list up.
That's a fun video, thanks.
Lusty sargonian maid, that's a pretty tough one
I did just use a surtr buff squad with mizuki killing the waves lol
Specially useful since my dumb ass went there after 90 days so it was flooded so I had to wait for drought season again
Hey, at least you didn't have to restart! Stabilizing well enough to do that is more difficult than people give it credit for thanks to the slight raid scaling.
Team comps for hunting, gathering and chopping Wood, also for iron
See my other reply for wood/hunting.
For stone and iron, physical defense starts to ramp up considerably, so consider substituting more arts damage sources like Casters and Supporters - otherwise the strategy more or less stays the same.
And for the tier 4 resource, lighting ore, that relies on a different mechanic entirely - you'll know it when you see it, and it won't be something you haven't dealt with before; just bring plenty of multi-hit or attack speed boosted operators with your harvesting hubs for that one.
at last I can defeat the croc priestess. mann.... thanks alot for the info!
Welcome to the Oasis, fellow Doctor. Hope the iron mining goes well.
There are certain raids you need to mindful of that maze bases are NOT effective against. If you happen to get the direswine encounter and get bad rng and anger them. Those Direswines will SHRED maze bases because all they have to do is just clip the side of a barrier and will quickly chip it down as they turn corners.
Don't forget the catapult raid you get later in the main quest. I highly recommend not letting that one get to your base since the catapults will trash any non level 3 barriers (level 3 barriers have camo)
I plan on covering this more when I go over the September Tides of War challenge next video, as it's especially relevant there since you can't create a traditional maze without a good supply of Lighting Ore. It's definitely a good thing for balance that they throw in raids that will force you to change up your interception/defense tactics, but most of the first ones will be defensible with a base if someone's caught out and can't reload back far enough to a map that's easier/cheaper to fortify. I agree though - making use of natural high ground and terrain advantages in other maps is sometimes a better investment of Constructs than in your HQ or Outposts, and they can net you the passive bonuses for placing Tier 2 constructs for future engagements there too. In fact, a certain returning boss raid from RA1 comes to mind if you don't have camo blocks ready to go yet by day 100...the best map to take that one out on is actually the one it spawns on, from what I've noticed.
For what it's worth, mazing behind your operators to create a chokepoint when possible can still be useful. For example, the layout I showed for my Wide-Open Outpost in the video is ideal for having a Phalanx Caster or a Defender out in front to be the first to tank ranged units as they converge into one lane.
As for Direswines, there's not much I can add onto that there other than to keep your DPS operators out of the way of their 'shortcuts'. I remember clearing one such raid during my stream playthrough, and thankfully not getting screwed by pathfinding too hard and keeping my Ambusher Specialists off to the side. Stuns, Snares, and Slows all help to mitigate the damage they would be dealing as well.
@DoctorSockrates It should be noted that lightning ores on main map are limited (As in they don't refresh every season. Most resource maps do refresh every season either fully or partially but lightnings never refresh on the main map). You'll get a majority of your lightning ore via Strange Territories.
Also I haven't seen this mentioned by you but the initial 5 Strange Territories will always be the same for everyone. After the 5th one two npcs (A mailbox and a postbox) will appear at the Gathering Grounds. You can revisit the initial 5 Strange Territories but you won't reap the first time rewards from those anymore. New Strange Territories are randomized and are known as Dynamic Strange Territories and those allow you to adjust the Evironmental Pressure (Think Ascension in IS mode) to make it harder for better rewards. The Dynamic Strange territory is refreshed every 3 cycle or 9 days.
Also Strange Territories have unique maps occasionally that are NOT ever found on the main map (most of them have lightnings). Just giving you some info you might not know from someone who has 250+ days in RA2 and maxed out everything.
Thanks for the advanced intel! I'd be right there with you if I wasn't being slammed by other things in my life right now and playing off-stream 🥹
absolute cinema
Nice 1 hour video 😅
Jfun is the make RA make ez
Sunny senpai too
I am nothing if not thorough.
Jfun's guides are more straightforward, which is why I mention him, but I like discussing the how and why more.
Wait, I didn't know you could capture the big boss crab, I gotta try that!
There's a medal that you get for it that serves as a hint to at least try!
@@DoctorSockrates Oh, I didn't know that either hehe, thanks. Does it give more crab legs each cycle compared to a regular crab in the coral in your base?
Ooh, sorry I missed this. If it does, I haven't noticed it appreciably on account of not capturing any normal crabs to test it with. I don't think anyone's recorded it on the wiki yet either. All we DO know is that it drops 5 meat compared to 1 from a normal crab when you capture or kill it, but that's outside of the corral.
@@DoctorSockrates Yeah, I haven't noticed anything with it yet.
The priestess boss was the only problem in this phase of the game. The strat that i beat it is a zuo le strat but zuo le is not maxxed. Brought zuo le and a bunch of dps ops like mylnar and typhon and buff them with ATK+ but mylnar is buffing with the sp time decrease so u can use his skill more. And the last piece of this strat is bringing a TON of stun bombs, 15 is the max u can bring but its enough if u can manage zuo le's stun and your stun bomb. It should be on drought season SPECIFICALLY no stun weather, attack speed decrease and redeployment time increase is the preferred so the ops wont get stunned alot.
Just use degen or surtr with buff army
Y'know I forgot to mention wait for good weather on that boss section, even though I did cover weather in general earlier in the vid.
Wouldn't be the first time I forgot to check the weather forecast before deploying, haha! It uh....happens more often than I give it credit for... (I wish the weather forecast was on the team selection screen too)
For strange territories stages, there's a core goal to defeat one wave of bandits, how to deal with that tho? All the enemies literally speed up twice faster than usual and sprint away from where my ops just deployed. I tried to use saria suzuran to slow them, but they're just too fast
Timestamped link to when I cleared this on Twitch: www.twitch.tv/videos/2227312317?t=03h08m59s
To clear this one, I focused more on cheaper, easy to deploy single target damage that doesn't rely on lengthy setups or the big AoE's that you mentioned - pretty much just marksman snipers with some ground support and a lot of fast DP. Get in, lock them down, and get out.
Choose a map where the protection objective is farther away from (preferrably one) enemy spawn point. Then, for your team, bring fast DP vanguards, cheaper/cost efficient sources of damage and/or crowd control, and if you need it, global range and fast redeploy to pick off stragglers. Be sure to buff at least your vanguards (if not all of your other operators) with cost reduction foods to make the startup even faster.
I chose a team of Ines, Myrtle, Saileach, Wanqing and Bagpipe for vanguards, then used May, Meteor, and April to get very quick amplified damage and a very reliable Slow on the board. Texas Alter and Ines were enough for me to land good stuns and snares, but you can improve this further with operators like Dorothy, Robin, Ethan, and other crowd control operators. Overlap their effective ranges with your damage operators so that the amount of time your damage operators have enemies in range is maximized. You can also bring devices and high ground to further aid you: the fog machine slow is quite significant and is pretty cheap, and artificial high ground can make your snipers deploy almost anywhere you need them to. A support Mr. Boom can provide a lengthy stun, and even the sleep bombs can buy you a little more time. The map I chose to engage and ultimately complete the objective on was Taxed With a Choice, the very first map that they spawn on.
Oh, and if you're starved for vision from the Variable debuff: Operators with deployable devices are effective, as are watch towers and glowsticks. Devices are NOT affected by the vision debuff - if it has an attack range, it can spot enemies. Try this with Silence's drone, Skadi Alter's seaborn, or even Stainless's turrets. As long as an enemy unit is revealed through any source of vision, operators' normal attack ranges will be able to reach them.
watching this because now I'm addicted to ra2
Any idea how to get the Flourish medal for this mode? The one for surviving 6 days in "danger mode". I've done almost everything else in the mode (besides dynamic strange territory pressure levels and a missing recipe for all recipes) but can't figure out how to get that one. I tried switching to challenge mode and lasting 6 days but it doesn't do anything...
Also thanks for the guides, I've managed to get out of the early game thanks to your tips, especially the base design is unbeatable with certain ops!
Someone else actually asked about this! Danger mode is something that only unlocks after you've cleared everything else and it's gated behind a content expansion. I have yet to confirm if it's this month's expansion or not, but when it does, basically it's a last stand mode under apocalyptic conditions. Your main base will be saved to go back to later, but basically, all seasonal hazards get activated, harvesting resources is harder, and enemies start to infinitely scale. Good luck!
I see, sounds hardcore. Thanks for letting me know!
@@DoctorSockrateswhat do you mean by infinitely scale, like SSS levels of scaling? :'v
i just thought it was overtranslating a video's name when i saw "zümrütrüyası" but when i saw the name in your videoi wondered: why is it written in turkish?
@HonorHorde Arknights is truly Mr. Worldwide when it comes to its source material and inspirations. There's straight up German and Polish in this game's English localization among other bits of flavor that makes it a delightful surprise. At least, in my opinion; I'm sure others are unimpressed or have different takes.
@@DoctorSockrates If so, i really hope our Mr. Worldwide provides us with some Anatolian or straight up Turkish operators too😁 I mean, imagine a male op with a huge mustache or a decent looking operator with turkish accent. LONG LIVE TURKKNIGHTS!!!
These things take time and quite a bit of good effort to get it right, and even then sometimes it can fall flat on its face (see the response to Hoederer's future skin...), so I'm just happy they're even risking trying especially considering how uh..."monotone", shall we say, the gacha industry is. The bar's REALLY low so I'm real happy to see Hypergryph raising it even by just a little.
I gor locked by the croc lady for months that i quit. i manage to pass her after getting gnosis 😢
Delayed gratification is still gratification. Congrats!
@DoctorSockrates thanks man, the game mode becomes very fun after that too. Really enjoy the gameplay loop
I've gotten to day 38 or so but I don't understand how to progress to the new territories do I just have to wait a few days or something
As mentioned in the video, Strange Territories are accessed by heading to a map with the pink-red circle indicator on it. Interact with the bounty box inside to accept a campaign. Then, wait until the next Calculation Day. When its ready, you'll see the next day button change to the Strange Territory symbol, and you can enter the mini-campaign from there. Normal days will not pass when you're inside.
If you're just talking about overworld regions though, just keep expanding outwards. Your quest logs should guide you towards each region naturally anyway. You may need to accept boss raids via Eunectes at Base Camp for certain quests.
I've come across a problem where i have 8 planting box but im only getting 2 wheat every day, what did go wrong?
Check the season. Dry season severely diminishes planter box output, but encourages you to hunt for meat more thanks to HP debuffs on wildlife.
@DoctorSockrates ohh, big thanks!! :D I'm Day the 45 and at the priestess quest. Also, good thing there are no slugs, or any kind of defense would be useless against them XD
Okay but how do i get to iron maps, just after certain days? The vid didnt answer :(
Alright bud I got you:
Follow your quest objectives, the big circles on the map. They lead towards the Narutabatim Alkalies in the south first, then expand eastwards to the Oasis where Iron spawns. The challenges I talked about in the video are what stand in your way. It isn't day-gated, but you may want to wait for favorable seasons to get around map restrictions. Good luck.
Could anyone tell me how to add more logistics support? When i click on it, it says that "logistics support can only be adjusted at the start of the reclamation cycle". What is reclamation cycle and when will it start?
That refers to the 3-day save cycle, when you get your score and points. A save point is created at the start of that, and you have the opportunity to edit your logistics operator loadout before beginning the day. Scroll down past your resources to find the menu. Be sure to also have enough food for the upkeep.
@@DoctorSockrates oh, so it's there. TYSM. I've been looking everywhere for answer but to no avail. Great guide as always.
Yeah screw it, I farm gold for Iron
Is the recipe list available? The only ones I see are from last year's previous RA
@@jayreed9370 arknights.wiki.gg/wiki/Tales_Within_the_Sand/Provisions
Make sure you're accessing the list from the RA 2 theme. There's also Jfun's spreadsheet and the CN wiki, as mentioned in the video for redundancy. Google-fu can sometimes be not enough, as you can see.
@@DoctorSockrates thank you. Sometimes the wikis are counter-intuitive.
Harris Thomas Anderson Daniel Williams Mark
zuo le can solo the priestess iirc
I've heard of this happening! My focus was to bring forth more familiar operators to bring to the table when I was writing up the script.
How? I had to Surtr her under Aak with intensive help from Shu, then repeated the same with Zuo Le, both dps units buffed with food. All was on a dry day.
@@konundra if i recall, spamming sp charger on zuo le with m3 s3 using that defense that i think gives sanctuary? And you can change the defense item to healers. The guy who made the video did the map with 3 people, ethan, manti and zuo le with the buffs. Though idk what food you need for him, maybe just more defense or sp regen if there is a recipe for it
I just deploy unga bunga team and duar i clear it in 2 cycle😅
@@kothMar I think it might be possible, but Marrow Fungus for the quest line is a bit up to RNG or Strange Territory luck.
i heard there will be an update that let you save the base, better wait for that update then play this mod later
People are *really* attached to their bases huh? That's interesting clairvoyance, wonder how that's gonna work, haven't looked into it myself.
@@DoctorSockrates nah, it's just my play style in RA1, i must atleast got some foundation first, then after that, i can truly have fun friend. And also, it's not fun to throw all your effort after just 1 single mistake that lead to the destruction of your base
@@DoctorSockrates it's just my play style friend, i need some foundation first, then after that i can truly have fun
Also, like i have said before, it's not fun throwing all your effort and time away when you somehow make a mistake and lose that run
@locthiennguyen This is why we reload save points, my friend! Full resets are the last resort. If you've gotten powerful enough for mid game, you should be powerful enough to push through. Plus, it's not going anywhere - if you need to build a new core operator for a raid defense, this mode can wait until they're ready to serve. Good luck!
i have been wondering how much the fortest and deserted town def and res?
If you're looking for exact numbers from memory I have:
600 DEF/20 RES for Fortresses
2000 DEF/0 RES for Deserted Towns (May vary, I think uhummish is a little weaker, edit: The one for iron has some RES on it too. Bring some damage amplification/DEF/RES reduction.)
Don't quote me on that though, verify on the wiki or via experience. Reload a save if you wanna scout it, their tile should be inspectable once you're in mission.
Doctor, do you have the lists of all 17 Tokens? I've been looking for the list but still no answer so far.
Right here. arknights.wiki.gg/wiki/Tales_Within_the_Sand/Miscellaneous_items