332 Rabbit Reviews: Earth Model (5 * Cancer Moon) |  Fate of the grand system wiki

332 Rabbit Reviews: Earth Model (5 * Cancer Moon) | Fate of the grand system wiki

Arc has the distinction of being an AoE Buster Servant whose loop settings aren’t quite the same as anyone else’s. Let’s jump into it, shall we?

Let’s start with Arc’s really unique setup: using Koyan / Arc / Koyan and the mystic Atlas code, Arc can do 3 CEless loops. On the first turn, Arc uses her first two skills. At the second turn, Koyan batteries are used. At the third turn, you will use the Atlas Deceleration skill and use the Arc skills again. If you need more damage at Turn 2 and can take less damage at Turn 1, you can save the first Arc skill for the second turn and continue to recover it again at Turn 3. In fact, you can actually only use skill 1 twice At Turn Two, if you really need it, though odds are good, you’ll need to attack even more on Turn 3. However, this isn’t necessarily always true. If the enemies of wave 3 are Chaotic or Man and the enemies of wave 2 are not, or if you are looking at, say, an x/x/1 node where an Arc can take out the last enemy with a card or two, dealing massive damage may be Increasing everything in the second wave is beneficial. Furthermore, it can sometimes be smart to offload the low-damage roll hazards from turn 2 to turn 3, as failing to kill on turn 3 usually only costs a turn or two of cards, failing to kill on turn 2 usually only costs you a turn or two of cards, with failure to kill on turn 2 to wave 3 without activating all of your buffs, which can easily pull combat into a second buff cycle at high HP nodes. All this means is that sometimes you may want to double Arc’s defense at Turn 2, so don’t forget that this is an option.

If you have an Edison, you can squeeze it in for a bit of extra damage and plug it in. For this setup, you’ll want to play Koyan/Arc/Edison/Koyan, or Koyan/Arc/Koyan/Edison, depending on when you want to use the Arc 1 skill. You can actually use it in any two turns (although you can ”do by stacking it twice on Turn 2 this time), but it changes the skill order a bit. With Frontline Edison, you can use the Arc 1 skill at Turn 1, then bring it back in with the second turn to use it either there or the next turn. If you start with Koyan in the frontline you’ll have much less damage than in the first turn, but then you can use the Arc 1 skill in both turns 2 and 3, since you connect Edison in turn 2 and get reduced cooldown there. The Edison setting also gives you an additional amount of damage from the suit you’re playing, giving you another option to pay Arc damage in a wave where it doesn’t have a proper spot or doesn’t hit hard enough.

Arc actually has another loop setup without CE, although it’s generally less effective, for several reasons which I’ll address in a bit. Regardless, here’s the setup: You’re running Koyan (or any 50% charger) / Arc / Oberon / Oberon, and your Mana load is open on Arc. On the first turn, you can use the Koyan and buff battery, then connect it to the other operon and have both operons use their batteries at 20%. Ideally, you would save the Arc 1 skill for the second turn. On Turn 2, the Arc is using its battery. On the third turn, you’ll use up both Oberons’ batteries at 50%, as well as Dream End skills, giving Arc a massive wave 3 damage boost. The reason this isn’t recommended is because unlocking a Mana loadout costs coins that are better spent to give Arc more attack . While wave 3 damage from Arc in this setup would be amazing, wave 2 damage is likely to be a problem. The Edison setup would probably be more reliable overall, especially if it included an Arc with eight additional levels of attack.

It’s worth noting that Arc can also loop with NP CE starting and a 50% plug. She can do this with any three 50% chargers – she needs to charge 50% on the first turn, uses her own battery on the second turn, and uses the other two chargers on the third turn. Obviously, you still want two Koyans for this—not only do they bring in Buster buffs, but they also let the Arc pile on her first skill—but for the third Charger, Reines, Waver and Oberon all make good cases. Oberon has the obvious advantages of 3 wave damage amplification for Arc and the ability to operate on a 30% CE charge (i.e. non-MLB CE event). Despite this, Reines and Waver are living humans, which means that they can actually obtain NPs with the help of Arc. Assuming Reines or Waver is on the field the entire time the Arc recurs, they get 70% charge from Arc alone by turn 3: 20% from each of the first two NPs, and 30% from Arc 3 skill. That’s enough for both To NP without any initiation fee with the help of Mana Loading and their special skills. Furthermore, since we’re assuming Arc starts charging anyway, there’s a good chance we’ll have a CE event with a start charging that our support could also benefit from, which means Reines and Waver will likely have access to NP by The second turn, which gives you the flexibility to use NPs earlier if you need more damage on Turn 2 instead of Turn 3. Things to consider.

Note that the only real reason to run 50% of the cost of CE on Arc is if it’s a CE event – if you’re only using CE to help your Arc farm more effectively, it’s better to bring in a Black Grail to cause additional damage, or bring a traditional buster server that has more damage, If you have one.

Also note that since damage dealt is the biggest limiting factor for Arc, you may benefit from running Crane in any of these settings. Crane gets free access to her NP and provides additional damage buffs that can help Arc reach thresholds they wouldn’t otherwise be able to. Unfortunately, this presents cost issues, and none of the component setups will be able to power a Crane with 5*CE placed on everyone as long as the cost cap remains in place. If you’re farming with 3* or 4* CEs, though (for event currency, for example), that’s an option. It’s also an option for setting up Atlas, although adding the Crane in Sorta eliminates the purpose of not using components, and the NP1 Crane is pretty much the same damage output as the Edison with more components, with a higher team cost and lower flexibility. If we get a bronze server with a CDR that we can use in place of the Edison, it would be helpful to add Crane to this setup, but as it is, its value is somewhat restricted.

I would also be remiss if I did not acknowledge Summer Proto Merlin, who will be released soon. If its Arcade version is any indication, it could reduce the wait time in its kit, in which case it might be a better cultivation option than Edison depending on how accessible that CDR effect is. If it’s tied to its NP and doesn’t have enough batteries to use the NP squads on the Arc, you’ll be out of luck, but if it’s a skill or has a Crane Self-Battery, it will likely do more damage than Edison does.

For CQs, all of the above strategies are practical dash options, although when you’re allowed cards, Arc’s unique perks cease to matter as much, and it becomes harder to justify bringing them on someone with more damage. Arc’s CQ strength lies mostly in stoppage contexts. Arc is one of Buster’s best running maids in the Reines/Castoria shell, as Arc provides plenty of charge for her allies, helping to keep the team’s defenses down. In the Reines->Arc->Castoria NP chain, an overcharge in Reines brings Arc to OC3, shifting 30% of the charge to Reines to move it toward the next set of NPs. Arc’s third skill is also a great emergency tool here, providing an additional defensive set on top of Castoria’s defenses and also helping to charge Reines’s and Castoria’s NPs. Very pleasant.

As I mentioned earlier, Reines aren’t very well aligned, so in fights where removing the pavé is a risk, consider replacing them with Merlin or Himiko. Merlin provides a little less defense but will help the team move faster and have healing to help keep them alive, Himiko increases Castoria’s defenses while also bringing in some nice critical damage buffs that the whole team loves.

One thing to keep in mind when running a Castoria stall with Arc, is that if Arc has saved its battery and given NP its turn early – that is, a turn before Castoria’s Solemn Defense stalls, when you’re not ready for the next full NP series — Arc can creep Do some extra damage by using her NP and then letting her battery get fully charged on the next turn. It’s a nice extra luxury, so don’t forget to take advantage of it when you can.

Arc is a highly self-contained unit, so if you don’t have the tools for optimal Arc gameplay, you can also play it on whatever budget you support. Even a very old school like Mash/Arc/Merlin would do just fine. Mash is even considered a living human, so Arc will greatly accelerate Mash’s NP cycling. Waver is also a good option instead of Merlin, if you don’t have Merlin and don’t want to count on finding one from your friends list, in part because Arc gives it a Living Human fee as well. Jinako is another great partner for Arc in low-end gameplay, providing plenty of protection while, again, taking advantage of Arc’s fee. Then there are the old butlers with spare budgets like Hans, Barty, Chen and Shakespeare, who are better quality than ever.

Assuming you’re not running a CE event, Black Grail is the best CE for farming in Arc, as it mostly solves its damage issues. If you don’t have a Black Grail, Heaven’s Feel is almost fine, with CEs like Limited/Zero Over being a bit late. For CQs, Black Grail is a bit dangerous – Arc stall teams that don’t include Merlin probably won’t have any treatment, in which case the shortages can build up over time. Arc’s damage is still focused on her NP, so Heaven’s Feel is a good option. Depending on the team, you might want a CE start-up fee like Golden Sumo or Aerial Drive instead, so Arc doesn’t have to use its battery on the first turn and can save it for free NP later.

For CC, Arc has plenty of options. Without any stellar weight tools in the group and with just independent work to get a critical boost, damage to CCs and CCs that increase star weight will go a long way. Unfortunately, you’re stuck with one or the other on any given card, which mostly means the Arc isn’t a big monetary unit. If anything, I might put CCs cash damage on Arc’s Busters to pair up with Koyan Buster’s cash buffs. Regardless, treating CC is an option for more stability when stalling, and NP damage to CCs can provide a way to push the damage a bit in question.

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