#fat surtr
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pumpkachubby · 5 months ago
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Múspellian Trap
Using their huge fat bodies to get the summoner on their side is not fair! ... or is it?
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cerastes · 2 years ago
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Alright, let’s do the Arknights Personality Quiz and Retrospective.
We’ll start with the Quiz. Closure, off the record, please leak Kal’tsit’s results, thanks.
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Oh, that’s really cute, so this is why it asks you to log in! It actually shows you a record of how you actually cleared the Operation/Boss related to the question at hand, very neat. You can tell this is super early because Savage, Skyfire and Zima are in my party. On the other hand, Specter, Platinum, Perfumer, and Nearl have been in my squads since practically forever, and that won’t change. This is about Crownslayer, by the by.
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Bob!
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Big Bob was the game’s very first event’s boss, and it’s really funny to think how far we’ve gone from “This guy has a chainsaw and hits hard” boss fights to things like Andoain and the Endspeaker. Much like the latter, this game has truly evolved a lot. Specter, Platinum, Perfumer and Nearl still hanging in there, joined by another individual who would become a stalwart presence in my stratagems: Saria.
(The rest of the post will be under a cut)
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For Pompeii, I love that one of the options was “Specter with S2 and Ptilopsis with S2″, which is literally how I did it. Let’s go, Shark and Windows XP!
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Huh? By March -- Mephisto and Faust -- I was still using Skyfire and Zima? Interesting, I actually thought I’d dropped them far earlier. Siege and Lappland make an appearance here, since I got them around that time! Myrrh is also going to be here for a while, now that I think about it.
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Rat King! Immensely fun boss and the boss that got me thinking, wow, ok, they actually have very good ideas and potential for future bosses! The strat was very simple: Angelina S2 and Eyja S3 to kill his shield, Schwarz S3 to end his life. Simple.
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LMAO 51% of people chose Warfarin S2 Exia S3 for FrostNova. It’s not quite what I did (no Warf back then), but I instead had Blue Poison also trained on Nova, absolutely ruining her Christmas off the gate. I remember I also used Angelina to slow her down with S2 while the next charge of Exia S3 went online. Specter held the mob line, Saria smack in the center keeping everyone alive with fat S2s.
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“Pretty neat to win with strength” LMAO yeah about right for the most unga bunga of the options. Thing is, the other options were the obligatory canon Operators option and one that had a trillion people I’ve never touched in my life. Funnily enough, I didn’t use any of the actual Operators in the option selected (Schwarz, Eunectes, Surtr), but the strategy was still very power-heavy, as you can see from my selection of Operators. Shark, SA and Eyja were putting out real LeBron James numbers. Angie was also very useful to keep him in place! You may have noticed I like Decel Binders a lot, haha.
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12%! Really? Mudrock could be brute forced, yeah, but it was so much less work to actually just use the Gramophones, lmao. You actually were expending more effort brute forcing her. Eyja and SilverAsh were there just to clear her up alongside a bunch of fodder that gathered at the same time on the upper left if I recall correctly, otherwise, the Gramophones more or less take Mudrock to very low HP provided you can maintain them and keep a decent Caster on her (Absinthe in my case). Also, the sole time I didn’t use Specter. Shark was taking a break.
Final results and closing thoughts in the reblog!
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wobinofylisse · 4 years ago
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Thoughts on totally-not-a-sugar-daddy Aegir?
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He's got a big heart and fat titties
It's odd how he talks about drowning people but at least in the story he notably never actually drowned anyone.
I am curious what happened to his daughters social media account after they got moistened. Did he like, send out a goodbye message or did this wildly popular mermaid band just stop posting and now people are just left to wonder what happened to them? Am I gonna see a video from blameitonjorge in a few years talking about the mysterious disappearence of a Tokyo idol group?
Also I'm curious why Surtr doesn't like him. My knowle- SHUT IT! SHUT UP IDIOT I'M LOOKING UP HIS WIKIPEDIA!
So depending on LW Aegir may be our step dad. He's got a snow son named Snaer. Loki is a massive prick as per usual and just murders Aegir's servant Fimafeng after hearing the gods compliment Aegir's barbequeing skills. Loki later comes back to the party after being chased out to which Aegir's other servant Eldir tells him "Fuck around and find out." to which he fucks around, and finds out.
The wiki doesn't mention Surtr so I'm just gonna assume its because Aegir is wet and Surtr is not that.
Anyway I'm curious if the blue streaks are natural or dyed.
8/10 I'm glad he looks the way he does because when we get a humanoid transient they overwhelmingly tend to be oni. Love the scaly hands but he might need to file those nails before we do anything too intimate.
Wet water boy, your wife isn't around so I guess you can slut it up until she shows up and finds out you've been cheating on her.
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evidol · 3 years ago
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1 + 20
favorite operator?
TOMIMI she was the first operator that caught my attention because my good friend Frank had posted about her fat ass tail and I immediately fell in love with her and kept referring to her as the fat tail girl until I actually remembered her name
luckiest roll?
meta wise def surtr she rips through enemies like tissue paper and then her talent lets her stay alive for a few seconds to finish off whatever enemies when her hp reaches 0 so shes def a power unit! Fave wise though it would be mountain because I just love him a lot and was lucky to pull him right before his banner ended!
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lone-wolf-lunagaron · 3 years ago
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Useless character facts:Ragnarok edition
If you plan to stop Typhon,you’ll need all the help you can get. Typhon has 4 deviants as his allies. The furies:Alecto,Megeara and Tisiphone and Thor.
Thor is a bloodthirsty psychopath. He once destroyed an entire village just for shits and giggles (and partly because Typhon ordered him to do it)
Medusa,Stheno and Euryale answer to no one. Not even Typhon…
Surtr will keep to himself and not side of anyone.
Kratos used to have serious anger issues. Now he only fights if there’s absolutely no other choice. For the most part he only keeps to himself
The furies along with Thor often raiding campsites,hunter or poachers,villages and small towns. Most often they go after rider villages leaving literally no one and nothing alive…
Thor is referred to as :The biggest butchering bastard in all of the lands (Löki),Big idiot (Megeara),Fat dobber (Tsukuyomi),Fool (Alecto),Sweaty bawbag (Löki), Idiot (Tisiphone)
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waheelawhisperer · 2 years ago
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Gladiia is actually just a really good unit in general. Waterless Grasp of the Shattered Toilet Bowl is a very underrated skill with a lot of good points, and it's the reason Gladiia's a staple in many of my max risk daily Contingency Contract comps. The fast charge time makes it really easy to cycle with other skills, which is great in high-difficulty content where everything is ultra-fat and does massive damage and your options are frequently either hitting it with a debuffer like Shamare or Suzuran or CCing it to death. Between this and Mostima's S2, for example, you've got a good 15 seconds of CC in the form of two skills, allowing you to either keep a small number of beefy enemies locked down in range of your DPS until they die or reliably clear waves before they get close enough to hit anything. Hell, Super Soaker Ch'en can pull double duty with S3, both preventing enemies from ever reaching vulnerable units and cutting them to pieces at the same time. If I'm running a setup with three forms of CC and at least one DPS, I find myself frequently not even needing a frontline because I can just cycle CC every time a melee enemy shows up and kill them before they ever reach attach range.
The ability to pull things from adjacent lanes into the middle of the vortex is also great for clumping enemies up so units with limited attack range and the ability to hit multiple targets at once can pound on them (Siege S2, Ifrit, Ch'en S2, Surtr S3, just to name a few, not to mention the Centurion Guards or whatever the Blaze archetype is called). Dadiia really has so much synergy with so many other units and her range makes it very easy to just plunk her down behind another melee DPS like Blaze or Nearl Alter and still have room for a tank in front of them and trigger Gladiia's swirlie before the enemy actually reaches melee, allowing you to just create a corridor of infinite suffering. It's hilarious to watch, honestly.
The damage being Arts is really just icing on the cake, given how strong Arts damage is in this game and how many enemies have high Def and low Res. I've done multiple Risk 18+ CC permanent maps and several max risk daily maps on top of that with her as a key contributor, so I highly recommend giving Aquamom a try. Looking at her as "just" a puller severely undervalues her utility and ability to support other units. You need to commit to the S3M3 to get the most out of her, but it's absolutely worth it.
Its pretty funny how replaying older events can teach you new things about your units. I’ve been replaying Code of Brawl, doing the five EX stages Icouldn’t do at the time it was around the first time, and their challenge stages and that has really given me a new appreciation of Gladiia and convinced me that I’ve been using her completely wrong on stages where her pullling ability isn’t useful. Because for 13DP, she an amazing pseudoguard to place in an off-lane and just forget about. She hits like a truck for being a puller and helf-heals, which together means she can solo anything in Code of Brawl except for the Rat King and when the hordes of unblockable enemy jerks starts running through her, she can just activate the magical toilet swirlie and stop everyone in their tracks (also great for delaying Bullies), which also does enough damage to kill lighter enemies outright. In a lot of the later EX-stages in CoB, you can just place her happily in a off-lane, stack the main lane with your best units and she’ll just sit there for the entire stage and kill anyone that dares approach her and heal through everything they throw at her. Its kinda magical. She’s also a great guardian of Command Terminals because she wins duels with crossbowmen with ease and doesn’t need a healer to babysit her due to aforementioned self-healing. And obviously ccombining the toilet swirlie with Eyla or a AoE Caster is also extremely hilarious. She’s just really good, at a lot of things and I really underestimated her so badly. I don’t think anyone else went from “eh, niche unit of specific maps” to “permanent inclusion on the squad” so very quickly once I figured I had been using her wrong. Certainly not as straightforward to use as many other Operators, but really a nice hidden gem IMO
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cerastes · 2 years ago
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Aight so I recently got into an internet argument about Lumen vs The Berries in IS2, with the other side advocating that Poor Boy Jordi does literally every single thing they can do but better, so I'm curious of your verdict as The IS2 Man
I can see where they are coming from.
Now, Jordi is an amazing unit, and thanks to his S3 and the Resistance he can grant through his Talent, he can pick up units that have been stunned due to NI instantly. Assuming the unit can survive the burst of the NI, and assuming Jordi's S3 is active, he'll just patch them right up, back to their feet. Even outside of this, Jordi is just a very convenient healer, since his S3 works on ammo that is only spent when actually undoing an effect, it's basically a very long buff to this healing, functionally infinite most of the time. NI doesn't come in huge waves in IS2, either, the only time it becomes truly abundant and loathsome is during Lucian's map, and even then, that can be dealt with by applying enough DPS to the carousel, which you should be doing anyways. So, in practice, I can see what the other person meant, they are not wrong, to be honest.
Now, of course, Jordi is a 6*. You're getting him for his anti-Stuns and his fat heals... But do you need that? In general, IS2 doesn't have a lot of incoming damage. Some maps are exceptional in this regard -- any map with Sarkaz Lancers, Ursus Desire, Playwright's map -- but for the most part, you're not dealing with tons of damage at once, so Lumen's high cost of 6 (+3 if you want S3, though Charged S2 also removes effects) Hope and overhealing is a bit overkill when you can just grab a Berry for 3 (+2 very optional, they don't need E2) Hope and have enough healing and NI utility to do anything, really. There's also the matter of not needing to deal with stuns in the first place if you just don't get stunned at all, as the Berries just cure away the NI before it can be a problem. There's also their differences in range, which gives them different specific tactical applications, depending on the map.
**This is a bit more niche, but in Calamity, NI burst damage outright kills a lot of units that don't die to it in Normal, so it's doubly important to prevent NI through Berries in Calamity, but I'm adding this as a sidenote since there's as many IS2 Calamity players as there are Bionicle fans (we're like seven people worldwide).**
So, overall, they kiiinda have a point but in the same way E2ing Surtr to deal with, say, Skullshatterer 1 is a point: Technically correct, but completely unnecessary. 6 (+3) Hope is a lot of Hope that could be going into other units when 3 (+2) gets the job done with flying colors anyways. If you really want that safety and big fat heals and don't mind the price tag, though, yeah, Jordi does in fact cover the Berries' role in his own way, in a way that's practically feasible in IS2.
You could just get a Berry for half the price and the same practical effect, though.
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waheelawhisperer · 2 years ago
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So I don't have the big brain of Roguelike Expert cerastes, but I've pocketed a lot of Theater Kid Money in the time since this mode came out since I've been busy getting RNG-screwed out of the other two endings, so I figured maybe it'd help if I talked a bit about how I implement bits of this approach. I don't follow it exactly because I've bullied the school theater club enough that I've started doing theme teams to make things more challenging instead of just cobbling the brokens together into a semi-coherent team, but maybe seeing how I approach the teambuilding aspect of this mode will help some people who are struggling.
Here's an example: earlier, I started with twitch.tv sensation Click from my free voucher, Siege (because Wife), and action star Tom Kroos. The first thing I do at this point of any run is take stock of what I have and what I need. Cerastes gave a great checklist for the Lucian fight specifically, but I have to get there first, so I'll expand on it to give an idea of what a player needs to even make it to the boss. In addition to the essential components of your team that let you beat Lucian, you will want to have:
DP generation. Several maps nerf your natural DP regen and others throw large numbers of units at you very quickly. You will want a solid Vanguard or two in order to make sure you can actually get your meticulously-crafted team out on the battlefield before the horde of 8 billion hounds charges headlong into your objective point like they're all fighting for the chance to be the canine Usain Bolt. DP generation is particularly important if you're going for the third ending, because the last boss forces you to attack targets all around the map and you'll need to frequently redeploy your forces to hit all of them unless you have tons of healing and/or global range.
A way to hit aerial opponents. This was already covered in the Lucian checklist, but it's worth mentioning again because there are a number of maps full of drones and the exploding balloon things. You need to be able to deal with this by around floor 3 or they are going to waltz into your objective point and end your run. AA Snipers are best, but Casters, Supporters, ranged Guards, and even units like Gladiia can work in a pinch.
Healing. While sustain isn't strictly necessary, as you can clear most maps without a Medic with the right units and positioning, things will get exponentially easier for most players if they can just heal their damaged units. Even units with passive healing, for themselves or their teammates, can relieve a lot of pressure, especially in the early game.
Damage. This... kind of goes without saying, but I'm going to say it anyway: you need enough damage output to cut through the fat enemies and bosses the game likes to start throwing at you a couple floors in and you need to kill the goons that cause nervous impairment before they hit your units with Bloodborne status effects that make their heads asplode. You also need a way to kill the later bosses, and enough damage makes most of the rest of any checklist redundant because you just murder everything before it can cause problems. No need to worry about Lucian dropping his hot new mixtape on you if he's just fucking dead because your superbuffed Bagpipe/Surtr/Ch'ikini shoved him in a locker and took his lunch money.
A front line. If you can't just kill everything before it touches you, you'll need to be able to block the large numbers of melee units certain maps like to throw at you without dying long enough for your DPS to do their jobs. This means Defenders or beefy Guards.
Utility. This is a pretty general category, but buffing your units and debuffing enemies can make a lot of fights easier, while shifters are useful throughout all five floors since many maps have pits you can punt the enemies into one way or another. Crowd control is also useful, letting you cycle skills or keep an enemy from reaching vulnerable units.
There are definitely more things to consider, especially if you are going for a specific boss, but these are the things I keep in mind no matter the run. So how does that relate to my example earlier? Well, I know that I'm going for the third ending, assuming I can get the encounters I need, which means I can start planning my composition now. I know that to deal with the Mouthpiece, I'll need multiple Vanguards (to generate the DP needed to constantly redeploy units to take out the puppets), units with attack ranges that allow them to cover multiple puppets (anything like a standard AA Sniper, ranged Guards like SilverAsh or Thorns, Casters like Eyjafjalla, Female Tourist C, Schwarz, W, Meteorite, etc.), as being able to target as many puppets as possible with a single unit cuts down on DP cost and redeploy time, and at least 2 sources of healing to keep those units alive, in addition to the standard Lucian checklist (because you have to beat him to get to the Mouthpiece) and the general-purpose checklist to even get to the last floor to begin with.
Here's what I have right now:
Siege gives me DP generation, an early-game frontline, and solid damage. My Siege is maxed out in every capacity, so I can easily transition her into a pseudo-Guard later on with Skull Breaker or a pure DP-gen bot on the maps that require that, which means she can potentially offer damage and utility in the lategame depending on what my luck with vouchers means I need.
Click gives me Arts damage (very useful against the common high-Def opponents) and a form of CC. I know that when I inevitably run into the Dork Lord and his Gopnik bodyguard, I'm going to have a decent chance of killing them because I can stun the Duck Lord and deal Arts damage to the Gopnik.
Kroos gives me a source of damage, a way of hitting the aerial units, a method of dealing with the singers on Phantom's map, and a unit with the range to hit more than one of the Mouthpiece's puppets.
At this point, I'm thinking of what I need to make it through the next few floors. The biggest thing that jumps out at me is my lack of sustain. I'm good on damage, DP gen, and block capacity for now. I know I'll have 4 Hope after the first battle. That means my next voucher is very important, because I can either promote Siege early or try to build out my team, depending on what I draw. As it happens, I got a Defender voucher, which is great luck. This means I can take Nearl, who both solves my sustain problem and gives me a solid frontline by early-game standards. Now that that problem is solved, I can immediately pivot to addressing my future needs. I have the bare essentials, so I can start doubling up on things I need, like a second source of healing or DP gen, or extra damage/utility.
Mental flexibility is key in this mode. You need to quickly adapt to what your newest voucher/collectible gives you and start planning ahead to the next addition/enhancement to your team. Honestly, I think the best thing any player can do to help themselves succeed in this mode is have a good idea of what roles someone on their team needs to fill in order to be successful and then be able to look at an operator and ask "What does this unit give me? What do I still need?"
In summary:
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You can do it!
After watching you stream IS2 for a bit the other day, I took some of your advice and finally got my first ending 1 clear! I've been trying to get back there again, and I feel something might be wrong with my general strategy of "Get a big 6* and try to build a core around them". I don't have high hopes for getting ending 2, as my one clear that mostly revolved around +120ish ASPD Exu and Mudrock was mostly on luck and stacking the two Coin Op-alike relics I have unlocked. Do you have any advice on how to pivot to something more reliable and sustainable than "Make big thing hit hard/fast"?
First of all, congratulations on you clear! You now have [Theater Kid Money]!
Now:
"Get a big 6* and try to build a core around them" <- This is where you went wrong, Giorno Giovanna.
The following advice is applicable for all Roguelikes, actually, but it's very very useful in Crimson Solitaire: You're filling a check list.
Whenever you're playing a run of Crimson Solitaire (or any Roguelike, really!), your first few runs are recon, you're just finding out What It Did. Once you can answer the question "What Did It Do?" or in other words, you have a rough idea of what you'll encounter and what the end boss of your desired route will look like, you then go into Going For The Clear Mode.
What would the Lucian check list need? Let's do this together, ok?
Lucian, Blood Diamond check list:
The Scarlet Singer carousel to the right that starts seeping into the rest of the map -> They loop for quite a while, giving you plenty of time to kill them, and there's two tiles that let you place Marksmen/AA Snipers facing right to hit them. Check list item 1: 1 to 2 Marksman Snipers, or Thorns facing right, in other words, a way to whittle down and kill the Singers before they become an issue. These ALSO deal with the aerial units that come from the same direction!
Several low HP enemies come out quickly from the upper gates, with some higher bulk enemies in between. Check list item 2: A plug for the stream of enemies that comes from above. Frontliners, AoE Guards, Defenders, you name it, you need to be able to block and kill.
Upper left gate releases very strong Elite Armored Guards. Check list item 3: A way to hold and kill these elite mobs, so sustain and Arts damage.
Lucian's most dangerous attack is his Song, which deals wide AoE Physical damage and fills your Nervous Impairment gauge. Other enemies also deal Nervous Impairment. Check list item 4: AoE healing and a way to deal with NI, so Mulberry/Honeyberry and one other source of healing, like an AoE medic or Saria S2.
Lucian has Phys and Arts Dodge if he's not blocked, and has a Crownslayer ability to phase through units, on a cooldown. Check list item 5: Two strong brawlers to jail* Lucian, making him vulnerable to damage, as well as burst damage (a source of True damage would help as well, but being able to jail is far better). *A jail is when you place two units next to each other, facing each other, to trap phasers like Crownslayer or Lucian.
This is your basic needs for Lucian. Some units cover more than one need, for example, Saria S2 can block the Elite Armors AND provide AoE healing, and the same source of Arts damage for the Elite Armors can provide burst damage to deal with Lucian. What matters is, you have to build your composition with this in mind throughout the game, not just grab a big 6* and build around it, because in the end, even the most multiuse 6* won't do jack shit for you if you aren’t covering the needs of the map.
In other words, you must suit your team to the needs of the map and prepare as best as possible. In an ideal world, you can fill this list, but you likely won't have every ingredient. That's the beauty of Roguelikes! You have to improvise, adapt, and adjust depending on what you end up with. That's what it means to be a true warrior of likes and rogues.
In my latest VOD, I cleared with just 3 and 4 stars on the first try, because you don't need a six star to clear, you need to build your team with purpose and intent. Knowing how to build is half the game mode, the other is execution in gameplay. Lucian's check list is simple, for instance, Big Sad Lock and Mouthpiece's check lists are more complex. You also should account for dangerous maps on the way to the boss (no AA snipers on Drone Landing Zone? Say goodbye to Exodia).
So yeah, it's less about big number, more about smart use and accumulation of number.
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