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Chapter 1080 Morning Star World War II (1) Hit Difficulties

The morning star spell of the spell - Tracer's Tide!

Another dark light flashed and swept across the rippling ground. The tide of disasters instantly submerged the natural space and laws. The sun's light disappeared in the darkness. The obscure energy turned into a surging storm and howled endlessly. The thunderous law tides also immersed the vast sky with gloomy silence.

This is a powerful Morning Star Killer move, and it is also the most important killer move that a Morning Star profession must have. Generally speaking, when a Morning Star Killer move breaks out on the battlefield at the Morning Star level, the battle will almost be determined to determine the outcome. However, during this battle............ This tactical spell release that should have been natural seems a bit embarrassing.

Because within a few seconds of the battle, this was the fifth killing move of the Chenxing that Punk released.

At this moment, the liquid dissociation law had already wiped out two or three huge plains comparable to small countries into nothingness. The battlefield, which was originally close to the abyss rift, also gradually penetrated into the unmanned wilderness in the northwest of the Feren plane due to the high-speed movement of the two Morning Star professions. Although the successive release of the "tracing tide" has caused the originally covered mountains and hills to ashes to expose the gray and cold rock formations, whether for Punk who is continuing to attack or Walkerway who laughs like a shadow of nothingness, the battle has just begun.

In fact, it is the first time that Punk has used so many Morning Star killer moves in a battle. It is also the first time that he has engaged in such an upset "slow-down" battle. The powerful "Tide of Tracer" has appeared so many times in succession but still has not hit any enemy... Yes, until now, the five "Tide of Tracer" of "Whisper of Destruction" have all become standard "road-blocking skills", and this is not because of the problem with the aiming and prediction of Morning Star Mage, but because Walkerway's "spiritual teleportation" is too outrageous.

You can't hit it in a single word - you can't hit it in a horizontal and vertical way!

The "Dead Wenfeng Lantern" who jumped around and sweared in his mouth. Whenever he had time, he was still making gestures and mocking, he was really worthy of being the inventor of "spiritual teleportation". This guy was so skilled to the point of being weird using this absurd morning star spell. Whenever a dark wave of spellcaster who could kill the magical defense of no more than three levels of the body was bombarded by the head, Walkerway, who had no fear at all, would disappear in an original position and then suddenly appear from another completely different place without warning.

And immediately after this perfect avoidance of flowing water, a lot of ridiculous words followed:

"Hehehe, are you angry? You just can't hit me, you can't hit me, you can't hit me, you can't hit me~ Oh, it's so annoying, the baby is going to cry, oh, so annoying, so annoying, so annoying, hahahahaha!"

“………What an annoying guy.”

He frowned slightly at the "big monkey" standing in the spot, dancing and eyes circling. Listening to the sarcastic laughter, even Punk had to admit that Walkerway had a deep provocation skills, and his humble appearance was so silly that he deserved to be beaten.

But looking at the entire multiverse, there are probably not many Morning Star pros who can defeat this kind of "thing"?

In fact, since this unreasonable battle has been going on, Punk has at least confirmed that Walkerway's fighting style is really very restrained. After all, although the "Tide of Tracer" has extremely strong defense breaking ability and continuous killing effect, as a Morning Star spell that is essentially a "single killing category spell", its attack speed and coverage are really average.

According to the usual fighting style of "Whisper of Destruction", he first uses powerful control methods to force the enemy to lose high-speed maneuverability, and then releases the "Tide of Tracer" to instantly burst out with super high killing to achieve the "flash kill" effect. The most commonly used combination is "space cage", "silent seal", and "chaotic breathing" to cooperate with it.

In this case, the insufficient damage of the control spells will be perfectly compensated by the "Tide of Tracer". The insufficient hit rate of the "Tide of Tracer" will be assisted by the control spells. The final effect is a "blood bar evaporation" technique that bursts out extremely high damage at the instant of the hit.

However……………The current spellcaster has encountered a tough enemy who is capable of ignoring all the control methods he has and also possesses super-high-speed displacement characteristics! So after losing the perfect cooperation, it seems particularly stiff by looking for opportunities around with a "tracing tide" alone...…

Morning Star Spell that submerges the wilderness? The killing is super high, but it cannot hit it...

The "Destroyed Ball" of the Storm? The killing is OK, but it cannot be hit...

The "destruction breath" that swept across the battlefield continuously superimposed negative effects? Negative states will be removed by "spiritual teleportation", and the damage is too low to break the defense......

As the battle continues, the more the punk fights, it even feels like he is playing the "high-play boss" game in his previous life. However, now Walkerway is high-play, and he is the boss. The attack force of the "boss" is strong. You can kill the "little fly" flying everywhere with just one hit. However, the "high-play" is so maneuverable that it is crazy to ensure that your ultimate move cannot touch the corners of your clothes.

"It's not possible to continue fighting like this. Walkway probably used this method to grind the unlucky priest of Declaration to death. No wonder their battle caused the Morning Star magic to explode continuously. It's probably because Declaration wanted to make the opponent unable to dodge by increasing the attack frequency? Theoretically, this is also a solution, but in fact... the consumption of Morning Star killer moves is too high. If a Morning Star killer move is exchanged for the opponent's Morning Star spell, it is impossible to fight the attrition war."

Punk, who frowned slightly and stopped his futile attack, stood there and quickly responded to the huge magic that had been consumed by the "tracing wave" one after another, and began to think about a new way to win.

Although so far, it seems that very few "Doom Whispers" are at a disadvantage when dealing with enemies with lower casting levels than their own, in fact, Punk does not think he will lose such an "interesting" battle. After all, he still has many trump cards that he has not used.

Especially the Morning Star Golem Ksvia, who has been hiding in the shadow of the caster, and the pair of "dark gold eyelets" that exudes a cold air - Morning Star Mage has reason to confirm that his core winning point will inevitably be provided by these two trump cards.

As for now... since I can't hit the enemy for the time being, I will just use the morning star spell "Destroy Ball", "Destroy Storm", "Edke Death Cone" and other "A-level methods" to act as a turret mage for a while. Anyway, with Walkerway's impatient and crazy personality, Punk believes that it won't take long to take the initiative to attack and expose his weaknesses.
Chapter completed!
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