Open Orbit 270 | R1 MS | R3 DT + Lemurian Sea God | Love and Deepspace
Автор: GuppyCat
Загружено: 2025-09-01
Просмотров: 141
Keep in mind, this is a defense fluctuation stage, so matching stella makes stat requirements much more forgiving. Brute force stat requirements for T2 are super high
0:00 Stats
0:11 T1 Battle
2:28 T2 Battle
T1: R1 Lemurian Sea God (MS)
I recommend more dmg boost to weakened than me, I didn’t have enough pink protocores to spare, so I was working with less.
With my stats it would sometimes requires 2-3 tries to pass if I couldn’t get proper grouping. Ultimately, the first stage is more annoying than actually difficult since these types of wanderers refuse to move around (especially the turret-looking one)
Between weaknesses, charged attacks can be used to nudge them together.
Strict/tight grouping wasn't needed for my stats since I'm overstat but it is more important if trying to clear with lower stats. The wanderers can be pushed around with Charged Attacks
Ensure Divine Favor is used only during weakness
Maintain consistent HP levels across wanderers. I do this by dashing around a lot (which wastes time tbh but im overstat) to hit the ones that wander away from the group
T2: R3 DT (4-star pink pair) + Lemurian Sea God Companion
There are 4 weakness periods, reso must be used immediately every time since timing is tight and there is only 4 seconds left for the last
NOTE!: I am using Lemurian Sea God (MS) Companion on DT pair cards, meaning that there is no companion/pair bonus related to MS (this applies if you use TP pair cards as well).
Basically, Basic Attacks (BA) and Charged Attacks (CA) do not recharge Sea God Mark and weakness is slightly shorter
I recommend a full dmg boost to weakened build if you are using a 4-star pair like me with not much ranked/maxed cards. You can also do a mixed build if you can reach a 40/200 or 50/200 crit ratio while maintaining d2w at ~110% or more.
Having a full d2w build makes it less about luck and more comfortable as opposed to fishing for crit runs. Also, since there’s a def fluctuation, it’s not like there's a ton of dmg missed out on outside of weakness
Since I don’t have the flexibility of charging Sea God Mark before weakness, the weakness rotation begins with a Sea God Thrust Charged Attack to generate enough EEB to reso immediately after weakness and active 3x.
Outside of Weakness Rotation:
Sea God Thrust (CA) + Active Skill + Sea God Thrust (CA)
Then, Spam BA BA + Dash or CA + Dash until Resonance skill is ready
Weakness Rotation:
Sea God Thrust (CA) + Active + Dash (for orb) + Sea God Thrust (CA) + BA BA
Active + Dash (for orb) + Sea God Thrust (CA) + BA BA
Active + Dash (for orb) + Sea God Thrust (CA)
BTW The final Sea God Thrust typically didn't make it into weakness
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