How would you guys rank those accounts?
Hmm, I think I would vote 3.
PSY/INT teams are great because of no underlying weakness type wise.
Sengoku is by far more fortnight friendly and by that I mean the units that arrive bi-weekly/weekly to obtain fit within the cost restriction of his captain ability. This goes for units farmed through story as well. There can be a tendency to overlook some of these 4* units because they're not as strong as X acquired through rare recruit or simply their low cost as a unit makes them 'weak'.
Personally speaking I've found Sengoku to be more versatile and flexible especially with having to refarm raid bosses for sockets. A couple caveats however would be the necessity to properly level all your fortnight/story units as quickly as possible to maximize damage. And lastly... you'll be sharing Sengoku as your captain almost all the time, if you care about variety and helping others.
As Heng was saying, you'll get more mileage initially if you don't evolve Rakuyo but I would add Squard as well. Log Usopp is also an underrated delayer and in your Sengoku team would have a starting CD of 9, until you acquire GP Usopp as an alternate delayer sub.
2 is interesting mainly because of 6* Mihawk. It's a shiny new legend and the opportunity to fully socket him is readily available already so there is a quicker potential to max him out. However as stated by Heng as well, it lacks synergy and you'll need to acquire more 'specific' units.
Has anyone here beaten the WB forest that wasn't using a Log Luffy team?
I used Whitebeard. The thing about getting to Stage 19... is getting there. It's probably like a 20 minute run up to that point and can get deflating if you don't get maybe 1-3 orbs in your favor. Whitebeard also allows for more consistent damage, versus the necessity to build up the attack damage with G3 or Log Luffy and that's something I found more of a benefit given how paced the forest is.
The run I was successful in the forest was when I was more risky with 19, I did my initial damage on Izo/Ace but then jumped to doing damage to either Vista/Rakuyo on the second turn. It's on the fly calculated risks you'll have to do, as each encounter at 19 can be different based on your orbs. The safe assumption is to expect neutral orbs so that leaves you with Doffy/Mihawk and Perona to finish Ace and Izo is easily defeated with the 2-3 STR units in your crew. Sadly if you get bad orbs, the run can be a wash and that's it.
While the forest is very orb reliant, we have moderate control based on sockets now but the skill component is the manual targeting required. You have to do it to succeed and you'll have to do it twice on 19 and 20. Each encounter and the attack progression will be based on your orbs and the decision you make in regards to your attack chain.
The one suggestion I can make there is perhaps use Alvida as the 'manual target' breaker, her animation is slow enough that it allows you to switch targets calmly. You may have to sacrifice damage if say a stronger unit hits 3rd when it could've hit 4th but can't because Alvida hits 4th instead. However this leaves you with doing damage on the secondary unit you want to in the chain as opposed to not being able to do enough damage across the board. With Log Luffy you'll have to adjust based on when you juggle your hits plus getting the captain ability kicked it, this is where say running 2x Whitebeard gives more flexibility to the attack chain for consistent damage.
Hope you're successful in your next attempt Zeke, just keep at it though man.
I figure i should lower my pulls to 1 from now on or just not pull till summer, 2 pulls a sugo is a slow drain and there's no real must have units anymore might just see if i can hold out till summer and finally do a bunch of pulls, but in any case.
X-drake, Vista. Drake is new so it's something, but i dont know if i'll ever use him.
Drake is an odd unit, a fair amount of HP but really low attack. I remember early on the thought of using him for the Garp raid would've been really cool because he's basically an INT Whitebeard. But those times have come and gone and I'm with you on what to do Sugo wise from here on out.
A single new batch feels like an excuse to pull whilst two new batches would be a better reason. Whether players, myself included, can hold on for something 'much' more reasonable is a good question. Bamco clearly milks what it can with us having 48 hour Sugos as being standard and if we ever get that glowing tavern button update, the temptation will be visibly constant. What's bugging me lately are the rate ups, they've been blatantly terrible and it's becoming more and more about the allure of 6* pulls only.
We've also reached a point where the pool of characters and their usage without skillbooks is questionable (we were actually there months ago with the 2nd Whitebeard crew batch and now we already have the 3rd). And these units, other than being 'new' seemingly serve as counterpart alternatives if you didn't pull X, but pulled Y. Coupled with this, is the fact we haven't been able to use our PSY teams at all really, except maybe Hogback? There isn't enough opportunity to use what we already have and have newly pulled in the past months.