Chapter 1665: Tenacious Van Kreis
The third legendary item is the Qila Imperial weapon, which counts as a quest item.
On the road from Boss 3 to Boss 4 - the tenacious Van Creis, there are elite "Vickney soldiers" and non-elite "Vickney drones", these monsters still need to be cleaned up after the group is destroyed, and the swarm will no longer be brushed after Van Creis's death.
This also means that every time the team is wiped out, the mob must be fought from here.
This is very annoying during the reclamation period.
But there's no way, that's how the copy is designed, who let Lu Li destroy them.
If you can get by once, you don't have to worry about it.
Both of these mobs are new monsters, and the Vikney Soldier will give people a "powerless charge" DEBUFF, which reduces movement speed by 60%, and those who hit this DEBUFF should also move forward, how much can they go, and the blood is medium, which is easy to solve under the DPS of a large number of AOE.
Viknichon is not even an elite, not to mention the difficulty.
Don't think that these two monsters seem to be inferior to the previous mobs, in fact, this place is very similar to the "trap room" on the road from Blackwing's Nest 2 to 3, because these soldiers and heroes are large in number and refresh very quickly, about 30 seconds to brush.
Unlike the trap room, after the soldier is pulled by the soldier, the formation must not be too scattered, otherwise it will lead to the insects that are rapidly refreshed behind him, and must be solved as soon as possible.
The whole party should stick to the left wall as much as possible to avoid attracting a large swarm of insects to the right; After pulling two elite swarms AOE at a time, the team must keep a small range and move quickly.
Lu Li often shouted a sentence of "move closer to me, keep up".
The last group of mobs before reaching the Van Crees Hall can stop for a while - there is a small slope on the left hand side to go up, where everyone gathers, where they will not be discovered by the spawned drones, and will not lead to the boss, so you can prepare for the buff there, and if the person who dies halfway through can't be resurrected, you can let the Warlock summon him here.
In general, it is to use the fast AOE to give the French profession some room to return to the blue.
The fourth boss is called "Tenacious Van Crees".
Regardless of whether he is tenacious or not, in fact, there is no player who is tenacious, and the player will not give up when he dies or lives.
The patience of the people who can enter the strategy group is very good, and some even enjoy this feeling of dying and coming back to life, even if they don't like it very much, the equipment dropped by the boss, as well as the glory of the first kill, is enough to make up for the damage they suffered in the process.
It didn't take much time for the last boss, and the first half of the day was basically spent on this boss.
This boss has four skills, one is a fatal wound, which can be stacked, reducing the target's healing effect by 10% each time, similar to homeopathic slashing when activated, and the person in front of the worm's head will be stacked, so the boss can't stand in front of people.
Except for MT Azure Sea Breeze, he is not a person.
The second skill is the hatching of the Vickeney Worms, which will hatch a large number of Wickney Worms throughout the battle, and these Worms will attack more strongly than the ones before entering the Van Cranes Lair.
They are also immune to all control skills except fear and stupor.
Van Crees's minions, throughout the battle, the hall will also brush similar to the "Van Crees's minions" of the mud destroyer, this kind of monster attack power is very fierce, almost can kill cloth clothes in seconds, hit the plate armor about 1,070 damage, immune to control skills other than coma.
Finally, there is the netting. For each worm or minion spawn, Van Crees will randomly teleport a person to the four corners of the hall and immobilize them for 8 seconds.
This boss is not a new trick, although the fatal wound has not been seen before, but similar is not unusual.
Van Creis's own abilities may be worse than those of Kulinax in Angela's Ruins, but the worms and minions are ferocious and have no limit to their number, and they can spawn infinitely.
How to drown Van Cries before mobs overwhelm the team will require more work on DPS.
Unlike Kulinax, Lu Li uses three defensive classes to take turns to take on the boss, on the one hand, to avoid too many deadly wounds, and on the other hand, to prevent a tank from suddenly being trapped.
This is done because T dies if the Fatal Wounds stack up continuously, so when the wounds stack to a certain point, another T needs to take the attack and the wound.
It's basically superimposed on MT.,Just change a T resistance for a while.,The state of the previous T will fade over time.,When it's almost gone.,You can pull the boss back.。
Both the thieves and the hunter's pets have to go on the field and attack Van Cries on the flank, unable to stand in front of them, and the more people who take the fatal wounds, the worse they will be.
Since the time to pull the monster cannot be delayed for a second, the Azure Sea Breeze began to drink the rage potion to open the monster, so that the DPS activation time can be the fastest.
Mages, Hunters, and Warlocks will need to deal with Van Creis all the time, and Thieves and pets will be busy between Van Crees and the Sandworms. If the thieves have plenty of them, it's also a good choice to fight Van Cries in a little bit.
During the battle, everyone surrounded Van Creis to ensure that they could take care of as many worms and minions as possible, just like Wim.
Leave the worm alone while refreshing, and let the warrior pull the worm back with frustration.
When it comes to refreshing Van Crees's minions, divide them into one to hold them down, and at the same time take care of him with the corresponding treatment. All DPS should focus on killing Van Creis and ending the fight as soon as possible. The longer it drags on, the more mobs will appear, and the more likely it is that the healing will crash and accidents will happen.
Because worms only eat fear, Lu Li brought in a lot of warlocks this time.
The Chain of Dread is an important part of this battle, with five Warlocks forming the Collective Chain of Dread. The first Warlock's fear time is particularly important, as it is generally possible to start releasing 4 worms, as the Swarm Fear has a 1.5 second release time.
If a warlock makes a mistake, it won't be said to be wiped out immediately, but casualties are inevitable.
MT is the focus of this battle - enough technology, numbers, and equipment to keep Van Crays and all the sandworms and bugs where they need to stay and where they want to lie down.
This time it was all about powerful MT, and the blue sea breeze needed to hold off Van Crays's hatred as soon as possible, and after pulling it, don't easily change the position of the boss's head, even when handing over to other T, because if it changes frequently, it will affect the efficiency of the thief's backstab.
This time, the thief profession is finally not only Lu Li and the water elf.
Lu Li brought four thieves into the book, as long as he wanted to use the thieves' powerful attack power on the boss, and the thieves' stun could control the mobs to save the scene.
The current version is actually not obvious.,Wait until the later version.,Dawnwings did something to use fifteen thieves to fight this boss.,The efficiency is not ordinarily high.,It's just that this kind of strategy is completely sensational.,There's no point in opening up the wasteland.。
Lu Li didn't have so many powerful thieves to bring in the dungeon.