Maybe a quick take from me (just personal opinion based on my experience in IS2) 1. I would love to give a special mention to Sussuro as your *4 pick because she's pretty strong *4 to support your medic. Even there's a limit if you want to use her S2, it still one of the nice option to try 2. Ofc IS2 is all about being wise with what you choose, but there's a few artifact/relic that can help you gain hope or make spesific rarity hope price cheaper. 3. I personally look *3 as your early-mid gameplay option for IS2 (especially if you want to play bear ending). Because the boss gonna one shot them so easily. But I don't doubt their performance tho. They work really good 4. imagine reserve operator PEPEGA Note : sad not mention for new IS2 boss. Maybe too early but he's really good to mention yes
In IS 1 , Walmart Faust was a pushover and made most of the runs extremely easy to finish. Good to see that the new IS 2 boss in the normal run is on the difficult side. I’m pretty excited about the other challenging bosses as well.
I’ve been watching a lot of pre-IS2 videos and you’re one of the only EN content creators I’ve seen actually properly talk about 5* being more valuable than 4*. It’s felt like a lot of creators are telling people to build up many 4*’s without knowing that shortly after launch the general IS2 consensus changed away from prioritize 4* at the start to focus 5* and use 4* as tech picks rather than the primary choice.
I'm so excited, thanks for putting this together! I was laughing when you were putting some of the best ops/6 stars and I don't have majority of them (aside from the AA snipers)
Oh no, they're simply the overperformers relative to general content. Most would consider Pallas a pretty underwhelming unit, and here she actually becomes viable as a DPS option *but still directly loses to Thorns*. The typical strong ones like Surtr, Chalter, SA, Eyja etc are all units which generally eclipse aforementioned overperformers but aren't mentioned because well.... They're them.
I tried 4th boss several times Any arts defense artifacts, Nightingale, aoe heal in general helps a lot Better to have phys dmg for him as he is like jt8-2 Talulah gets 90 res on second half of hp, while 2k defense is not as bad Spalter or anyone else with great sustain or cc to deal with shamans are welcome Having some buffers/debuffers to kill him fast after 1st half of hp is nice too
Yeah tentatively I wanted to place him at hardest boss but I was worried there was some mechanic of his that nobody discovered which places him on par with the other 3 LOL
As a new player, for the different endings, imo the Playwright and Bear ending are the hardest. Frankly I find the Troupemaster to be a joke, and depending on my squad I may only have to leak a few units. Meanwhile the 1st ending is also a joke after doing it enough times and getting used to everything, but it's very easy to screw up and leak like 5-8 enemies. Meanwhile for the bear, I have... one built healer in Ptilopsis. I can only realistically defend against half of the enemies. As for the Playwright, he does so much damage...
I feel like not mentioning Spot in the 3* section is kind of negligent. The Sniper/Caster/Defender start will make you splurge over a Passenger, Eijya or Ch'alter. Leaving you with either Spot/Steward or Spot/Kroos. Also the people using guides are probably exactly the demographic having leveled these (low rarity guides are popular for a reason). Would probably also throw in Midnight for those 0 hope Guard pulls.
I find bear to be hardest while Phantom the easiest just get shit on the moment you get Suzuran s3 and thorn on him.(Mizuki s2 with atk works too but that's situational). Mouth piece is a little tricky to deal with cause he's either the easiest or the most annoying. Fun fact you can stall him which i have done before with 2 block with either an elemental healer or one of thr artifact. Particularly with mouthpiece is probably the only the true op check, you either get Eya, GG or SA because all 3 can take out multiple puppet at once or stall the boss because he will move give enough time.
The thing with mouthpiece and bear is that they both have pretty steep requirement checks, meanwhile phantom can be dealt with using an average comp. An e1 lvl 55 kroos is already enough to deal with 90+% of the dancers. Bear without blank suicide note is near impossible also it requires you to have found multiple medic vouchers as e1 medics just don't cut it (units still get rolled even with nightingale+ptilopsis). Mouthpiece isn't as hard of a check IMO. If you are going for that ending you could get multiple helidrop units from different classes, but I do agree that it is a bit of an operator check to make it a lot easier. That being said an AoE sniper (or long range sniper like schwarz/fartooth) can take out the entire top row of puppets, provided there is a wandering medic keeping them alive.
I have a question, does a emergency combat node (the one buffed enemies) give move EXP than a normal combat node? Sometimes you can choose between a normal and a emergency one and I always go for the easies one but if the buffed one gives more exp it makes more sense to go for it
The problem with investing in 5*s - they cost 3 catalysts to E2, compared to 0 for 4*s. Hence, unless you are a very progressed player with lots of spare catalysts lying around, it's objectively bad to invest them over 4*s. And aforementioned progressed players aren't the ones who will ask "who should I invest next", because those are the newer or less progressed players with limited resources and have to actually choose based on utility rather than the fun factor. The 3+3 versus 2+2 hope cost is really just adjunct to the operator investment cost itself.
It's 2+1 (4*) vs 3+2 (5*). The 5* recommendation *is* for more progressed players, but generally the "good" 5* are decently stronger than "good 4*" in roughly the same archetype, excepting Pine and Jaye. Look at Cutter compared to Lapp, Myrtle to Ely, etc.
@@Drails Myrtle is better then ely in DP generation cuz she's cheaper to deploy, but ely have some good utility options for certain situations, and will generate more DP, but cost is higher rather for raising and deployment.
Info for this event is all over the place, and nobody seems to supply some actual data. Some people say you need to "build" all the core 4* and 3*. But they also avoid specifying what "build" means? E1max? E2? E2 M3? Some people say that using 5* is self-defeating, while others say they're fine to use. Some people say Jaye and Beanstalk are god tier. Some people say Jaye is over rated. Some people say Beanstalk is useless. The real question nobody answers: - How much Hope can you expect to get by end of L2? L3? L4? I know that will vary run-to-run, but it seems like that could easily be quantified within a reasonable bound. "You should expect to get at least x Hope". Now I feel like my acct is stuck in a holding pattern until IS2 releases, and I can get a feel for where I need to spend resources. M3s and E2s are expensive.
I suppose you mean "actual data" with regards to your *second* paragraph about hope? It seems disconnected with your points in the first paragraph about value of 5*, Jaye, etc, because how is anyone supposed to statistically quantify those, lol I highly recommend skipping through say, one of 25thnight's IS2 runs to get a general feel of things, but fwiw Gamepress has a table on hope gained per EXP level (ie the main way of obtaining hope) and you can extrapolate off average stages per floor to see what EXP level you can expect by end of L2/3 etc etc. The variance is so high on relics, recruitment, etc that I think nobody has bothered to find a statistical average for good reason, so the only lower bound is solely through EXP hope. I recognise I'm skirting around the answer here, but I'm quite busy now and maybe I'll respond with the actual lower bounds once/if I find them, cheers.
A friendly reminder that Goldenglow + ASPD relic equals to funny fireworks of destruction
Very nice and straightforward,I only heard about Passenjesus' and Ling's performances in IS2,but seeing other ops that can shine too in IS2 is great
Maybe a quick take from me (just personal opinion based on my experience in IS2)
1. I would love to give a special mention to Sussuro as your *4 pick because she's pretty strong *4 to support your medic. Even there's a limit if you want to use her S2, it still one of the nice option to try
2. Ofc IS2 is all about being wise with what you choose, but there's a few artifact/relic that can help you gain hope or make spesific rarity hope price cheaper.
3. I personally look *3 as your early-mid gameplay option for IS2 (especially if you want to play bear ending). Because the boss gonna one shot them so easily. But I don't doubt their performance tho. They work really good
4. imagine reserve operator PEPEGA
Note : sad not mention for new IS2 boss. Maybe too early but he's really good to mention yes
In IS 1 , Walmart Faust was a pushover and made most of the runs extremely easy to finish. Good to see that the new IS 2 boss in the normal run is on the difficult side. I’m pretty excited about the other challenging bosses as well.
I’ve been watching a lot of pre-IS2 videos and you’re one of the only EN content creators I’ve seen actually properly talk about 5* being more valuable than 4*. It’s felt like a lot of creators are telling people to build up many 4*’s without knowing that shortly after launch the general IS2 consensus changed away from prioritize 4* at the start to focus 5* and use 4* as tech picks rather than the primary choice.
I'm so excited, thanks for putting this together! I was laughing when you were putting some of the best ops/6 stars and I don't have majority of them (aside from the AA snipers)
Oh no, they're simply the overperformers relative to general content. Most would consider Pallas a pretty underwhelming unit, and here she actually becomes viable as a DPS option *but still directly loses to Thorns*.
The typical strong ones like Surtr, Chalter, SA, Eyja etc are all units which generally eclipse aforementioned overperformers but aren't mentioned because well.... They're them.
A clear and concise overview. Nicely put together. Cheers!
Finally some recondition for Pallas and her incredibly strong skillset, particularly S1
I tried 4th boss several times
Any arts defense artifacts, Nightingale, aoe heal in general helps a lot
Better to have phys dmg for him as he is like jt8-2 Talulah gets 90 res on second half of hp, while 2k defense is not as bad
Spalter or anyone else with great sustain or cc to deal with shamans are welcome
Having some buffers/debuffers to kill him fast after 1st half of hp is nice too
Yeah tentatively I wanted to place him at hardest boss but I was worried there was some mechanic of his that nobody discovered which places him on par with the other 3 LOL
There is also a fartooth tile on that stage that can manage to spawn camp the boss if you have some decent artifacts.
As a new player, for the different endings, imo the Playwright and Bear ending are the hardest. Frankly I find the Troupemaster to be a joke, and depending on my squad I may only have to leak a few units. Meanwhile the 1st ending is also a joke after doing it enough times and getting used to everything, but it's very easy to screw up and leak like 5-8 enemies. Meanwhile for the bear, I have... one built healer in Ptilopsis. I can only realistically defend against half of the enemies. As for the Playwright, he does so much damage...
I feel like not mentioning Spot in the 3* section is kind of negligent. The Sniper/Caster/Defender start will make you splurge over a Passenger, Eijya or Ch'alter. Leaving you with either Spot/Steward or Spot/Kroos. Also the people using guides are probably exactly the demographic having leveled these (low rarity guides are popular for a reason). Would probably also throw in Midnight for those 0 hope Guard pulls.
i recently E1-55'd a bunch of 3* units (steward, ansel, cardigan) and my clear rate shot up tremendously in IS
Beginer can complete, of course if u are a veteren player who understands the game mechanics
I find bear to be hardest while Phantom the easiest just get shit on the moment you get Suzuran s3 and thorn on him.(Mizuki s2 with atk works too but that's situational). Mouth piece is a little tricky to deal with cause he's either the easiest or the most annoying. Fun fact you can stall him which i have done before with 2 block with either an elemental healer or one of thr artifact. Particularly with mouthpiece is probably the only the true op check, you either get Eya, GG or SA because all 3 can take out multiple puppet at once or stall the boss because he will move give enough time.
The thing with mouthpiece and bear is that they both have pretty steep requirement checks, meanwhile phantom can be dealt with using an average comp. An e1 lvl 55 kroos is already enough to deal with 90+% of the dancers. Bear without blank suicide note is near impossible also it requires you to have found multiple medic vouchers as e1 medics just don't cut it (units still get rolled even with nightingale+ptilopsis). Mouthpiece isn't as hard of a check IMO. If you are going for that ending you could get multiple helidrop units from different classes, but I do agree that it is a bit of an operator check to make it a lot easier. That being said an AoE sniper (or long range sniper like schwarz/fartooth) can take out the entire top row of puppets, provided there is a wandering medic keeping them alive.
I have a question, does a emergency combat node (the one buffed enemies) give move EXP than a normal combat node? Sometimes you can choose between a normal and a emergency one and I always go for the easies one but if the buffed one gives more exp it makes more sense to go for it
yep, and it also guarantees a relic which should be the main reason for picking emergency
I can't wait to have an excuse to use all of my niche operators
Help sorry to ask this here but how do I clear that monthly contract: Amusement park where we have to clear 8 downtime recreations 😔 please 😭
Don't you just have to enter 8 instances of downtime recreation to finish it?
@@Drails Oh thanks xd I was rlly confused regarding this event thank you :>
what's 13 slot rarity abuse comp?
I assume filling your full squad with 6*
The problem with investing in 5*s - they cost 3 catalysts to E2, compared to 0 for 4*s. Hence, unless you are a very progressed player with lots of spare catalysts lying around, it's objectively bad to invest them over 4*s.
And aforementioned progressed players aren't the ones who will ask "who should I invest next", because those are the newer or less progressed players with limited resources and have to actually choose based on utility rather than the fun factor.
The 3+3 versus 2+2 hope cost is really just adjunct to the operator investment cost itself.
It's 2+1 (4*) vs 3+2 (5*). The 5* recommendation *is* for more progressed players, but generally the "good" 5* are decently stronger than "good 4*" in roughly the same archetype, excepting Pine and Jaye. Look at Cutter compared to Lapp, Myrtle to Ely, etc.
@@Drails Myrtle is better then ely in DP generation cuz she's cheaper to deploy, but ely have some good utility options for certain situations, and will generate more DP, but cost is higher rather for raising and deployment.
Could someone tell which Goldenglow skill is best to M3 for IS2?
S3
Info for this event is all over the place, and nobody seems to supply some actual data.
Some people say you need to "build" all the core 4* and 3*. But they also avoid specifying what "build" means? E1max? E2? E2 M3?
Some people say that using 5* is self-defeating, while others say they're fine to use.
Some people say Jaye and Beanstalk are god tier. Some people say Jaye is over rated. Some people say Beanstalk is useless.
The real question nobody answers:
- How much Hope can you expect to get by end of L2? L3? L4?
I know that will vary run-to-run, but it seems like that could easily be quantified within a reasonable bound. "You should expect to get at least x Hope".
Now I feel like my acct is stuck in a holding pattern until IS2 releases, and I can get a feel for where I need to spend resources. M3s and E2s are expensive.
I suppose you mean "actual data" with regards to your *second* paragraph about hope? It seems disconnected with your points in the first paragraph about value of 5*, Jaye, etc, because how is anyone supposed to statistically quantify those, lol
I highly recommend skipping through say, one of 25thnight's IS2 runs to get a general feel of things, but fwiw Gamepress has a table on hope gained per EXP level (ie the main way of obtaining hope) and you can extrapolate off average stages per floor to see what EXP level you can expect by end of L2/3 etc etc. The variance is so high on relics, recruitment, etc that I think nobody has bothered to find a statistical average for good reason, so the only lower bound is solely through EXP hope. I recognise I'm skirting around the answer here, but I'm quite busy now and maybe I'll respond with the actual lower bounds once/if I find them, cheers.
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