In the third stage, Oshel still fights players alone, and the random charge and random knockdown skills have also been restored. It looks similar to the first stage. But compared to the first stage, there are more Oshel in the third stage.
A key skill emerged.
Osher will throw three lassoes, ignoring the hatred mechanism, and randomly select three players to tie them up. Then three stone platforms will instantly appear in front of Osher, and the three players trapped by the lasso will be pulled back.
And tied to the stone platform, the player in the bound state cannot move. Because the hands are tied, most of the skills are disabled, and they cannot perform basic attacks, block or parry. Only the roaring skills are not possible.
Skills that require hands and do not require casting or preparation actions can be used.
During the binding period, Oshel will use his teeth and claws to continuously attack the three bound players at the same time. The physical defense of the bound players will also continue to decrease with Oshel's attacks, and this
The rate of physical defense reduction is quite fast. Every 1 second, the physical defense will be reduced by 1%, even for three people at the same time.
During this process, Osher will restore his own blood volume based on the damage he causes to the bound player. This recovery of blood volume is quite considerable, and because of the continuous reduction of physical defense, Osher will restore his own blood volume.
The efficiency will also become higher and higher.
The whole process was like Oshel was having a feast, and the three tied players were his food.
What's even worse is that Oshel in the "Feast" state does not take any control. Yun Xiaohan tried it, but neither [Energy Flying Shield] nor [Lonely Charge] could interrupt Oshel's "Feast" skill.
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It cannot be interrupted, it does high damage, and it can also suck blood. Oshel's "Feast" is indeed very troublesome, but once a skill is designed, there is no way to break it. After testing, Yun Xiaohan and others found that as long as they are in the "Feast" state
If Oshel loses 5% of his health, the "Feast" skill will be interrupted.
5% health may not seem like much, but considering that Osher has been recovering more and more blood as time goes by in the "Feast" state, it is not that easy to achieve this, let alone Yun Xiao.
Han's teammates are only level 62, which is 2 levels different from Oshel. All attacks will reduce the damage by 10%. It will be even more difficult to quickly knock out 5% of Oshel's health.
Once Oshel's 5% health cannot be defeated within a certain period of time, and Oshel's blood recovery efficiency exceeds the player's damage output efficiency, then Oshel's "Feast" skill cannot be interrupted.
Even if you voluntarily give up treating the bound players and let them die, it won't work.
Yun Xiaohan's team tried it. If one of the bound players dies, the damage caused by the death will be shared among the remaining two players.
For example, if in the "Feast" skill, Osher's damage output is actually tripled, but due to distraction, attacking three bound players at the same time can only cause 100 damage to each player.
% damage, the total damage of three people is 300%. Once one person dies, the total damage remains unchanged at 300%, but the remaining two people share 150% of the total damage.
If only one player is left dead, that player will receive 300% of the total damage alone. Until all three bound players die, the "Feast" skill will be naturally interrupted.
Because in the "Feast" state, Oshel's blood recovery amount is determined by the damage caused by himself, so the death of the tied player will not reduce his blood recovery efficiency, and the player team cannot interrupt by letting teammates die.
The "Feast" skill can only be interrupted by inflicting damage.
Under these restrictions, Osher's "Feast" skill is like setting a hard target for the player team. If the player team can reach this target, it can pass the third stage, and if it cannot reach it, it will not pass.
To achieve this target, two elements are crucial.
The first element is the dps (damage per second, damage output per second) of the player team.
Just having high burst damage is not enough. Using all high-damage skills in a short period of time can knock out a lot of Osher's health. However, the cooldown time of high-damage skills is often relatively long, and it will be difficult to continue after the burst.
The player no longer has powerful output skills, but Oshel continues to recover blood.
The second element is the hatred-generating ability of the team leader.
Oshel does ignore the hatred mechanism when using the "Feast" skill, but this is only a temporary disregard. The hatred mechanism is still running and accumulating. Once the "Feast" skill is interrupted, Oshel will continue to follow the hatred mechanism to choose attacks.
Target.
Therefore, even during the "Feast" process, the team leader must ensure that Oshel's hatred towards him is always the highest.
This means that the upper limit of the main tank's hatred still limits all members of the team. Whether it is output or treatment, as long as the main tank is not powerful, others will have to accept it.
Otherwise, even if "Feast" can be interrupted by inflicting damage, Osher will chase and kill the first hatred target. Don't let "Feast" kill no one by then, but Osher will chase many people to death in succession afterwards.
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However, Yun Xiaohan's team does not have this problem. Yun Xiaohan is too strong, and his teammates can deal damage and heal without any scruples.
There is another issue that needs to be mentioned. The physical defense reduction effect of "Feast" on bound players will not disappear immediately after "Feast" is interrupted, but will gradually recover.
When reducing defense, the physical defense is reduced by 1% every second until the physical defense returns to zero; while the recovery after the "Feast" is interrupted is to increase the physical defense by 1% every 5 seconds until the physical defense returns to the normal value.
In other words, if the player is tied for 50 seconds and his physical defense is reduced by 50%, he will need to wait 250 seconds to restore his physical defense.
This is very troublesome. The boss's random charges and random knockdowns ignore the hatred mechanism. Even Oshel's "Feast" may re-select players whose physical defense has been lowered.
Fortunately, it is not that easy to die because the physical defense is low. Players whose physical defense is greatly reduced are more likely to be killed by Oshel. Therefore, the player team must interrupt the "feast" as quickly as possible to reduce the risk.
In the third stage, Osher only added one skill, but when combined with Osher's other skills, the challenge level is much higher than in the first stage, which shows the designers' good intentions.
However, strictly speaking, the challenge difficulty of the third stage is not necessarily higher than that of the second stage. The two stages test the player team in different directions.
The second phase of Oshel focuses on testing the comprehensive ability of the player team. Team chemistry and discipline are particularly important, and preparations including material preparation must also be done well.
The third stage of Osher focuses on testing the player's team's damage output ability and the team's T-position ability.
Therefore, it is very likely that some player teams can pass the second stage, but never pass the third stage; or some teams can pass the third stage relatively easily, but are stuck in the second stage.