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Gacha, gacha, gacha pon! Banner rolls and pity pulls

SabreCat

Sabe, Inattentive Type
(they/them)
Interesting note about the Defenders. In the beginning I would always "upgrade" my Vanguards to Defenders when my DP was in good shape, but the Defenders' weak damage output does make it tempting to just leave the smashier Vanguards on the board if I can keep them standing. Lappland is my only really strong Guard, or I'd probably be using that role more.

I have Perfumer, Platinum, Blue Poison, Ambriel, Myrtle, Pramanix, and Ethan, so I'll consider advancing them! I just pulled FEater the other day, and I've been meaning to sub Cliffheart in for Rope but haven't gotten around to spending the resources. Projekt Red I used some in the very beginning, but I don't quite understand the best way to use the rapid redeploy people. I guess they're meant to spot "assassinate" specific targets and then you pull them back off the board? They're so squishy tho, I was having trouble getting that tactic to work in most situations where I'd want it (e.g. maps where strong enemy Casters are parked at critical points).

Reading The Rhodes Island Experiences has me wanting to promote Red regardless of in-game utility, anyway! 😸
 

Mightyblue

aggro table, shmaggro table
(He/Him/His)
The fan name for the game is Guardknights, as Guards do 90% of what the non-healing Defenders provide and do waaaaaaay more damage in general. There's a few exceptions like the new Defender from the Gavial event that's ending, but generally you just don't need a big wall of beef who can hold 3-4 people up when you can use a 2 or 3 block Guard to kill faster. Offense and non-block stalling generally serve you just as well if not better than replacing Vanguards with Defenders in most scenarios. The medical tanks do have a role with maps that have restricted ranged spots (so no room for multiple/any healers), but the only really standout Defenders are the ones that can get up to 4 block or provide some other utility like Liskarm feeding SP to units surrounding her when she gets hit.

Generally you want to use Red to kill isolated mages/artillery units in order to free up risky deployment spots for the ranged classes, but Gravel is the defensive analogue to that where you can drop her in the path of a single bulky enemy to delay them for a bit. Shadow can do either role depending on which skill you send him in with.
 

DFalcon

(he/him)
Red's Wolfpack skill, as an on-demand AOE stun, is also reasonably good at screwing with bosses and some harder enemy groups. I don't want to oversell it, but sometimes you just need to skip one enemy attack or keep targets in a kill zone for a couple seconds.

Though I like Red, Gravel is one of the most noteworthy 4*s and might get the most use in that archetype. For most players E1+ Gravel is cost 5 (moderately active recruitment will draw Gravel a ton, maxing out Potential bonuses) and Red/Phantom at least cost 8/9. Deploying multiple times, soon enough doubling cost with the redeployment penalty multiplier, that adds up, and Gravel is often still a good enough assassin.


My "typical squad" feels almost boring at this point - for the most part, it's the 6*s that have been relatively easier to get. Something like CC squad distribution might be more interesting, maybe if I write an effort post on that.
All Elite 2, skill masteries I don't really feel like checking:
Vanguards: Siege [S2], Texas [S2]
Defenders: Hoshiguma [S3], Saria [S1]
Snipers: Exusiai [S3], Platinum [S2]
Guards: Silverash [S3], Ch'en [S2]
Supporters: Suzuran [S2]
Casters: Eyjafjalla [S3]
Medics: Ptilopsis [S2]
Specialists: Manticore [S1]

The most notable swaps are Ifrit or FEater depending on map structure, medics (Shining vs. physical, Nightingale vs. arts), or Myrtle for... actually getting serious, I guess?
 

SabreCat

Sabe, Inattentive Type
(they/them)
My "typical squad" feels almost boring at this point - for the most part, it's the 6*s that have been relatively easier to get. Something like CC squad distribution might be more interesting, maybe if I write an effort post on that.
Well, a "typical squad" is likely to be boring by definition, right? It's what you default to, something that covers all the usual bases without any map-specific flourishes. I'd be interested in a post about CC squads! I barely missed the last Contingency Contract event--it was running when I first started, and I had no idea what to do with it. I've since cleared the first couple ranks of most of the daily CCs (enough to pick up Scene but not Bibeak), but that's all.

Meanwhile, in Romancing SaGa re:Universe, I'm up to some fifteen double-S styles, enough that I can load up my three Expeditions with all gold people. I haven't spammed return tickets much, as that seems like an extraordinarily dull way to level up units, but I do at least keep them all running on their respective timers. (I'm sure I'll need to do instant Expeditions eventually. If nothing else, I'll burn down all the Springtime tickets when they're getting close to expiring.) Dunno what I'm doing with party composition, yet. I tried out a couple of Formations, but the ones that try to put a tank unit up front just got my middling-leveled END frontliners smashed into paste, and the others are focused on ranged/caster types that I don't have many of. I also figured out how to run out of Aurum! That was by going in and unlocking level caps on every Style I had enough specific pieces for, haha. But it hasn't been hard rebuilding the supply.
 

Mightyblue

aggro table, shmaggro table
(He/Him/His)
You can still do the basic map variants with a small handful of risk options at any time (and you do get some small prizes for clearing them up through a low total risk level) in CC. It's enough to give you a basic idea of what the mode is about, but generally it features a rotation selection of maps and map-specific challenges and those maps are generally geared towards a tailored encounter set.

So while you might normally have a standby squad that you use/tweak to clear most of the story and event maps, the CC maps are generally specialized enough that each map will require a different squad loadout further modified by the Risks you choose to run that map on. The aforementioned challenges then encourage you to run the map with specific Risk combinations which is where you get most of the CC event currency from (and the yellow Risk unlock currency that wipes at the end of a 'season'). A normal CC season features one big permanent map with a wide array of Risk options that you gradually unlock by incrementally clearing Risk options and/or spending yellow tokens on more specialized Risks, plus a daily rotation of non-featured maps and Challenges. Your progress is retained per map per season, but each new season you start over at square one (less practice mode completion).

E: The game sort of considers main map clears up through Risk 8 (as in the total value of Risks, not number of Risks) as basic completion; none of the daily challenges for rotating maps require more than Risk 5 or 6 to clear and Risk 8 is usually enough to fully clear the rest of the 'Risk level' challenges for that daily map. For the main permanent seasonal map that still mostly holds true, but you can still earn sizeable event currency rewards up to Risk 18 and a medal for clearing on Risk 18. If you clear Risk 18 in the first week, you also earn a holographic trim for that medal as generally the first week Risk selection is a fair bit rougher than the expanded options in week 2.
 

SabreCat

Sabe, Inattentive Type
(they/them)
You can still do the basic map variants with a small handful of risk options at any time (and you do get some small prizes for clearing them up through a low total risk level) in CC. It's enough to give you a basic idea of what the mode is about, but generally it features a rotation selection of maps and map-specific challenges and those maps are generally geared towards a tailored encounter set.
Yeah, that's what I meant by "daily CCs", the practice maps. I've done up to Rank 2 (Risk 4 I think?) on five of them; the one with FrostNova I've only managed a 0 Risk clear; and the East Armory, the one with swarms of drones heading westward across a north-south melee lane, I haven't even succeeded at the Baby CC for Babies mode. Makes sense that these are built to require tailored squads--I imagine the reason I haven't succeeded at East Armory is that my only half-developed anti-air Snipers are E2L10 Exusiai and E1L50 Jessica, haha. I'd probably fare better if I built up Platinum, Blue Poison, Ambriel etc., but one makes only so many LMD in a day!
 

Mightyblue

aggro table, shmaggro table
(He/Him/His)
You're also actively encouraged to take support units too; you'd be surprised how much of a difference that can make sometimes even if a unit's max level is limited to the highest level out of your deployed units. This last CC there was a medal for taking supports along, for example, and as long as you're not taking a Risk that reduces your max squad size taking a support doesn't affect you negatively at all in CC.

E: So if you do need specific units, just DM me and I can swap stuff around. At this point I'm just building out units I think are cool or fit niche cases I don't have fully covered.
 

SabreCat

Sabe, Inattentive Type
(they/them)
I hadn't realized just how new Romancing SaGa re:Universe was until I tried to go looking for guides. It seems like there's a community building up around it, but there's not a solid base of accessible resources yet. No wiki, for example, and the guides pinned on e.g. (shudder) Reddit tend to refer mostly to the Japanese version. So thus far I haven't been able to answer these elementary questions. Paul, halp? 😅

So this game resists tierlisting. Cool. But if I'm looking at my list of SS Styles, how do I evaluate them? How do I tell what's good for what?

How do skills unlock? Most of them seem to pop out after I swing with a few normal attacks, but some stubbornly refuse to open up. Is there something I can do to improve my chances?

I just unlocked the ability to "awaken" skills and spells. Where do I find these colored sands I need to do the thing?

At any given moment, I have a dozen different quest tracks I could be progressing, thanks to all these concurrent events, daily challenges, etc. etc. Are there some I should prioritize? Some that are more for endgamers that can be set aside?


Edit: Hell, there's one of these event quest things that I can't even figure out how to play, because it requires some item expenditure to enter and I don't know where to get that item. I miss how in Arknights, tapping on any given inventory widget tells you what it's for and where you can get it.
 
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YangusKhan

does the Underpants Dance
(He/Him/His)
tbh I use reddit as a primary resource for any gacha I play. This "starter guide" post is pretty okay but it links to a Google Doc.

You unlock skills just by bringing characters to a fight and making sure they get a turn. If they don't get a turn at all then they won't have a chance to learn anything (I think this is true even for magic).

You have to do Hard and Very Hard versions of story stages to get sand and stones for skill awakening.

The biggest priority early game is unlocking expeditions, which is only done through story progression. There isn't a lot of content that's specifically geared for endgame, because a lot of what's there has different difficulties available, so really it's just a matter of how high up the difficulty tier you can manage. But the biggest thing early on are weapons and stats. Usually for the weekly events there's an event shop that will have S-tier weapons for trade with event tokens and I'd say those are pretty high priority since the only way to get S-tier weapons otherwise is getting pretty deep into Very Hard story fights.
 

SabreCat

Sabe, Inattentive Type
(they/them)
tbh I use reddit as a primary resource for any gacha I play. This "starter guide" post is pretty okay but it links to a Google Doc.
I came across that document but found it impenetrable. It's exactly what I had in mind when I was talking about things that refer to JP pulls and mechanics, and assume a bunch of foreknowledge that a newcomer doesn't actually have. Like, great that I'm supposed to "prioritize" X stat for Y kind of style, but how do I choose what stat to develop? Everything I do that earns me stats, it's random what comes up!

You unlock skills just by bringing characters to a fight and making sure they get a turn. If they don't get a turn at all then they won't have a chance to learn anything (I think this is true even for magic).
But having managed to get the guy to take a swing, there's no other prereqs? I've been trying to open "Vacuum Strike" on this Gerrard fellow, and in dozens of battles it's procced twice... which of course were the times I wiped. >.<

You have to do Hard and Very Hard versions of story stages to get sand and stones for skill awakening.
OK, good to know. I have been doing a few of those per advice earlier in the thread, but I haven't figured out where to go to farm any specific color...

The biggest priority early game is unlocking expeditions, which is only done through story progression. There isn't a lot of content that's specifically geared for endgame, because a lot of what's there has different difficulties available, so really it's just a matter of how high up the difficulty tier you can manage. But the biggest thing early on are weapons and stats. Usually for the weekly events there's an event shop that will have S-tier weapons for trade with event tokens and I'd say those are pretty high priority since the only way to get S-tier weapons otherwise is getting pretty deep into Very Hard story fights.
All right, that's helpful! I did manage to get the fourth expedition open today, which felt pretty good. And then a little later an S-tier greatsword with +END on it dropped, sounds like that'll be useful!
 

YangusKhan

does the Underpants Dance
(He/Him/His)
Everything I do that earns me stats, it's random what comes up!
This and the skill learning are both features of the SaGa series in general, not just this gacha being weird.

The stat ups are random, however each style has its own tendency for which stats are more likely to go up (there's going to be 1 or 2 blue arrows pointing up next to a stat which indicates which stat is more likely to go up). And also every quest has a soft and hard stat cap, with higher difficulties having higher caps. The higher the cap, the more likely your stats are to go up after finishing. This is represented in the UI by how many sparkly star things are surrounding your characters on the screen before you actually embark on a quest.

But having managed to get the guy to take a swing, there's no other prereqs?
Nope that's it.
 

SabreCat

Sabe, Inattentive Type
(they/them)
The stat ups are random, however each style has its own tendency for which stats are more likely to go up (there's going to be 1 or 2 blue arrows pointing up next to a stat which indicates which stat is more likely to go up). And also every quest has a soft and hard stat cap, with higher difficulties having higher caps. The higher the cap, the more likely your stats are to go up after finishing. This is represented in the UI by how many sparkly star things are surrounding your characters on the screen before you actually embark on a quest.
Right, OK, that much the game does kinda tell you--at least the sparklies part, which is enough to get one started! But what does it mean to "prioritize" a stat, then, in these guides? I'm supposed to "prioritize" strength for my fighty dudes, but it sounds like the game does that for me via the style's stat growth chances..?
 

YangusKhan

does the Underpants Dance
(He/Him/His)
Yeah you can't really do that, haha. The only nuance there is that typically styles of a lower rarity for the same character have "better" stat growth (ie. a higher stat cap) for certain stats, which means those lower rarity styles have the potential to squeeze out slightly higher stats compared to the higher rarity style. But this really doesn't amount to a lot.

The other exception is that sometimes different styles of the same rarity for the same character will have drastically different stat growths eg. one has high defense but the other is high strength, so you'd want to prioritize the style with high strength to deal better damage.
 

SabreCat

Sabe, Inattentive Type
(they/them)
I miss how in Arknights, tapping on any given inventory widget tells you what it's for and where you can get it.
I fail. RSrU does tell you this information, at least for the specific things I was looking for (the colored skill awakening sand). I must've opened some specific item, not seen how-to-obtain data, and then assumed wrongly that none of the items had that info. whoops!

EDIT: Finally got Vacuum Slash, sheesh. I wonder if there is some factor where the higher strength skills have a lower trigger %, but playing more difficult stages improves your chances? That'd help explain why the only levels where I saw it go off were the ones that were destroying me.
 
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Paul le Fou

ShrimpCerealTopangaHusbandIsAMeTooMilkshakeDuck
(He)
So this game resists tierlisting. Cool. But if I'm looking at my list of SS Styles, how do I evaluate them? How do I tell what's good for what?
Click a style's "abilities" (the three things they get, one innately, one at level 10, one at level 30). Look for things that increase damage. The more damage increase abilities and the higher they are, the better. Whatever the general "increases damage" ability is called in English, look for rank IV of that (V if those styles have started showing up yet).
How do skills unlock? Most of them seem to pop out after I swing with a few normal attacks, but some stubbornly refuse to open up. Is there something I can do to improve my chances?
Welcome to the SaGa series! This is skill sparking. The answer is No. Keep at it! :D
I just unlocked the ability to "awaken" skills and spells. Where do I find these colored sands I need to do the thing?
Sands are dropped in Hard-mode stages, crystals are dropped in Very Hard stages. There are also some random events etc. you can get them from too, iirc.
At any given moment, I have a dozen different quest tracks I could be progressing, thanks to all these concurrent events, daily challenges, etc. etc. Are there some I should prioritize? Some that are more for endgamers that can be set aside?
-Do your dailies; there are two under the "dailies" tab. One for money (2/day) and one for a lot of style experience for your styles (2/day). Then, under the challenge tab, you get tickets for the...jungle? with egg shards, and you can get a few pretty good S-rank accessories there. You don't have to do those daily, but do them enough that you stay below the max 10 key items so you don't waste those. And finally there's the hidden dojo; do that once a day. Do each on the highest difficulty you can do reliably, and increase that gradually as you go. Don't worry about doing any "dailies" for the holy stones(?) until you need those to evolve weapons.

-For events, most start at low levels and go to higher ones, so you should be able to do at least a few quests in each event. I recommend you do so; it's a good source of jewels and often other drops. You can also get some stuff with whatever event-specific currencies drop, including styles, equipment, or rare consumables (like for skill empowering, which comes later after normal skill evolution). Once you hit a roadblock, don't stress about getting further, though it might be worth coming back and doing whichever quest levels have the increased currency drops 3 times/day. If you really want something from there, hit full-power autobattle and grind levels that your party will clear without your paying attention while doing something else.

-Finally, do normal quests. They're another good source of jewels. You might be able to start doing Hard-difficulty quests sooner than you think, at least to a certain level, and it's worth doing so for the increased stat growth, experience, currencies and drops. Then you can go back and push farther in the lower difficulty for more increases, then back to farther in the higher difficulties, etc.

-Also I recommend doing instant expeditions. It's not, like, compelling, but it also doesn't take a lot of time and it's an effective way of getting a bunch of stats. You can only instant-return characters on an expedition so many times before they hit the cap for that expedition level anyway. And the difference the extra stats makes can be big. But your main source of stat-ups will be running event or main story quests with the characters who get increased stat growth there, so instead of 1 at a time you can get 2, 3, and later on even 4 at a time. If you have characters who qualify for that, put them in for those quests and watch them get beastly.
Edit: Hell, there's one of these event quest things that I can't even figure out how to play, because it requires some item expenditure to enter and I don't know where to get that item. I miss how in Arknights, tapping on any given inventory widget tells you what it's for and where you can get it.
Looks like you solved this one?
 

SabreCat

Sabe, Inattentive Type
(they/them)
-Also I recommend doing instant expeditions. It's not, like, compelling, but it also doesn't take a lot of time and it's an effective way of getting a bunch of stats. You can only instant-return characters on an expedition so many times before they hit the cap for that expedition level anyway. And the difference the extra stats makes can be big.
OK, makes sense! By "cap" is that the "recommended for characters with this number of HP and this number of stats"? Or maybe the dwindling sparklies?

But your main source of stat-ups will be running event or main story quests with the characters who get increased stat growth there, so instead of 1 at a time you can get 2, 3, and later on even 4 at a time. If you have characters who qualify for that, put them in for those quests and watch them get beastly.
Ohh, I think I saw some of these. The character gets a little "SP up" arrow in the pre-quest screen, right? Or is that something else?

Looks like you solved this one?
Mostly, yeah! I need to circle back on the things I couldn't find before and see if they have the help text. The one that had baffled me other than the skill sands was the entry-fee widgets for the Galahad and the Fire Sword (I'm probably mangling the name) event.
 

Paul le Fou

ShrimpCerealTopangaHusbandIsAMeTooMilkshakeDuck
(He)
OK, makes sense! By "cap" is that the "recommended for characters with this number of HP and this number of stats"? Or maybe the dwindling sparklies?
It's not a hard cap, but yeah. You'll notice that at first they get a whole slew of stats increased by a lot, then fewer and by less, until they're only getting like a few HP each time. At that point you should cycle in another character who will actually gain stat increases. Dwindling sparklies are a good indicator here. Same as quests: big sparklies = good, medium sparklies = OK, green sparklies = technically a chance but not a good one, no sparklies = seriously don't bother.
Ohh, I think I saw some of these. The character gets a little "SP up" arrow in the pre-quest screen, right?
Yep! To tell for sure, go to an event, and in the details window it will tell you a few specific characters that get boosted stat increases, and usually extra drops, for that event. Any in your party will have a little chat bubble above them for "more stats" and, if applicable, "extra drops." (or whatever the English is for these.)
Mostly, yeah! I need to circle back on the things I couldn't find before and see if they have the help text. The one that had baffled me other than the skill sands was the entry-fee widgets for the Galahad and the Fire Sword (I'm probably mangling the name) event.
I don't remember exactly, but if you go to News on the home menu, there's probably a banner for the event that will explain it. OR, if you go to the event quest, the upper-right should have a "details" button that will fill you in.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
Click a style's "abilities" (the three things they get, one innately, one at level 10, one at level 30). Look for things that increase damage. The more damage increase abilities and the higher they are, the better. Whatever the general "increases damage" ability is called in English, look for rank IV of that (V if those styles have started showing up yet).
This passive is called "Fired Up" in the English version. I don't think they've gotten to the Fired Up V styles yet, but there's a lot now that have the IV version. And yeah, for the most part whatever the "abilities" a unit has determines what its role is, even moreso than its skills sometimes. But style roles break down to typical JRPG combat roles: DPS, Debuffer/Status Inflictor, Healer, Tank.

There's also some emphasis placed on Styles that are really good at Full-Auto combat, which is important for end-game grinding because of how much you need to grind out stats to fight the hardest difficulties. These are harder to identify without more experience playing the game, but typically they involve BP-related abilities, having access to all of their styles for skill inheritance, skills that hit everything/other kinds of AOE, and fully awakening most of their skills so you can control what skills they use under Full-Auto. But like I said, that won't really matter much until you get more familiar with the game/want to start grinding out stat ups for lots of characters. Honestly I found this game's auto-battle nuances pretty compelling and fun, but that's just me and my taste in gachas I think.
 

Paul le Fou

ShrimpCerealTopangaHusbandIsAMeTooMilkshakeDuck
(He)
Fired Up! Good to know. Yeah, at the beginning, I think most S styles have Fired Up II and SS have Fired Up III, with some getting into Fired Up IV. Later on it shifts a bit higher to where newer/rare ones start getting Fired Up V. In most cases you'll want to hit those.

They aren't ALWAYS better than styles with FUpIV; sometimes a style will have Fired Up IV but also increased (weapon/element/weakpoint) damage III for a total combined baseline damage higher than a style who has FUpV with two non-damage abilities... like, there's a Sara with Fired Up IV and Bow Up III that, when I got her, blew all my other styles out of the water, and still easily competes with new strong FUpV styles. I had a Blue who actually had FupIII but also weakpoint III, except even when not hitting weak points he did crazy good damage. A lot of my main styles are still FUpIV, just based on the character strengths and the style's other strengths.

And sometimes a style just does way higher damage than they "should" at that level for reasons I can't discern. Like right now I have a style for Dark that does have Fired Up V and then some dexterity-ups - relatively normal abilities similar to ones I see on a good chunk of other styles (in similar combinations and all). He has great battle skills, but not out of the ordinary. He should be good, definitely, but nothing about him clearly says the style would be particularly stronger than any other. And yet, he just does insane damage compared to others with the same ability and stat outlays. Like, his huge-single-hit does half again as much as other similarly equipped and leveld styles, sometimes. I don't know why. SHRUG!
 

SabreCat

Sabe, Inattentive Type
(they/them)
Nice, all right! Looks like I have the following who can learn Fired Up IV:

[Best of the Best!] Sif - She's been in my main questing party, so I was on the right track there
[A Little Massage, Please] Bai Meiniang - I have no wind staves yet tho, haha
[I Tried Not to Overdress] Final Empress - oh, she gets recovery skills! handy!

Also maybe promising:

[Behold My All-Foes Magic] Myriam - only has Fired Up III but also a rank II boost to heat attacks, and a BP recovery ability. Maybe good for autobattling like YangusKhan's been talking about?
[I Won't Let You Interfere] Gray - Fired Up III, but also a tier III start-of-round damage boost and a chance for +STR when attacking
[I Have the Guts] Robin (Fake) - Similar to Gray, FUIII, +damage at full health, and +DEX on attack
 

Paul le Fou

ShrimpCerealTopangaHusbandIsAMeTooMilkshakeDuck
(He)
That Myriam replaced a different SS Myriam for me, and I used her for a good long while as my best (or, uh, only) fire caster before she got overshadowed by newer styles with better weapons at the time. She should serve you well for the time being.

That Gray is second-best of the 4 SS Grays I have (sigh). But most notably his middle skill, the one that hits 3-5 times, is very good. Even if you get a better Gray style you'll almost certainly want to keep that one inherited. Semi-AoE is good, but on a single target that damage stacks real high, real fast. (This is true for any multiple-random-hits skill you come across; most of them are extremely good.)

The Sif, that's the school one, right? She's pretty good; having two really powerful high-cost skills is a double-edged sword, but 5 BP for a line of C damage is a really good skill to have onhand regardless. I'm not generally a fan of "when you're at Max HP" skills because they're so unreliable, but when they're on they're usually pretty OK.

The Final Empress could be OK too, especially if you don't have a better healer onhand.

The wind caster I've never used, but if her resistance-down ability actually lets her sleep skill land semi-reliably, she could be OK? The Fake Robin will hold you over until he gets outclassed, which probably won't be long. But I mean, early on, any of them are going to be pretty good. Presuming you have weapons for them to use, of course :p
 

SabreCat

Sabe, Inattentive Type
(they/them)
Gray: ohh, good tip about the multiattack. I may rotate him into my main questing party and see how that feels.

Sif: Not sure about the school thing. She's headlined on one of the "Springtime Romancing Festival" banners. But yeah, "Wail" has been really nice, plus it ranks up like it's going out of style.

Final Empress: I have [May My Prayers Reach You] Sophia as a much stronger healer (one of the intro/welcome events gave her out I think?) so I don't really need the recovery skill, it's just that she's only the second SS style I've noticed even have any.

Bai Meiniang: I did find an S-tier wind staff, so that's coming along. It'll be a little while (I've done a couple bursts of rubber-band Expeditions, but I tire out on it real fast) before the desirer of massages is up to the CP of my fighterly party, but she looks entertaining at least. Randomly putting enemies to sleep for free is nice when it happens!

In other news, I discovered still another stack of quests I hadn't known were there. Apparently in the "Events" area there are sub-tabs of still more quests. Towers, and Shrines, and Attack of the Character Name series. aughh. There's so much to do in this game it's a little overwhelming!

I found one narrow case where just getting attacks in isn't sufficient to grasp a skill--counterattack stances! There you have to proc a counter, and then have the counter proc the skill on top of that, which can be a bit tricky. But I did finally manage to open "Windmill" for [Ugh, What a Drag] Laura by moving her into the front position of the Desert Lance formation. (Still hoping to find a formation that has more than one frontline slot with increased aggro... maybe it doesn't exist...)

A minor thing I find frustrating is the sort/filter options for styles. Especially for "characters" that represent a whole archetype like "Crusader" or "Mercenary", it's really hard to tell what styles group up with one another. There's not even an alphabetical sort option to clump together styles that do have the same character name!

It's pretty stark how different the stamina economies are between SaGa and Arknights. AK, I open the app, farm 15000 LMD off a supply stage, and then I'm pretty much done unless I dip into my Originium supply. Meanwhile, SaGa I have never yet even zeroed out Stamina what with how fast I rank up, and whenever I do get to that point, the thing friggin rains stamina recovery potions. "You tapped three menu buttons today! Congratulations, have 1000 stamina potions!"
 

SabreCat

Sabe, Inattentive Type
(they/them)
Starting to feel the Pinch in SaGa -- my main team wants to advance into the 40s, but I'm clean out of gold puzzle pieces. Thankfully you can grow character attributes even when at style cap, so I expect I'll be able to continue clearing story quest stages for a while despite the bottleneck.

Meanwhile in Arknights I need to remind myself to advance the story every once in a while. Too busy chasing E2! (Which is a little suboptimal. Three-starring more stages would be good to get more material farming options.) Ceobe and Cuora now all nice and promoted; Texas or Siege probably up next.
 

SabreCat

Sabe, Inattentive Type
(they/them)
I am in Chapter 6 tho 😅
...getting absolutely bodied by FrostNova in 6-16, as a matter of fact.

Bit of strategy research suggests my best bet would be to build up Exusiai's skill mastery so I can DPS the boss very very quickly. (Or snag a highly developed Exu as a support unit, I suppose!)
 

Mightyblue

aggro table, shmaggro table
(He/Him/His)
Yeah, I think the most reliable strat for dealing with her is timing Exu or other similar burst sniper to knock her down pretty fast once she hits the right half of the top lane and idles there. Then you wait until she hits the right side of the second lane and time your redeploy of your burst sniper to catch her as she walks on the field while using fast redeploys or defenders to stall/redirect attacks so the burst sniper doesn't get killed. You can also do a similar approach with SilverAsh S3 though you do have to stall a bit in the top lane so that his first skill use can kill her the first time before she ducks underground and again after that so that SA has time to regen his skill.

The challenge mode is humorously trivial? No medics makes healing trickier but there are ways around it.
 

SabreCat

Sabe, Inattentive Type
(they/them)
Been mostly grinding materials in Arknights lately, but at least passively logging in to SaGa to accumulate widgets. Today granted me a 10-roll ticket for a guaranteed SS, which turned out to be [Imperial Waltz] Coppelia. Looks like a strong martial artist? Fired Up IV, AGI self-buff, a SSS single-target attack, and automatically clears status effects at end of turn, which sounds lovely for some of the more obnoxious boss fights I've bumped into.
 
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