docs.google.com/spreadsheets/d/e/2PACX-1vTA6I0ffKjIubfoxd3GedgVScdQ2G90EFSlHzADsNP7nk5nXa8BNyW3beeUS8WD6UXRu8EfV3bBSoRI/pubhtml# you might need this for the next video yw btw
better yet, she can reduce the cool-down of both Wishlash *and* Nearl at the same time while you're at it, might as well retreat Platinum as well so that you can reduce her redeployment time too
Hey, can we talk about how yii arknights video production skills have gotten so much better in so little time? Yeah, blemblem isn't his waifu, but damn the videos are looking prety fire lately
Slight correction about the talent only helping Nearl Alter. Another helidrop operator that is surprisingly quite useful is Wildmane's S1. Wildmane's talent of decreasing other guard operators and module decreasing her redeploy time down to 45s (initially) makes her even better to use with Gravel
This feels like a good way to handle "tribal" synergy: a neat bonus if you happen to be using multiple operators together, but not so strong that you feel compelled to use "the full Kazimierz package" anytime you're already using one, or anything like that.
It also seems like some of them are targeted more for synergy with upcoming operators. Wildmane looks a bit better with the upcoming uncle, maybe not enough to "break" the calculation but everything helps and eventually the cumulative effect of all the stuff might end up being potent. Who knows maybe there will be an Kaz operator that operates on shields and thus the Aunts 2 shields on deploy might end up being interesting.
@@o76923 You see Meteor and Platinum's silhouettes when he talks about Gravel's redeploy module at 1:48. So it's just Pinus Sylvestris that's missing. And Wildmane could actually benefit from redeployment reduction as she reduces DP cost of guards each time she's deployed, has reduced redeploy on her module, and her S1 is only active for the first 30 seconds so you want to drop her, use S1, then retreat.
@@Feragore Wild Mane does fucking _what_ every time she's redeployed? I knew there was a good reason I lvled her up more than I usually do for my operators outside of getting Flametail a few weeks back. Now I'm just imagining annihilation strats where it's just stalling till your Guard operators till 0 DP
THE EDITING IS SO COOL i love tht u animated the defender icon when talking abt blemishine, cant wait for a module madness video on the abyssal hunters, hypergryph went fucking NUTS on them
For all those curious about they winner of Gang Activities @4:00, you can see by game that Yellow(NEARL) clearly won. The same number tokens already on the board and doesn't matter whose turn it as Nearl as 2 places to win and Red(Gravel) has only 1 turn at most.
So I have a feeling they wanted the Knights faction to synergy on this redeployment style, wild mane talent I think wanted her to be redeployed, gravel quick redeployment helping other members of the faction and such. A bit of a weird synergy to give to knights if you ask me, but I get the buff army was already on the abyss hunters.
@bird that's actually how all welfare ops are, so their max pot is basically equal to a pot 2 gacha op (except the CC welfares...except except Tuye who got extra nerfed for no reason)
You shouldn't bring gravel just to synergize with Nearl Alter. But if you can figure out how to ultilize both, it's cool to use them. Same with Blemishine.
Kazimierz is my favourite faction by far and I play factionknights with it on occasion so seeing their modules support that, even if some of the synergies are pretty minor is nice free real estate. Nearl Alter's module upgrades definitely activate my almonds and I'm excited to power her up even further on EN :D
I totally wanna join blemishine's gang so we can wage war against Angelina's gang ( Tokyo Revengers style) to prove once and for all that Blemishine is in fact best Waifu
Blemi and Gravel Level 1s are definitely worth it if you plan to use them though resources for level 2 and on are better spent elsewhere. As for Whislash, I got her Level 1 primarily for IS shenanigans with the relic that buffs Instructors and because I don't have Pallas, so Whislash was the second best option for those.
Her S1M3 is legitimately one of the biggest defensive buffs (excluding self buffs) in the game. That should count for something. I mean, it doesn't because this is a tower offense game but it should.
I'm super pumped you decided to go with the new editing style man! Give my man a pat on the back for another job well done and keep up the great stuff, I'm excited to see what all comes next. ^^
Forgets Wildmanes existence as a fast redeploy vanguard with a passive atk speed up on deploy skill that makes gravels effect have a bit more use. Also .19 sp per second is about equal to duelist defender module, sure it requires specific odds but you literally just made a video covering endgame including nicheknights, you can't just lightly cover that at the end without mentioning how those synergies become a fair bit more useful when the operators that fulfil them are the only ones you can bring That being said yeah Whislash's is bad. If it was on deploy and on skill activation that'd actually make it really good (The 3 block thing is somewhat mitigated with heidi/nian, you can give it to basically anyone if you want if you were to do a theme team around her, for some reason). Always the 2nd module branch to hope for though, and given how weak instructors are on the whole that might actually happen (No jealousy for Abyssal Hunters Modules making it way stronger per op, even if it's more justified in the context of nicheknights due to having a third the number of ops to actually use) Also Mlynar is a wow yeah he's just, what if I was really good and then also made everyone else in this niche even better (Especially wild mane [atk spd up] gravel [double hit] blemi s3 [double hit] and nearl s1 [atk spd up]) Though his taunt up takes aggro off blemi and he's *checks stats* tankier than blemi... What the fuck. Why do Liberator guards get 15 res and 500 defense, plus almost 4k hp. Blemi is definitely tankier on the whole when you count self sustain on s1/2 and def up on s3 but this just looks wrong.
As an ArKnights player, Pinus and Kaz are my favourite units to use, and I don't care how bad or good they are, I love all of them. No Yii, flametail is good, you can't change my mind
Sooooo, Whislash and her shield giving module. Is that will synergize with new protector module, especially Nian? I mean, Nian gets buffs when her shields are broken. So, additional shield to be broken means additional buff for her? Or will it be treated as another independent shield that gives nothing (aside jus as shield)?
Gravel could have really used Nearlter's -does not count towards deploy limit- effect. I mean, shes not going to be out ther killing anything, you just need her to tank stuff and being able to send her out without worrying about deployment limit to emergency tank stuff would put her back in the fantastic use case again.
If you had waited like 1 week to make this vid, you could have expounded on mlynar and his effect on the overall kaz comp of which he will abuse wildmane and gravel spam which feed into nealter and whislash spam (lowering dp costs + redeploy) mlynar is also block3
I like that the synergy talents are minor because it encourages styles of play like "only kazimierz ops" without making the team busted and taking the challenge/fun away from those playstyles. Additionally, future ops have to be balanced with these synergies in mind; making a synergy overtly powerful would mean that every future op in that faction would have to be deliberately made worse to balance it out or else risk powercreep.
late reply but abyssal hunters really fit the vibe of "overtly powerful", they get massive % buffs, some of which just for just having each other on the roster and the units are already individually strong to really benefit from the %.
I think your power assessment of the Kazimierz team isn't quite right - Though I understand this video probably came out before Mlynar, Proviso, and Wild Mane's Module. Also I guessing you also forgot Gravel reduces Wishlash's cooldown as well? Gravel Module - Kazi ''Redeployment Matters'' - Nearl Alter S2, Wild Mane's Module (reduces cp for guards!), Blemishine Module (powers up a hard to charge def Recovery skill), Wishlash Module (shield). Wild Mane's Module - Reduces Guard cost on deploy - Nearl Alter, Mlynar, Wishlash Proviso Talent - Attack speed boost - Great to all, except maybe Nearl Alter s2, but specially to Fartooth and Mlynar Mlynar - Overloaded synergies with Talent (true damage reflect on all kazis) and S3 (true damage % on hit from any kazi in range) Basically, using Gravel deployment cooldown reduction, you can reliably reduce the cost of guards quite significantly by also mass redeploying Wild Mane, Heal your team on demand by powering Blemish, and while still a bit more niche, Wishlash shield might also come in handy. Oh and of course, nuking everyone with true damage with Nearl Alter, the damage piece of this puzzle. It also gives you some margin of error for Proviso in case you need to change her talent to another Operator. Kazimierz synergies with all these modules might not seem like much, but in practice, there's so much value out of it, that you can rely on it for almost any situation - specially if you assemble the whole team. It's not without it's weaknesses, however - very redeploy intensive team, Mlynar Taunt means that Blemish doesn't get hit by ranged, and Blemish Talent 1 benefits no one. Also, Wishlash block-3 focus weakens her synergy from Skills and Module, though this can be someone countered by her S1. A severe lack of Arts damage could be a problem, but the abundance of true damage from Mlynar's talents and Nearl Alter passive DEF pen, and Fartooth's dodge ignore, can somehow make up for it.
Feels like gacha these mods stuff. You hope that it upgrade the more exciting talent, and maybe even give more exciting free stuffs. Tbh, the only modules I am excited about the Schwarz one. Love the reduced redeployment. Now if only I can pull her.... Can't wait for Surtr, she has 2 excellent talents and any mod will boost her performance significantly Imo.
imagine someone looking at blemi, whos aight but maybe underrated, and coming up with this "okay what she needs is to gain 2-3 sp when you deploy an operator" "well that seems a little underwhelming" "wait - make it happen only when you deploy a KAZIMIERZ operator" "bro what are you smoking" but then you also look at ling who solos 90% of stages pre chapter 9 and she just gets to summon ANOTHER 4 block operator - now she has 3x 4 Blocks balans
If Gravels module was a bit stronger I think Kazimerez could be the fast redeploy gang even if it doesn't benefit them much at all. Too bad its not like Abyssal hunters who just put Gladia on their team for 25% damage reduction.
Wouldn't the Whislash module benefit from the graval module upgrade? And there could be some really funny IS2 synergies with broken blade and that one specialist item. But It probably isn't worth the recourses.
Honestly i hated blemishinee module. As an m9 blemi enjoyer i reaally wanted a module to give her the ability to heal 5-10% of her atk per hit while skill is active. This would make hher s1 stronger, s2 tankier, and s3 usable in more situations.