Arknights New Player Progression - Part 3




Hello and welcome to another post on Arknights! In this post, Dr Deeps will ensure you finally shake off the "New Player" tag and graduate into a fully fledged Dokutah!

Here's what we're covering this time:

Transitioning to LS-5 and CE-5
E2-ing your operators
Building up your base




Transitioning to LS-5 and CE-5

Transitioning to LS-5 is much harder than transitioning into CE-5, the main reason being LS-5 is a very fast paced-map, with 4 lanes to defend. Dr. Deeps recommends that you bring 3 vanguard operators, with at least one of them being a 3 star to be able to handle the early rush and stabilize from there. 3 healers would also be good to have, with at least 1 AoE healer to keep up with all the damage you need to heal due to defending multiple lanes. Below are the guides for CE-5 and LS-5.

Video Clear of CE-5


Video Clear of LS-5

E2-ing Your Operators:

While it may be argued that E2 is not required in any current content, it is indisputable that there is a very noticeable stat difference in E2 units vs E1 units. (DP cost does not increase for most operators except for some classes like AoE Snipers and Defenders). In future content, there will come a time where the deploy unit limit is low and individual unit quality becomes extremely important. For those maps, having E2 units will definitely help out a lot.

E2 Priority:

There are 2 viable pathways:

1. DPS>Vanguard>Tank>Healer

Conventional progression across various games. By ensuring that you have good DPS, you lower the amount of tanking and healing needed by killing the source of damage faster. Fairly straightforward

2. Vanguard > Cheap DPS > AoE DPS / Healers > Tanks

Follows the order of deployment in Arknights. Your E2 DPS won't have a chance to be deployed if your vanguards can't hold out the early assault. Similarly, you won't have a chance to deploy your AoE units/ Healers if your cheap DPS is not good enough to first create some breathing room.

3. Waifu/Husbando first bias.

Explanation not needed. Do be advised that E2 is a heavy investment and may impact your enjoyment of the game if done repeatedly in a short span of time.


Materials:

If you haven't already, go check out the spreadsheet that I mentioned once in Part 2 of the New Player Progression Series.

Within the spreadsheet, you can locate the best stages to farm each material needed to upgrade your operators. Sometimes, even though the game recommends you to farm a tier 3 item from a certain stage, it may be more worth it to farm the tier 2 item and convert them into tier 3 through the base. Consult the spreadsheet when unsure!

Building up your Base:


As more of your sanity goes into farming materials for promotions and skill ups, the home base, or R.I.I.C (Rhodes Island Infrastructure Complex) becomes a very important source of LMD & Battle Records. All rooms in the base serve a purpose, but the left side of the base is very most of the customization can be done to suit your needs.

If you are unsure of what layout to go for, just build 2-4-3 (2 trading posts,  4 factories, 3 power plants) as it is the most balanced layout. Other viable layouts include 2-5-2 and 3-3-3.

2-5-2 has the advantage of being the most high yield layout, though more micromanagement is required and you will unable to build the base in its entirety due to not having enough power plants

3-3-3 has the advantage of higher LMD output and more efficient use of drones. However, battle records often need to be farmed and the overall sanity saved might be lower than 2-4-3. Do take note however that the merit of this layout lies in the fact that LS-stages are always available while  CE-stages are not.

All being said, go with 2-4-3 if you want it safe, but don't be afraid to try out 2-5-2 and 3-3-3 to experiment as the facilities can be destroyed, refunding all materials (except drones) in the process.


Left Side Rooms:
Trading Post: provides resources like LMD/Orundum by trading in products from Factory
Factory: produces gold bars and orundum shards to be traded at trading post, also produces battle records and E2 chips

Function of Dormitories:
Restore morale of assigned operators, provides daily credit based on ambiance

Reception Room:
Friend/Support list functions and source of credits

Workshop:
Most important structure when buillding up the base, upgrade whenever possible. Provides alchemical functions (item conversion)

Office: 
Produces refresh chances for the recruitment function, use refreshes to cycle tags whenever possible to conserve recruitment tickets and LMD. Also reduces LMD used when recruiting

Training Room:
Required to skill up beyond skill lv7. (Low initial priority)


The last keel you need will drop from 4-7, an extremely tough stage due to the horde rush of self destructing enemies followed by heavies and supporting casters straight after. Building up a summoner like Deepcolor or Mayer is highly recommended, but not necessary. Here is video guide not using a summoner:

Video Clear of 4-7 using no Special Units (except Texas)


Thanks for stopping by again Dokutahs! Next time we will be going over a short guide on recruitment tags, before moving on to an operator review series!

Check out my channel where I post my latest video guides as well if you're interested!

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