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Chapter 1665 Tenacious Van Cress

The third legendary item is the Qiraji Imperial Weapon, which is considered a quest item.

The road from BOSS No. 3 to BOSS No. 4, the tenacious Van Kreis, is dotted with elite "Vicni Soldiers" and non-elite "Vicni Drones". After the group is destroyed, these monsters need to be cleared again. Van Kreis

After death, the insect swarm will no longer spawn.

This also means that every time a group is destroyed, you have to fight the mobs from here.

This was very annoying during the land reclamation period.

But there was no way, the dungeon was designed like this, so who could let Lu Li and the others be destroyed?

If you get through it once, you won't have to worry about it anymore.

These two kinds of mobs are new monsters. The Vicni soldiers will give people a "powerless charge" DEBUFF, which will reduce the movement speed by 60%. People with this DEBUFF should also move forward. How far can they go?

The HP is medium and can be easily solved under a large amount of AOE DPS.

The Peak of Vikni is not even elite, let alone the difficulty.

Don't think that these two monsters are not as difficult as the previous ones. In fact, this place is very similar to the "trap room" on the 2nd to 3rd roads of Blackwing Lair, because these soldiers and peaks are large in number and refresh quickly.

Very fast, about 30 seconds to refresh.

What is different from the trap room is that after the soldiers are pulled by the warriors, the formation cannot be too dispersed, otherwise they will attract insects that spawn rapidly behind them, and they must be dealt with as quickly as possible.

The entire team should stick to the left wall as much as possible to avoid attracting a large number of insect swarms on the right; after pulling down two elite insect swarms AOE at a time, the team must keep moving forward quickly within a small range.

One thing Lu Li often shouted was "come closer to me and keep up".

The last group of mobs before arriving at Fankreis Hall can stop for a while - there is a small slope on the left that you can go up. Everyone gathers there, where they will not be discovered by the refreshed drones, nor will they be attracted.

BOSS, so you can prepare BUFF there. If someone who dies in the middle cannot be resurrected, you can let the warlock summon him here.

Generally speaking, it is to use fast AOE to give the legal profession some space to recover mana.

The fourth BOSS is called "The Tenacious Van Kress".

Regardless of whether he is tenacious or not, in fact, he is not as tenacious as the player. The player will not give up even if he is dead or alive.

People who can join the strategy group are very patient, and some even enjoy this feeling of life and death. Even if they don't like it very much, the equipment dropped by the BOSS and the glory of the first kill are enough to make up for the damage they suffered in the process.

.

The last BOSS didn't take much time, and the first half of the day was basically spent on this BOSS.

This BOSS has four skills. One is fatal wound, which can be superimposed. Each time it reduces the target's healing effect by 10%. When activated, it is similar to a slash. People in front of the insect's head will be superimposed, so no one can stand in front of the BOSS.

Except for MT Azure Sea Breeze, he is not a human being.

The second skill is to hatch Vickney worms. Van Kress will hatch a large number of Vickney worms throughout the battle. The attacks of these bugs are stronger than those before entering Van Kress's lair.

And they are immune to all control skills except fear and coma.

Van Kress's Minions. Throughout the battle, there will be "Van Kress's Minions" similar to the Digger Destroyer in the lobby. The attack power of this monster is very ferocious. It can kill civilians almost instantly, and it can deal about 1,770 damage to plate armor. It is immune to elimination.

Control skills other than coma.

The last step is to build a web. Every time a worm or minion is spawned, Fankreis will randomly send a person to the four corners of the hall and freeze him for 8 seconds.

This BOSS doesn't have any new tricks. Although I haven't seen fatal wounds like this before, similar ones are not uncommon.

Vankreath's own abilities may be worse than Kurinnax in the Ruins of Ahn'Qiraj, but the worms and minions are very ferocious and have no limit on their quantity and can be refreshed infinitely.

How to swamp Vankress before the mobs swamp the team requires more effort on DPS.

Different from Kulinax, Lu Li uses three defense professions to take turns to defeat the BOSS. On the one hand, this is to avoid excessive stacking of fatal wounds, and on the other hand, it is to prevent a certain tank from being suddenly netted.

This is done because the continuous superposition of fatal wounds will cause T to die, so when the wounds are superimposed to a certain extent, another T needs to bear the attack and wounds.

Basically, it is superimposed on the MT. Just change to a T to resist for a while. The status of the previous T will fade with the passage of time. When it fades away, you can bring the BOSS back.

Both thieves and hunter pets will come on stage to attack Fankreis from the side. They cannot stand in front. The more people who bear the fatal wound, the more powerful it will be.

Since the time to pull monsters cannot be delayed for even one second, Azure Sea Breeze began to drink anger potion to draw monsters, so that the DPS startup time can be as fast as possible.

Mages, hunters and warlocks need to deal with Vankress throughout the whole process, and thieves and pets will be busy fighting Vankris and the sandworms. If there are enough thieves, it is also a good choice to attack Vankris at a time.

During the battle, everyone surrounds Vankreis to ensure that as many worms and minions as possible are taken care of, just like Wim.

Ignore the worms when they are refreshed, and let the warrior use Demoralization to catch the worms.

When the minions of Van Kreis are refreshed, grab one of them and take care of him with corresponding treatment. All DPS should focus on killing Van Kress and end the battle as soon as possible. The longer it is delayed, the more mobs will appear and the treatment will collapse.

and accidents are more likely to occur.

Because worms only eat fear, Lu Li brought in many warlocks this time.

The fear chain is an important part of this battle. Five warlocks form a group fear chain. The fear time of the first warlock is particularly important. Generally speaking, the release can start when 4 worms appear, because the group fear has 1.5 seconds to release.

time.

As long as the warlock makes a mistake, although the group will not be destroyed immediately, casualties are inevitable.

MT is the focus of this battle - enough technology, quantity and equipment to ensure that Fankreis, all sandworms and bugs stay where they should, and lie where they should.

The ones brought in this time are all powerful MTs. Azure Sea Breeze needs to capture the hatred of Van Kreis as soon as possible. After capturing it, don’t change the position of the BOSS head easily, even when handing over with other MTs, because if it is changed frequently, it will affect

Rogue backstab efficiency.

This time, the thieves professions finally include more than just Lu Li and Water Elf.

Lu Li brought four thieves into this book. The only thing he wanted was to use the thieves' powerful attack power against the boss, and the thieves' stun to control the mobs to save the situation.

In fact, it is not obvious in the current version. In future versions, Wings of Dawn has used fifteen thieves to defeat this BOSS. The efficiency is not very high, but this strategy is completely sensational and has nothing to do with land reclamation.

significance.

Lu Li didn't have that many powerful thieves to bring into the dungeon.


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