Arknights - Dossoles Holiday - DH-EX Stages blind

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Published on ● Video Link: https://www.youtube.com/watch?v=8078V4PBlss



Arknights
Game:
Arknights (2019)
Duration: 58:19
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3


Just use Carn :)
0:00 DH-EX-1
1:35 DH-EX-1 CM
2:40 DH-EX-2
3:32 DH-EX-2 CM
4:40 DH-EX-3
7:21 DH-EX-3 CM
11:50 DH-EX-4
13:00 DH-EX-4 CM
17:54 DH-EX-5
21:43 DH-EX-5 CM
25:42 DH-EX-6
30:54 DH-EX-6 CM
34:54 DH-EX-7
39:30 DH-EX-7 CM (Failure Reel)
43:05 DH-EX-7 CM (Successful Run)
46:08 DH-EX-8 (Setup and Practice)
48:22 DH-EX-8 (Successful Run)
53:00 DH-EX-8 CM (Practice and a real run got eaten by the Neural Network)
54:45 DH-EX-8 CM (Successful Run)
#Arknights

The First stages are heavily cut from the full video due to their easier difficulties. The EX-1 CM says the tidal casters have more range but its not as noticeable as say, 5-3 CM where their extended range is an actual threat. If the 3 could simultaneously hit Eyja's Tile it would've involved quite a bit more thought into placement but Eyja can still take out the top middle and Snipers could easily clean the corners without getting shot back. EX-2 Boat Workers stand still for centuries, its a free win. EX-3 is all about blocking or distracting the last mages with Taunt effects so the Supply boats don't die, easy enough. EX-4's Top most lane is noticeably low threat compared to the other lanes. Lane 2 and 3 are the primary focus for me. EX-5 is like EX-3 but slightly disorienting but its fine, really, just have crowd control going. EX-6 is a JOKE and arguably easier than the stages that came before it, the enemies that show up are pathetic.

DH-EX-7 was the only stage that really gave me trouble and only because it took me too long to realize you can easily melt the initial Boats with Carn/SA/Eyja/Nuker of Choice. Everything else was 3 attempts or less which I would consider on the easier side of Arknights Content when you throw random, obscenely high level casual squads at everything and don't think that hard (AKA You're Me). The EX-8 Boss is very easy to just put a Defender or Beeswax Pillar in front of and let Ceobe/Carn melt. Nearl is a very easy operator to keep alive, since she both heals herself and buffs other healing, so paired with Hoshiguma makes for an easy impenetrable wall, then its all about making sure Dockworkers don't smack Nearl with the Anchor; One good Cerberus Dog can handle that.







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