Rei_Fan49

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Rei_Fan49

Rei_Fan49

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Who whould've thought this gonna be an interesting experiment to try on?
I spent whole day to understand which section is a must have to tackle Binah IN.

There are two parts of this team building so far.

First Part, Damage Burst. Teams that ran on this section should pluck away Binah's health quickly within given time. Understanding with the buffs are important role in here. Kotama double ATK buff, Hanae damage buff, Akane and Maki DEF debuff are the core key of this team. Having fail to reach around 2.35m mark after 3 minutes is a red flag for upcoming teams.

Second Part, Defensive. Teams that ran on this section need to maintain maximum survivability throughout given time. Maintaining DPS is required to keep chipping out Binah's health quickly. Binah 2nd Phase ATG is very slow, so barrier spam may not be needed a lot. Bursting damage in here is possible including the Stagger. However, the 3rd Phase ATG seems to follow your Cost Recovery rate. I noticed that the lesser units surviving on this section that the lower Cost Recovery and ALSO lowers Binah ATG Rate, it is something to not brag about anyway. Due to constant Sandstorm attack from fast ATG rate, Barrier (and possibly Healing) are important key to maintain survival. If your current team is not able to tank the damage, mobility-based skills such as Mimori will help a lot to avoid the Laser attack at least.

4 teams run seems to worth nothing with 5 or more teams. So, in the end that main bonus only important within 3 teams run.

This run is Assistless.

Yellow Binah EX is pretty much straightforward with Akane-Maki combo.

Cubes on this round are pretty tough. I had to MAX out every EX skill I'm going to use in here, including the healer.

Attempt to get Kogane MV from gacha.
Strong language warning.

Source: https://www.twitch.tv/videos/2098583979

This is an extra video. Produced along during Red Team attempt of recording. Considered as blooper cut because there's no way to reverse once past 4-minute mark.

3rd team is not necessary.

Regarding this Grand Assault, I only worked on this on 7th day due to consideration of things on real life which gave me no time to check this.

Shiro Kuro Blue.

It's kind of funny to thought the initial team is almost exact team as 1st Team of Yellow-side.

However the 2nd Team is clearly a Blue-Purple based team. This applies to every 2nd team that Fuuka (and Serina) will attempt to escort anyone to the top right of the field if possible. Which is not an easy task. Maintaining the survivability of everyone that is not Tsukuyo rather challenging when position checks are required every tick of second. Several test runs of this team had ended up with Hasumi dying around 50k~1HP mark. Yes, I'm not kidding when I say that value range.

In the end that Defense Down debuff is pretty important to maintain, hence Hanako with her AoE Basic stack and Noa with her Target EX stack are important to maintain over time.

Regarding this Grand Assault, I only worked on this on 7th day due to consideration of things on real life which gave me no time to check this.

Shiro Kuro Red.

With not much time to think about building this team, it's pretty hard to make a proper 2-team run.

1st Team: Utaha and Shizuko placement are something. Utaha can increase the speed even more, while Shizuko adds slight advantage on triggering Stagger on Shiro. Low-cost of Hanako and Haste from Hoshino are the point of this team.
2nd Team: I may think this team had done overhealing with Atsuko being there. Atsuko is just like Hanae which performs Active AoE Regen, Koharu acts as both offensive and defensive Healer, Fuuka which is covered on every 1st Team to switch on Kuro is for mass movement. Kotama role is just being Kotama, to speed up whole work.

Regarding this Grand Assault, I only worked on this on 7th day due to consideration of things on real life which gave me no time to check this.

Shiro Kuro Yellow.

Basic Binah combo somehow worked on this. Maybe can go faster with Utaha instead Shizuko?

Regarding this Grand Assault, I only worked on this on 7th day due to consideration of things on real life which gave me no time to check this.

This is not DPS showcase. This is just HPS showcase. Ramp up your Attack Speed and Average Hit Count as high as possible!
Only Red attackers allowed anyway.

----

Speaking of High Average Hit Count, I think Yellow students have more advantage on it.
In Blue Archive itself, lowest damage you can deal is 1, no matter how high your defense, reduction, or level difference advantage.

While reviewing yesterday video, I came into conclusion that Serina isn't efficient for EX diff or lower. However, things that bothers me is about survivability of the 2nd team.
Changes are minor. Kotama now helps Team 1, Santa Hanae helps Team 2 instead.

Kotama proven with low cost buff could push further the progression of Team 1 from 5.2m mark to 4.5m mark. This is a big game changer for me, as it reduces the burden of Team 2.
Santa Hanae is the solution of long-term investment with moderate cost. Her healing is minute-long that can help most of the phase of Hovercraft due to direct damaging phase isn't that long. Pretty much free breath for everyone that managed to survive each damaging phase.

Kayoko and Fubuki when their Passive buffed to Max can make a large difference to whole gameplay. So far this is the composition before considering to move Serina out or not.
By evaluating the gameplay I took today, the recording itself seems getting harder for now as it often crashing which I wouldn't like to hear the news of.

Team 1:
DPS against Wakamo with very fast CC checks. To ensure maximum efficiency on DPS, triggering Wakamo stagger is a must-need-done quick. Kayoko and Fubuki able to fill up the gauge passively using their Side Skills that is time based.
Tsukuyo self-recovery against all the CC checks given by Wakamo able to offset her damage instantly. This may sounded different if I said this on IN or TR difficulty.
Mika just being Mika here. Throwing that whopping of 300k~500k damage as her finishing move every time executed.

On Hovercraft phase, this team should have increase the Hovercraft Stagger rate by 50% before the run ends. This is a must. Otherwise the upcoming team have to bear with harder composition to survive as pulling DPS stage will be pushed back by about 1.5~2 minutes.

Team 2:
This team is merely DPS Rush. The only thing required in here is proper buff stacking. Kotama with active and passive Attack Buff, Ui with active and side Efficiency Buff, Maki and Shiroko with side Defense Debuff, Junko with passive damage supplement buff. Speaking of this team, usually this team took several retries as Junko hitting 20% HP before reaching Missile phase. This costs Junko's survivability strongly as Wakamo's attack are purely random against everything. Also on the other note, having at least 3 students to survive during 2nd attacking phase is a must to maintain proper cost recovery.

Shall this team burdened with the mistake on previous team, Koharu will substitute Junko for survivability on team itself.

Overall comment:
While Mika effectiveness is better as 1st Team, Mika's attack should be aimed at boss instead the minions as it degrades her EX skill performance down to 100% rate. I'm pretty sure not only me who think Mika vs Peroro Yellow could work, but completing this piece of puzzle I don't have much time to think on with my condition right now so yeah, I'll pass.

Team 1 comment:
Tsubaki seems to act as Tank filler slot. Maybe other Tank-like frontliners could work?

Team 2 comment:
Expected to work as finisher team. Maybe can do better.

Overall comment:
Good enough. Both team can take down health rather quick. Insane under consideration.

Team 1 comment:
Mika should refrain from going to far ahead.

Team 2 comment:
It is really fresh :D

Overall comment:
Good enough. Unexpected to get under 7 minutes.

Team 1 comment:
Megu survival should help some bits. Interesting damage distribution among Gehenna backliners (Mutsuki and Hina). I think either of them can be improved a bit more.

Team 2 comment:
Colorful. Tsukuyo can be replaced by either Eimi or Mine, but for full aggression can go Mine instead.

Scarecrow.

This season's JFD gimmick is interesting. However, it's hard enough to survive on Stage 3's gimmick. With how fast the breakthrough need to be done, Stage 4 gimmick is way more helpful as any kind of healing automatically damage the enemy units.

I had a better scoring on upcoming days after the recording, but I didn't record them as I'm stuffed recently.

Clearing Spooky Shore Challenge is very hard.
Even with an assist from Summer Demon, it's not something easy to pull off. (I have to upgrade her equipments around Tier 7 to make this work properly)

With being said, Noa is ineffective on this mission due to ignoring the wandering bomb cubes.

Wakamo (Hovercraft) VH 230s Guide:

This is a DPS and AoE check boss. Airi is capable on slowing down the missiles. On higher difficulties (Hard above) missiles are starting to get harder to destroy, so be careful with AoE management of the team and skill rotation.

There are four phases of this boss:
0:00 - 1:00, basic DPS phase.
1:00 - 2:00, aim test. Even slowing down speed doesn't help a skill issue.
2:00 - 2:40, bonus DPS phase.
2:40 - 4:00, basic DPS phase.

During any DPS phase, spam any damaging skills if possible.

During aim test, it's rather complicated and requires several Airi skill usage to slow the missiles down. A good AoE skills would help clearing up easily.

As shown the gameplay, to hit under 230s, at most only 1 student knocked out and after surviving the Missile Frenzy/Aim Test phase.

Wakamo (Swimsuit) VH 210s Guide:

This is a DPS with Diversion/Tanking check boss. Tsukuyo is capable on healing per damage and CC-checks given to her. Utaha able to divert and tank several of Wakamo's skills.
For this run, the strategy is simple. Keep away Wakamo's skill target from the rest of the team. Make sure DPS check done quick using Akane + any long term DEF debuffer like Maki. Tsukuyo have stronger debuff overwrite but it's shorter.

Wakamo's attack pattern follows as this: [6 Stun Check] > [6 Stun Check] > [Big Weapon]
Wakamo's Big Weapon pattern follows as this: [Blockable] > [Piercing]

The cycle of her skill is 6 activation as opposed to 3 as she switches the big weapon every uses.

Stun-Check Skill, she will aim the closest unit, and hit it 6 times with per hit drops a single Stun to the stack.
Blockable Skill, get any disposable unit (priority) to block the skill projectile. She usually tries to aim the farthest unit as possible.
Piercing Skill, get any disposable unit to divert her aim from the team. This is piercing so better place something away from your team. She will aim the closest unit as possible.

For every non-disposable unit, they are allocated with at most 4 skill to hit with. Consider this as alternate live gauge.

As the place transitions into the ruining resort mode, make sure any kind of Diversion skill can be triggered right before the "activation limit". For Utaha, simply activate her right before the limit, it should be enough.

Cubes. Cubes. Cubes.

This gimmick is painful I could say.

First, requiring each hit to go above healing rate is not an easy pick. Unit reduction, Cost booster, and Cost reduction are things to be considered when they are there. Otherwise it just gonna put a bigger wall on it.
Second, current setup requires specific combo on certain team. Positioning is another matter where not much unit can do free movement per skill use.
Third, there's not much resource I can use, this is pretty limited setup under given constraint I have, either by my own or product of what I did to others. I don't think recruiting another student will be a good way for now, need to save for next double rate and free-pulls.

Total Time: 09:06.300
Section Time:
- 03:05.433 (Hibiki, Mutsuki MVP)
- 02:39.866 (Koyuki MVP)
- 03:21.000 (Maid Yuzu, Mine and Hifumi MVP)

Preprocessed videos are rather choppy due to prolonged uptime of brainstorming the idea whole day and the need to perform first-day clear of this.

Divide and Conquer always the main tactics of Scrimmage.

With Hina being main threat, Tsubaki should divert at least the support (Juri) and Hina from harming the rest of the team. Non-Yellow Attack/Blue-if possible Armor are the suggestion for the rest of the team composition. Being Blue means reducing plenty of damage source from the Gehenna students itself.

An attempt to run the raid using 2 teams.
I personally not fond of it, but it's the progression for the better reward.

Team 1: Active CC Collectors (Tsoob, Suzumi, Hifumi, Momoi, Hare, Santa Hanae)
Team 2: Speed up CC Checks (Kayoko, Hoshino, Foob, Mika, Moe, Yoshimi)

This video content has been cut to remove unnecessary lengthy transition during recording.

Attempt to get Rinze MV from gacha.
Strong language warning.

Source: https://www.twitch.tv/videos/1993229517

Best minigame.
Yuzu seems the easiest to handle for shooting personally.

This run had it's problem when encountering the horde of Wooden Cubes and Rabu. Rabu seem to hurt the most especially with HARD specific attack (Chill Bomb).

Road to UE50 Koyuki.
200 pulls are guaranteed to go through during the stream!

Source: https://www.twitch.tv/videos/1917743468

Survival of the fittest.

Source: https://www.twitch.tv/videos/1942257306

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Created 4 years, 8 months ago.

39 videos

Category Gaming