What are your favorite Subclasses? EDIT: REMEMBER FRIENDS! JUST CUZ I DON'T LIKE IT, DOESN'T MEAN IT'S BAD! SO MERCHANT LOVERS, YOU MAY SLEEP SOUNDLY NOW
I like lord. They are very versatile. They can be put behind tanks, and can hit ranged, most of them deal arts damage with their skills or in silverashes case deal so much damage that defense doesnt become an issue
Lose 100 HP per second and deals 200 True damage per second to enemies that have either attacked or been attacked by this unit. Attack range +1, Max HP +60%, ATK +120%, and each attack restores 5% HP and has a 25% chance to stun targets for
I would say the point of Merchants isn't that they're fast redeploys that cost more, but rather they have powerful skills and talents in specific situations, and you can reposition them easily Jaye? either high massive healing vs low defense enemies, or exploding spider assassin; Mr Nothing has been used to stunlock annoying bosses; Lee is immune to both status effects and waves of lightweight enemies; Swire has immortality as long as you have enough DP basically it's "merchants lets you ignore one annoying mechanic at the cost of needing an extra Vanguard (or alternatively their module)" splash casters, though I usually use them more for their area Crowd Control than their splashy castery attacking stuff
Very fair arguments in favor of merchants! My whole thing is, why would i personally ever use a merchant? there has never been a scenario where i've ever needed one, or have even been told to use one as an option. They probably have some nice use cases like u mentioned, but i still wouldn't typically go out of my way to use one.
@@sherka930 funnily enough yes 😂 specifically Iana, for her S2 invis reveal, but for the most part no. Doll keepers are another class that I've never needed to use. However the difference with them, is they seem fun to me, while personally merchants aren't my type of playstyle
@@Jarediann I don't use merchants either 'cause Swire somehow evaded me for 250 pulls but they are exceptionally strong in IS, especially before you unlock various squad options. Although they're a lower priority, both her and Lee are on my build list if I ever get her because niches matter infinitely more in the long run. After 4 years, I can unga bunga anything but suddenly Lee's stalling, Shu's teleporting or Ascalon/Ethan's slow/bind go way up in value when HG says no to unga bunga.
@@sherka930 Artillery canon stages and Andoain! Basically any occasion where the enemy has a team-wiping attack and/or you need a self-sustaining melee lighting rod who can stay on the field in situations few others could. Very reliable for those occasions.
seeing what new players think about classes is always fun, especially if they don't fully understand their roles/functionality yet, really puts into perspective how a long time player views the game
What's cool too is, as I play more, and build more units I will start to change my thoughts on some of these classes, and can always make a follow up video in the future
Why merchants aren’t bad: 1) you’re not even supposed to leave them on field to drain ur dp while you’re still deploying ur other units. Don’t use them as early game lane holders or sum shit lmao 2) they’re fast redeploys so whenever u mess up their placement or want them to stop draining dp u just retreat them and they’ll be back up for u to use as fast as executioners 3) is DP production that much of an issue in current Arknights? 4) their lvl1 mods significantly reduce the dp drain Lil bro doesn’t even know remotely what Swire alter does and calls her trash like what. Lee is very good as well and Jaye is one of the best 4*s in the game. Mr. Nothing is mid but that’s because Jaye exists Merchants are known for having extremely strong stalling/survivability skills while having good damage and unlike executioners whose skills are one time use/deployment, merchants have very strong on-field presence with little to no sp requirements WHILE having a fast redeployment timer. All that at the cost of ur dp. So usually u deploy them during late period of a stage or in an emergency situation
@@sten2184 All their utility? Man, do the average AK player can only think in DPS terms? Each Merchant does something different and their land-holding capability are superb, even Jaye, a 4 Star is a good self-sustaining unit that everyone has access to and he's the easiest Merchant to use. It's like one of the few subclasses of Arknights where all the units are decent or good and stayed true to their trait.
I'd say my top 5 classes are (no particular order): Agent, Lord, Guardian, Fortress, Besieger I like my units having range lol. And Guardian is as a subclass just makes life pretty easy I think my generic squad into something blind would look something like: Bagpipe, Ines, Myrtle, Mountain, Thorns, Shu, Blaze, Typhon, Wis'adel, Eyja alter, Kirin R Yato.
John musha here, mushas, or soloblades, are like the duelist version of reapers. They heal more, attack one, and have more offensive oriented kit. They are more niche than reapers, but all of their members are solid, IMO, noir corne alter is one of the overall best five stars
8:38 This is a colab unit we got last year. So if you weren't a player back then, you probably won't be able to get him. Tbf you're not really missing all that much, as Luo Xiaohei is more of a meme unit.
I think you should give more credits to merchants.I actually had a moment where I thought Lee would be the best here and it's against is3 last knight.Jay is also super cool unit to use with huge versatility.
"A Lee is what I need," is exactly what I thought when I first tried ending 2 in IS3. XD His uno reversal talent works wonders in a lot of situations and even if the reflected CC doesn't work it still makes him immune to it.
fun fact, with Hunter module, Hunters actually have the same attack interval as Besiegers when they dont have ammo so its not as big of a deal as people think when they have module. Hunters have the strongest raw DPH among Snipers and possibly only beat by Crushers. They also have a rather quick ASPD for their damage, same as Heavyshooters and Core Casters at 1 attack per 1.6 seconds However their interval doubles when they dont have ammo at 1 attack per 3.2 seconds which is very slow. This is due to having to reload after every attack. But with module, this problem is reduced immensely. If back then they had to wait a whopping 6.4 to perform 2 attacks, now they only need 4.8 seconds which is exactly the same as a Besieger. (Besiegers have 2.4 interval, and if you calculate it for 2 attacks, it's the same as the Hunter) THIS is assuming the Hunter gets continuous flow of enemy. Most hunters, due to their unique range, wont get continuous flow of enemy especially if you're a reasonable dokutah but this just makes sure it's safer So when they have ammo, they have the same ASPD as Heavyshooters, and when they don't they have the same as Besiegers. This is all while dealing much more DPH than them. Conclusion, Hunters are on average as an archetype, the best ST damage dealer among Snipers, this is on a vacuum though.
People will defend merchants but i agree they're too weird to really be seen by the average player and make them think they should use them. Like, its not only about people actually liking to have DP, its about the fact that what they do still doesn't beat simply killing everything before it becomes a problem.
BrO JusT GiVE tHeM THeIr MoDUle Jokes aside, i totally get why people don't use them much , i myself love Swire alter's & Lee's kit (they can do a lot of different stuff depending on the situation) , both even have their mod lvl 1 , but i still don't use them that often because of the DP consumption I understand it's part of the archetype, and it can be quite fun to play around that , but its too much trouble for me to use them on every stage every day, only when i want to spice things up a bit (Swire alter S2 is really fun to use though lol)
Throughout the entire video, I realized that most of my favorite ops are in classes that could be considered 'bad', but they break their own class's rules to become amazing! Ray, Mumu, Wis'adel, Reed Alter, and the list goes on! Also, Phalanx casters somehow became my favorite class even before Lin came out, and I still have no idea why!
One block ops are actually hella useful for a lot of difficult content. If they only block one enemy they take less overall dmg, or you can block certain problematic bosses. For example, a one block with a healer can stall the is4 boss 2(the dash guy) infinitely without risking to block one of the katana dudes. That way you can finish the rest of the stage to then set up the boss kill. As for my favorite subclass, either the horn class or ling(very cool subclasses, wait there are other ops in those subclasses? Nah, only horn and ling, jk btw) Personally I care less about subclasses and more about operators that work best in teams. I know a lot of people want ops to be self sufficient, but I just like teamwork ops like Qiubai with suzuran, Nymph with virtuosa, enmity ops with bards etc
ah, I also forgot, in my personal opinion, the 6 stars of each branch usually have something that distinguishes them from the subclass anyway, an ability that‘s not a thing for the classes usually: For example, I am not a fan of dreadnought guards because their stat spread is usually counterproductive to what they are supposed to do(duel a single opponent) but their def is so low that even with high hp, they just die. But I looove nearl alter, she ignores deployment slots on her s2, drops with a stun and gets shields, so she‘s guaranteed to do dmg and brings the utility of using no slots on the field.
On top of my head my favorite classes in arknights: Reaper, Marksman Sniper, Mech-accord Casters, Incantation Medic, Push-Stroker, Besieger, Agent oh and Flinger(Excluding Wisadel lol, I liked Grey alt and Rosmontis).
I like Myrtle because of the passive heal for Vanguards. Because of her my Flametail doesn't need a healer most of the time. Also Pioneer gets Suzumom so that is a plus. I also don't like the DP-Drain for merchants. I mean Jaye, Lee and Swire are good but I just don't like that and then there is the same problem that you have, I never have a need for them. But overall besides Merchants (Merchants just don't fit my playstyle) I realy don't care about subclasses that much. More important for me is the Operator itself.
Yeah I've felt we had similar tastes when you hyped up Hoshi and Gavial, then you also gushed over Lapluma who is in my top 3 so it's no surprise my two fav classes (Lords and Reapers ) would be on the top. Also not a fan of liberator guards. The only main difference would Arts protectors as I really like their roles just wish they had a 6*, flag bearers I actually don't like as they give less reason to use other Vanguard and are too easy to use and incantation medics I don't really like( I like the characters and they are fun but they kinda break the whole medics only heal mold). Also do like the idea of merchants but they just don't fit my play style
technically the medics only heal mold was broken before incantation medics as Kal and Folinic could both deal dmg and were released before incantation medic were even a thing.
I respect your opinion but as a Merchant lover I won't let the slander fly by Merchant is a subclass for big ballers that take risks and get big rewards, go try Lee S3 and forget that a lane exists Or try Swire Alter and have a pretty much have an unkillable unit as long as you pay the price Hell even Jaye carries his own weight on his own with constant regen
@ I mean, surely if you had you would know that Jaye and Lee are peak operators for multiple reasons, with the rest of the merchants excelling in the permanent game modes?
@@JamesP7 they're cool, but once again, I don't think I'll have a reason to use them over other operators, outside of MAYBE the odd time in IS, but that's only from what I've heard. Remember, "F tier" doesn't mean BAD, it means, I DON'T LIKE IT. I'm not making some grand statement of whether other people should use them or not, or whether they are great objectively. I literally just don't enjoy playing the class. Plain and simple.
@@Jarediann Ah, you haven’t done much of the side content. I guess if I think of this list as thinking of operators ONLY in main/side story stages, then it seems understandable. Just remember that operators aren’t limited to just their uses in normal stages! Those in the low tier can be a lot of fun and very useful if you give them a try! You might find more usage and opportunities for them even in regular stages if you play around with them some! It’s how I found out about Indigo and built her!
@JamesP7 0:30 - 0:45 you may think about it however you like, this list, for me, was just ranking classes based on how much I liked them. Regardless of content. Do I like or enjoy using/playing the class. I'm fully aware there is more to arknights than just main and side story content.
i firmly believe that chain medic is a better archetype than aoe medic, aka ptilopsis would be better as a chain medic with the same kit. Here is why: ++ SIGNIFICANTLY better single target heals + still better at healing 2 targets - slightly worse at healing 3 targets - more restrictive unit placement (though the 4x3 tile range is not huge, so it is not that easy to actually mess up placements) + possible heals outside of normal range + uneven healing: the most hurt unit gets the strongest heals (synergizes with the first point)
Why merchants aren’t bad: 1) you’re not even supposed to leave them on field to drain ur dp while you’re still deploying ur other units. Don’t use them as early game lane holders or sum shit lmao 2) they’re fast redeploys so whenever u mess up their placement or want them to stop draining dp u just retreat them and they’ll be back up for u to use as fast as executioners 3) is DP production that much of an issue in current Arknights? 4) their lvl1 mods significantly reduce the dp drain Lil bro doesn’t even know remotely what Swire alter does and calls her trash like what. Lee is very good as well and Jaye is one of the best 4*s in the game. Mr. Nothing is mid but that’s because Jaye exists Merchants are known for having extremely strong stalling/survivability skills while having good damage and unlike executioners whose skills are one time use/deployment, merchants have very strong on-field presence with little to no sp requirements WHILE having a fast redeployment timer. All that at the cost of ur dp. So usually u deploy them during late period of a stage or in an emergency situation
I get why merchant archetype isn’t appealing to some ppl I myself saw the dp drain passive when I was just starting out and was like wtf is this bullshit But then I built my Jaye (cuz he’s cheap to raise so why not) and realised how comfy they are if used properly
@@JarediannI kinda want explain better this archetype: basically merchants are units for specific situations. Lee is anti-stun unit. Swire has immortality. Mr. Nothing has niche with stall strategies (like Last Knight ending 2 IS#3), Jaye is good in self-sustain and kills infected creatures. New unit in CN is more about Crowd-control. And that's the whole point of the archetype: providing unique utility, paying the dp price. My favourite archetype is Trapmasters, kinda like their versatility. Thank you for the video)
I know tierlists are subjective but putting liberators and ritualists that low while somehow putting most medics and aa snipers of all knights on top is just hilarious, like my god Not to hate obviously! Just found the tierlist very off but thats on me too
poor mushas u.u disliked however some classes lately are coming in a bad time and bad kit like crushers, funny enough Hoederer shines that class (Windchimes with liskarm on front she shines too) Personally I hate ambushers/Support summoners, or guard-fighter thanks to the 1 block count... Overall all classes are made for all type of strats, welp I hope these opinions wont die thanks to Wis'adel
What are your favorite Subclasses?
EDIT: REMEMBER FRIENDS! JUST CUZ I DON'T LIKE IT, DOESN'T MEAN IT'S BAD! SO MERCHANT LOVERS, YOU MAY SLEEP SOUNDLY NOW
Every guard subclass
Pioneer vanguards
I like lord. They are very versatile.
They can be put behind tanks, and can hit ranged, most of them deal arts damage with their skills or in silverashes case deal so much damage that defense doesnt become an issue
@@Jarediannwhat ever glodenglow class is
Flinger.
Lose 100 HP per second and deals 200 True damage per second to enemies that have either attacked or been attacked by this unit. Attack range +1, Max HP +60%, ATK +120%, and each attack restores 5% HP and has a 25% chance to stun targets for
5 seconds, this truly is our Settle into Ash.
12:37 Bro really made himself a target for Supah
>Marksman best class
>Looks inside
>All starts to fumble against 800+ def aside a few options that aren't multitarget
>Wallahi
I still like em though😂
some of the highest dps potential with buff/debuff
You should read Swire Alter’s kit. Her talent is so goofy.
I remember being very Myrtle pilled on her release because she was the corner stone of my "passive healing" gang with Perfumer and Angelina.
I would say the point of Merchants isn't that they're fast redeploys that cost more, but rather they have powerful skills and talents in specific situations, and you can reposition them easily
Jaye? either high massive healing vs low defense enemies, or exploding spider assassin; Mr Nothing has been used to stunlock annoying bosses; Lee is immune to both status effects and waves of lightweight enemies; Swire has immortality as long as you have enough DP
basically it's "merchants lets you ignore one annoying mechanic at the cost of needing an extra Vanguard (or alternatively their module)"
splash casters, though
I usually use them more for their area Crowd Control than their splashy castery attacking stuff
Very fair arguments in favor of merchants! My whole thing is, why would i personally ever use a merchant? there has never been a scenario where i've ever needed one, or have even been told to use one as an option. They probably have some nice use cases like u mentioned, but i still wouldn't typically go out of my way to use one.
@@Jarediannhave you ever been in a situation where u were like damn I NEED a dollkeeper in this stage?
@@sherka930 funnily enough yes 😂 specifically Iana, for her S2 invis reveal, but for the most part no. Doll keepers are another class that I've never needed to use. However the difference with them, is they seem fun to me, while personally merchants aren't my type of playstyle
@@Jarediann I don't use merchants either 'cause Swire somehow evaded me for 250 pulls but they are exceptionally strong in IS, especially before you unlock various squad options. Although they're a lower priority, both her and Lee are on my build list if I ever get her because niches matter infinitely more in the long run. After 4 years, I can unga bunga anything but suddenly Lee's stalling, Shu's teleporting or Ascalon/Ethan's slow/bind go way up in value when HG says no to unga bunga.
@@sherka930 Artillery canon stages and Andoain! Basically any occasion where the enemy has a team-wiping attack and/or you need a self-sustaining melee lighting rod who can stay on the field in situations few others could. Very reliable for those occasions.
seeing what new players think about classes is always fun, especially if they don't fully understand their roles/functionality yet, really puts into perspective how a long time player views the game
What's cool too is, as I play more, and build more units I will start to change my thoughts on some of these classes, and can always make a follow up video in the future
Oh boy, Jared's putting Merchant in the lowest tier, I'm gonna start tweaking
Why merchants aren’t bad:
1) you’re not even supposed to leave them on field to drain ur dp while you’re still deploying ur other units. Don’t use them as early game lane holders or sum shit lmao
2) they’re fast redeploys so whenever u mess up their placement or want them to stop draining dp u just retreat them and they’ll be back up for u to use as fast as executioners
3) is DP production that much of an issue in current Arknights?
4) their lvl1 mods significantly reduce the dp drain
Lil bro doesn’t even know remotely what Swire alter does and calls her trash like what. Lee is very good as well and Jaye is one of the best 4*s in the game. Mr. Nothing is mid but that’s because Jaye exists
Merchants are known for having extremely strong stalling/survivability skills while having good damage and unlike executioners whose skills are one time use/deployment, merchants have very strong on-field presence with little to no sp requirements WHILE having a fast redeployment timer. All that at the cost of ur dp. So usually u deploy them during late period of a stage or in an emergency situation
Merchants are one of those subclass that actually require people to put thought on how to use them and gacha players don't like thinking.
@@tweetug3697i don't get the point of em when I can just deploy a guard
Stupid ass units stealing my DP as well
@@tweetug3697 they need brains and significant investment so it makes sense
@@sten2184 All their utility? Man, do the average AK player can only think in DPS terms?
Each Merchant does something different and their land-holding capability are superb, even Jaye, a 4 Star is a good self-sustaining unit that everyone has access to and he's the easiest Merchant to use.
It's like one of the few subclasses of Arknights where all the units are decent or good and stayed true to their trait.
I'd say my top 5 classes are (no particular order): Agent, Lord, Guardian, Fortress, Besieger
I like my units having range lol. And Guardian is as a subclass just makes life pretty easy
I think my generic squad into something blind would look something like: Bagpipe, Ines, Myrtle, Mountain, Thorns, Shu, Blaze, Typhon, Wis'adel, Eyja alter, Kirin R Yato.
John musha here, mushas, or soloblades, are like the duelist version of reapers. They heal more, attack one, and have more offensive oriented kit. They are more niche than reapers, but all of their members are solid, IMO, noir corne alter is one of the overall best five stars
8:38
This is a colab unit we got last year. So if you weren't a player back then, you probably won't be able to get him.
Tbf you're not really missing all that much, as Luo Xiaohei is more of a meme unit.
I think you should give more credits to merchants.I actually had a moment where I thought Lee would be the best here and it's against is3 last knight.Jay is also super cool unit to use with huge versatility.
"A Lee is what I need," is exactly what I thought when I first tried ending 2 in IS3. XD
His uno reversal talent works wonders in a lot of situations and even if the reflected CC doesn't work it still makes him immune to it.
fun fact, with Hunter module, Hunters actually have the same attack interval as Besiegers when they dont have ammo so its not as big of a deal as people think when they have module.
Hunters have the strongest raw DPH among Snipers and possibly only beat by Crushers. They also have a rather quick ASPD for their damage, same as Heavyshooters and Core Casters at 1 attack per 1.6 seconds
However their interval doubles when they dont have ammo at 1 attack per 3.2 seconds which is very slow. This is due to having to reload after every attack.
But with module, this problem is reduced immensely. If back then they had to wait a whopping 6.4 to perform 2 attacks, now they only need 4.8 seconds which is exactly the same as a Besieger. (Besiegers have 2.4 interval, and if you calculate it for 2 attacks, it's the same as the Hunter)
THIS is assuming the Hunter gets continuous flow of enemy. Most hunters, due to their unique range, wont get continuous flow of enemy especially if you're a reasonable dokutah but this just makes sure it's safer
So when they have ammo, they have the same ASPD as Heavyshooters, and when they don't they have the same as Besiegers. This is all while dealing much more DPH than them. Conclusion, Hunters are on average as an archetype, the best ST damage dealer among Snipers, this is on a vacuum though.
TLDR im the biggest Ray simp you'll ever meet
People will defend merchants but i agree they're too weird to really be seen by the average player and make them think they should use them. Like, its not only about people actually liking to have DP, its about the fact that what they do still doesn't beat simply killing everything before it becomes a problem.
This guy gets it
BrO JusT GiVE tHeM THeIr MoDUle
Jokes aside, i totally get why people don't use them much , i myself love Swire alter's & Lee's kit (they can do a lot of different stuff depending on the situation) , both even have their mod lvl 1 , but i still don't use them that often because of the DP consumption
I understand it's part of the archetype, and it can be quite fun to play around that , but its too much trouble for me to use them on every stage every day, only when i want to spice things up a bit (Swire alter S2 is really fun to use though lol)
Throughout the entire video, I realized that most of my favorite ops are in classes that could be considered 'bad', but they break their own class's rules to become amazing! Ray, Mumu, Wis'adel, Reed Alter, and the list goes on!
Also, Phalanx casters somehow became my favorite class even before Lin came out, and I still have no idea why!
One block ops are actually hella useful for a lot of difficult content. If they only block one enemy they take less overall dmg, or you can block certain problematic bosses.
For example, a one block with a healer can stall the is4 boss 2(the dash guy) infinitely without risking to block one of the katana dudes. That way you can finish the rest of the stage to then set up the boss kill.
As for my favorite subclass, either the horn class or ling(very cool subclasses, wait there are other ops in those subclasses? Nah, only horn and ling, jk btw)
Personally I care less about subclasses and more about operators that work best in teams.
I know a lot of people want ops to be self sufficient, but I just like teamwork ops like Qiubai with suzuran, Nymph with virtuosa, enmity ops with bards etc
ah, I also forgot, in my personal opinion, the 6 stars of each branch usually have something that distinguishes them from the subclass anyway,
an ability that‘s not a thing for the classes usually:
For example, I am not a fan of dreadnought guards because their stat spread is usually counterproductive to what they are supposed to do(duel a single opponent) but their def is so low that even with high hp, they just die.
But I looove nearl alter, she ignores deployment slots on her s2, drops with a stun and gets shields, so she‘s guaranteed to do dmg and brings the utility of using no slots on the field.
Bagpipe does so much DMG she doesn't even need block 😂
On top of my head my favorite classes in arknights:
Reaper, Marksman Sniper, Mech-accord Casters, Incantation Medic, Push-Stroker, Besieger, Agent oh and Flinger(Excluding Wisadel lol, I liked Grey alt and Rosmontis).
An interesting choice for the color scheme, sets it apart from generic tier list templates.
Yea I like changing the colors on my tierlist haha
Cantabile is amazing, been absolutely loving her
collapse and rewind moment
when you get a mod for merchant they work well. and swire can be invicible she can survive a one shot from patriot (at the cost of 80DP) XD.
Yellow nice and interesting video and glodenglow class is the best to me
Jar blessed us with the new video 🫶🏻
I like Myrtle because of the passive heal for Vanguards.
Because of her my Flametail doesn't need a healer most of the time.
Also Pioneer gets Suzumom so that is a plus.
I also don't like the DP-Drain for merchants. I mean Jaye, Lee and Swire are good but I just don't like that and then there is the same problem that you have, I never have a need for them.
But overall besides Merchants (Merchants just don't fit my playstyle) I realy don't care about subclasses that much.
More important for me is the Operator itself.
Good teir list. this i enjoy the crusher guards. like moistima. but yeah the meta is flag pipe. i hate that we have to use them for most strats
ji will redeem merchants in 3 months, just wait
This is subjective, but valid
This is indeed subjective, I think some people forget that
Yeah I've felt we had similar tastes when you hyped up Hoshi and Gavial, then you also gushed over Lapluma who is in my top 3 so it's no surprise my two fav classes (Lords and Reapers ) would be on the top.
Also not a fan of liberator guards.
The only main difference would Arts protectors as I really like their roles just wish they had a 6*, flag bearers I actually don't like as they give less reason to use other Vanguard and are too easy to use and incantation medics I don't really like( I like the characters and they are fun but they kinda break the whole medics only heal mold).
Also do like the idea of merchants but they just don't fit my play style
Mr based over here
technically the medics only heal mold was broken before incantation medics as Kal and Folinic could both deal dmg and were released before incantation medic were even a thing.
I respect your opinion but as a Merchant lover I won't let the slander fly by
Merchant is a subclass for big ballers that take risks and get big rewards, go try Lee S3 and forget that a lane exists
Or try Swire Alter and have a pretty much have an unkillable unit as long as you pay the price
Hell even Jaye carries his own weight on his own with constant regen
@@Dandy_Flowers I respect it! It's just not for me, not opposed to giving them a fair shot in the future
bro you need to try lee and jay theyre amazing😭
So he admits to never [really] using merchants, but then still puts them in the F tier? That doesn’t seem that fair…
Didn't say that, but ok. I haven't used swire 🤙🏼
@ I mean, surely if you had you would know that Jaye and Lee are peak operators for multiple reasons, with the rest of the merchants excelling in the permanent game modes?
@@JamesP7 they're cool, but once again, I don't think I'll have a reason to use them over other operators, outside of MAYBE the odd time in IS, but that's only from what I've heard. Remember, "F tier" doesn't mean BAD, it means, I DON'T LIKE IT. I'm not making some grand statement of whether other people should use them or not, or whether they are great objectively. I literally just don't enjoy playing the class. Plain and simple.
@@Jarediann Ah, you haven’t done much of the side content. I guess if I think of this list as thinking of operators ONLY in main/side story stages, then it seems understandable. Just remember that operators aren’t limited to just their uses in normal stages! Those in the low tier can be a lot of fun and very useful if you give them a try! You might find more usage and opportunities for them even in regular stages if you play around with them some! It’s how I found out about Indigo and built her!
@JamesP7 0:30 - 0:45 you may think about it however you like, this list, for me, was just ranking classes based on how much I liked them. Regardless of content. Do I like or enjoy using/playing the class. I'm fully aware there is more to arknights than just main and side story content.
NEW JAROLD VIDEO YOOOOOOOOOOOOO!!!
jared voice so pretty i want to touch
i firmly believe that chain medic is a better archetype than aoe medic, aka ptilopsis would be better as a chain medic with the same kit. Here is why:
++ SIGNIFICANTLY better single target heals
+ still better at healing 2 targets
- slightly worse at healing 3 targets
- more restrictive unit placement (though the 4x3 tile range is not huge, so it is not that easy to actually mess up placements)
+ possible heals outside of normal range
+ uneven healing: the most hurt unit gets the strongest heals (synergizes with the first point)
I look forward to trying chain medic when papyrus drops!
My 2 Favs in Best 👌
Why merchants aren’t bad:
1) you’re not even supposed to leave them on field to drain ur dp while you’re still deploying ur other units. Don’t use them as early game lane holders or sum shit lmao
2) they’re fast redeploys so whenever u mess up their placement or want them to stop draining dp u just retreat them and they’ll be back up for u to use as fast as executioners
3) is DP production that much of an issue in current Arknights?
4) their lvl1 mods significantly reduce the dp drain
Lil bro doesn’t even know remotely what Swire alter does and calls her trash like what. Lee is very good as well and Jaye is one of the best 4*s in the game. Mr. Nothing is mid but that’s because Jaye exists
Merchants are known for having extremely strong stalling/survivability skills while having good damage and unlike executioners whose skills are one time use/deployment, merchants have very strong on-field presence with little to no sp requirements WHILE having a fast redeployment timer. All that at the cost of ur dp. So usually u deploy them during late period of a stage or in an emergency situation
I get why merchant archetype isn’t appealing to some ppl I myself saw the dp drain passive when I was just starting out and was like wtf is this bullshit
But then I built my Jaye (cuz he’s cheap to raise so why not) and realised how comfy they are if used properly
Open your ears. If you listened to the words i said, you would know i never called them trash, i just don't like them.
@@JarediannI kinda want explain better this archetype: basically merchants are units for specific situations.
Lee is anti-stun unit. Swire has immortality. Mr. Nothing has niche with stall strategies (like Last Knight ending 2 IS#3), Jaye is good in self-sustain and kills infected creatures. New unit in CN is more about Crowd-control. And that's the whole point of the archetype: providing unique utility, paying the dp price.
My favourite archetype is Trapmasters, kinda like their versatility. Thank you for the video)
@@shirayuki_1713 good to know, perhaps eventually I'll come around to using them, who knows
I know tierlists are subjective but putting liberators and ritualists that low while somehow putting most medics and aa snipers of all knights on top is just hilarious, like my god
Not to hate obviously! Just found the tierlist very off but thats on me too
@@kyarumomochi5146 just not a fan of how liberator guard play
Liberator is arguably top 1 you are insane lol
@@muratticugaratti1571 this isnt a viability tierlist
Based Merchant Hater
why 5 stars account, though? Isn't just more efficient to have one account and just use five stars?
poor mushas u.u disliked
however some classes lately are coming in a bad time and bad kit like crushers, funny enough Hoederer shines that class (Windchimes with liskarm on front she shines too)
Personally I hate ambushers/Support summoners, or guard-fighter thanks to the 1 block count...
Overall all classes are made for all type of strats, welp I hope these opinions wont die thanks to Wis'adel
@@francopoma2487 I don't dislike Musha's? I just haven't used them enough, they're in "not sure" tier
Hating merchant is a giveaway that brainpower isn't your forte .
And I do not care 💀
@@Jarediann Good , life is happier this way .