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1524 Preparations for Level 2-7 Continued

The second skill that needs attention is also a skill that ignores the rules of hatred. Oshel will randomly knock down a target, press it to the ground and tear it apart wildly.

After Osher is knocked down, the player will perform a Strength vs. Strength check every two seconds. Osher's Strength check coefficient will be slightly reduced for each round of checks. If the player who is knocked down passes the Strength check, he can push Osher away.

Er, end Osher's knockdown attack, but if he fails the Strength check, he will remain pressed.

Therefore, in theory, the more rounds the test takes, the higher the possibility that Osher will be pushed away.

The duration of Osher's tearing skill after knocking down is quite long. Although the player who is knocked down can still receive blood boost from his teammates, while in the knocked down state, Oshel's damage to the knocked down target will increase.

The higher it is, even if teammates try their best to increase blood, no player can survive for 8 seconds, so no one knows how long Oshel's skill can last.

Because the persistence time is too short, there is also a big gap in strength attributes between the player and Oshel. So far, no player has been able to push Oshel away, so all the players knocked down by Oshel died.

Although Osher's charge skill is very troublesome, it is not fatal after all, but this knockdown skill can kill everyone with one punch.

Now perhaps only Yun Xiaohan has the real possibility of pushing Oshel away. His blood volume and physical defense are high enough to last longer, and his super high strength attribute will also give Yun Xiaohan a greater chance of passing the strength test.

However, Osher's knockdown skill selects the target randomly. There are 24 players in the player team, and Yun Xiaohan is only 24. It is obviously not possible to expect that Oshel will just select Yun Xiaohan every time he uses the knockdown skill.

Too realistic.

Since it is not feasible for the person being knocked down to push Oshel away by himself, the only way is to find a way to interrupt Oshel's knockdown skills.

Although other player teams have not been able to successfully interrupt Oshel's knockdown skills, on the one hand, other teams are fighting at level 60 or 61, and there is a level difference of more than 2 levels with Oshel at level 63.

As a result, their attack damage will be reduced, and control skills are more likely to be exempted. On the other hand, it may be that their bloodline is not strong enough and the priority of control skills is not high enough.

It might be enough if Yun Xiaohan is used to interrupt. Among them, the ones most likely to cause interruption are [Fearless Shield Dance] and [Energy Flying Shield]. The former is a chosen skill and the latter is a legendary professional skill.

, or learned it by greatly strengthening the camp’s professional skill slot.

However, in Yun Xiaohan's opinion, [Energy Flying Shield] is more likely to interrupt.

Although [Fearless Shield Dance] is the natural choice, in terms of skill quality it is higher than [Energy Flying Shield], but the function of [Fearless Shield Dance] is too complex, integrating damage, displacement, and control, and one skill is divided into three stages.

, it is not an exaggeration to say that it is a combination skill composed of three skills. The reason why it is the natural choice is that these three skills only occupy one skill slot. The huge advantage obviously plays a key role.

Compared with [Fearless Shield Dance], [Energy Flying Shield] is much more pure. Although it can also cause decent damage, it is the result of greatly strengthening the professional skill field of the camp. The original [Energy Flying Shield] is not as effective at all.

There isn't much skill damage, just control.

If you think about it, you will know that compared with pure control skills and multi-functional combination skills, it is naturally easier for the former to achieve control effects by specializing in one skill.

Of course, even if Osher's knockdown skill cannot be interrupted, there is still no way out. There are other countermeasures, but this strategy is a bit cruel.

The method is to let the player who was knocked down be killed by Oshel without returning his blood.

When a person turns into a corpse, let a treatment position resurrect him, and then let other treatment positions increase the blood of this person. In this way, the hatred drawn by the treatment position will be much less than that of constantly replenishing blood, and the mana consumption can be better controlled.

.

You're going to die anyway, so it's better to die early and be reborn early.

The current player teams that have advanced Osher to the second stage all adopt this response strategy. There is obviously no need to doubt the method that has been verified in actual combat.

When Osher's health drops to 75%, the second stage will start. At this time, he will suddenly throw away the player and rush into a smaller tent located in the center of the camp.

Of course, this one is slightly smaller compared to the other tent. In fact, both tents are giant tents.

Some player teams have tried to attack or enter these two giant camps, but they are protected by the system. Players cannot attack or enter them. They can only sit back and watch Oshel cause trouble in the camps.

About three seconds after Osher enters the tent, the entire tent will be suddenly torn apart by Osher, and then 24 animal cages will be revealed. Each cage contains a winter wolf. At this time, these animal cages have been destroyed by Osher.

Scheer opened, and 24 winter wolves jumped out of the cage and ran towards the player.

These winter wolves are quite fair in the selection of attack targets. One winter wolf picks one player, and 24 winter wolves are exactly 24 players.

If there are less than 24 players, or if a player dies during the battle, then the idle winter wolf will follow the hatred rules and find the player with the highest hatred for it. If no other players cause hatred to the idle wolf, then it will

Will find the player closest to it.

The combat power level of these winter wolves is all challenge level, and the level is 62. They are not particularly strong, but they are definitely not weak either. Not only do they move very fast, their attacks also have a frost control effect, which will continuously inflict damage on the target.

The deceleration effect, if the number of deceleration stacks is high, will directly freeze the player for several seconds, which is very difficult to deal with and can be called the nemesis of crispy skin.

Normally, an ordinary level 61 player would have a hard time facing one winter wolf, and would definitely die if he faced two.

But now most ordinary players have not yet started the second bloodline recovery, that is, they have not reached level 59, and their levels are usually between level 50 and level 57.

Those who have not reached level 60 and have not completed bloodline awakening are not qualified to challenge levels 2-7. That is just looking for abuse. However, at this stage, players who are qualified and have the ability to challenge levels 2-7 are not inferior in level.

, those with poor skills will not be able to make it through levels 2-7, and will be kicked out of the team in the first few levels.

Although they are stronger, Corsican players have such an advantage in leveling. Yun Xiaohan has just assembled a team of 24 people with a total level of 61. Other player teams came to challenge levels 2-7 earlier than Yun Xiaohan.

, its level can be imagined, very few people in the team have reached level 61, basically they are all level 60.

The winter wolf is level 62, so it doesn't matter if it's 1 level behind. If it's 2 levels behind, there's a level difference exemption.

The impact of this level difference on immunity is very great. If the difference is 2 levels, the high-level party attacks the low-level party to increase the attack hit rate by 20% and the control success rate by 20%. The low-level party attacks the high-level party and reduces the damage by 10%. No matter it is the defending party or the attacking party.

For the test, the party with the higher level will receive a 10% test weight.

This is still just player-to-player and player-to-monster effects. In addition to the above, it will also cause the monster's warning range to increase and cause additional hatred.

If the level difference is too large, the monster's control success rate will exceed 100%, and the excess will even overflow into the control effect, such as extending the duration of the control effect.

However, this kind of overflow control is generally difficult to occur. If it does occur, because it is additional overflow, the improvement in control effect will be very small.

With one plus and one loss, although the advantage will not be equalized by the disadvantage, it is still difficult for these players who challenged levels 2-7 in advance to fight the Winter Wolf alone, especially for those fragile professions, unless they are particularly strong and have a level above the first line.

Above, otherwise if you fight two winter wolves alone, you will definitely die.


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