Chapter 207: Muddin's Flying Hammer
Entering the gate, the scene of the map has finally changed, revealing all the maps in the Fire Cloud Castle.
Feng Shao glanced at it, and the four maps were divided into four areas, southeast, northwest, and four corners, with a large road in the middle, leading to the City Lord's Mansion in the middle.
However, from a distance, it can be found that the gate of the City Lord's Mansion is closed, which means that you still need to kill the boss to open the final map, and those bosses should be in these four areas.
"Where to go"?
Some members sighed, everyone was a little excited, and they couldn't help themselves, especially now that several major cattle fork groups are starting live broadcasts, and their own team is the leading first.
"Whatever, it's weird on both sides, men on the left and women on the right, let's go to the right first."
…… Feng Shao said that there is a clear eye, but the ending is a bit unpredictable.
However, it was the same on both sides, and there seemed to be many ways to enter both sides, but at this time they were all jammed with guards.
Feng Shao and they directly found the alley on the right close to the city gate and killed it, without the interference of the energy cannon, everyone's output environment was much better, and the speed was faster.
But it's weird.,Your sister is really a little bit good.,And it's constantly squeezed into the alley.。
It's useless to feel that you go any way, and what you face will be all the little monsters in this area.
Slowly slaughtering in, Feng Shao and the others finally came to the center of the southern corner, where a huge guy with a silver-white copper hammer stood there.
Looking at the other party's athletic muscles, they know that it is not fun to be less windy, a warrior profession, and they don't know what powerful skills they have.
Muddin: Humanoid, Bronze Boss (dungeon), one of the four generals of Fire Cloud Castle.
Level 49, 500000000 Health, 9000 Attack, 2800 Defense.
Skill:
Smash: Deals 200% physical damage to the target, deals 50 current damage to the two enemies closest to the target, and inflicts a smash hit on the target, increasing the damage taken by the target by 50% for 60s.
Thunder Strike: Deals 100% physical damage to all enemies within 10 yards of the area, inflicts Weakness, reduces Attack Speed and Movement Speed by 20%, and Attack Power by 10% for 6s.
Whirlwind Slash: Deals 200% physical damage to all enemies within 10 yards of the area.
Flying Hammer: Throws a throwing hammer, after landing on the ground, it deals 300% physical damage to all enemies within 5 yards of the surrounding area, and stuns for 5s, and the enemy who takes damage and is closest to the center of the explosion will gain the Flying Hammer skill, an effect, used on the boss, dealing 100,000 fixed damage, and stuning for 5s.
Crazy: Charge for one second and start slamming the ground, dealing 100% physical damage to all enemies in the entire field every second for 20s.
Celestials: Charge for two seconds, Mudin will become more powerful and unstoppable, deal 100% more damage, and be immune to all controls for 30s.
Throw: Grabs a nearby player, charging for one second, dealing 200% physical damage to the target and knocking them 40 yards into the air, dealing 200% physical damage to all enemies they collide with, and knocking them into the air for a distance.
Big Jump: Jumps anywhere within a 30-yard radius at random, dealing 200% physical damage to all enemies within 5-yard radius of the landing site, triggering a Thunder Strike.
Grand Earthquake: Deals 200% physical damage to all enemies in a straight line of 50 yards in front of you and stuns them for 3s.
Body of the Celestial: Passive skill, reduces all damage taken by 20%, has a chance to reflect the magic damage received, and the caster deals the current magic damage.
Berserk: Twenty minutes after Mudin enters the battle, he will enter a berserk state, increasing his attack power by 500% and increasing his attack speed and movement speed by 200%.
An interesting mechanic that requires the boss's skills to restrain himself, but I don't know how long this throwing hammer will be released, and how many times will there be in between.
Anyway, if you don't hit two first, you'll know.
Soon, two handfuls were destroyed in a row, and everyone's experience was also obtained.
In addition to the skills that generally require changing tanks and dodging, the main ones are the Flying Hammer and the three skills that have a charge time.
Mudin unleashes the Flying Hammer ability, which will cause a giant golden yellow to appear above the player's head? The hammer will slowly fall, and it will take three seconds for it to hit the ground and explode.
So at this time, everyone has time to run for positions.
However, the location of the flying hammer is uncertain, and the most suitable for the flying hammer are naturally those mages who can run fast and can relieve stunning.
The second is the flying hammer released by the player, the flight time is 0.5s, and the maximum flight range is only 15 yards, so the remote pickup of the flying hammer needs to pay attention to its position, not too close, being hit by thunder and whirlwind, and not too far, and after Mudin jumps, he may also read these big skills directly, and players who need to pick up the flying hammer have extremely high flexibility.
Finally, the throwing skill can be interrupted if it can be interrupted, and there is no way to interrupt it in time, but the other two skills must be interrupted.
The order of the flying hammer and those three skills is probably two flying hammers, in two random big skills, in one flying hammer, and one skill.
Therefore, every time a mage receives a flying hammer skill, it is also necessary to arrange a reasonable arrangement for who will cast the flying hammer skill to interrupt the next damage.
This is where the battle begins, and the five mages disperse, occupying one person on each side, according to the team's arrangement, picking up the flying hammers in their range.
The rest of the DPS is scattered at will, but melee combat should never be close to the tank, lest it be affected by smashing hits.
Healers take turns to see Tan.,There's also melee combat.,There are obvious movements when the boss is very skillful.,Thunder skills and 0.5s of foot lifting action.,The attack range of melee is 8 yards.,0.5s As long as the reaction is fast.,It's definitely possible to run out.,So you can dodge and hide.,Reduce the pressure of healing.,The same goes for whirlwind slash.,Mudin will swing his big hammer sideways.。
This one,Interrupted in time,The only flashing of a dream with a hammer was used to dispel the vertigo caused by the flying hammer.,The result was very unlucky to hit another big earthquake.,Three seconds unconscious.,When she recovered,The boss's god has already been used.。
No other skills are needed, when attacking the tank, it is already difficult to stop, and finally the team is destroyed.
After the defeat, it is still the mage who catches the flying hammer, but the flash has to be careful, the boss's berserk time is twenty minutes, and the DPS is properly enough.
Again, everyone paid attention to it very well, but the team's melee was not a tank, and there were ten people, accounting for one-third of the entire regiment, but the melee skills were not dodged in time, and the pressure of treatment was still very great, and finally the whole blue led to the destruction of the group.
This boss seems to be suitable for teams with a lot of long-range DPS.
The speechless Feng Shao rested for a while, cheered up again, and threw themselves into the battlefield.
The news on the forum has come out, and several guilds have come over to the old one, among which the fastest second place is only eight minutes away from the time when his guild is overthrown, but it is worth praising that this second team is still a guild.
It's a group of players composed of soldiers, they may only be considered medium in the top team, and the equipment is about the same level, but the opponent's insight and execution are not comparable to ordinary teams, as long as there are reasonable tactics, and the strength required to push to the boss is not too different, and it is inevitable to push to the boss.
"Up, pay attention to dodge in melee, heal a little less pressure, it's a little pressure."
Xiang Shao shouted, everyone had already taken up their positions outside, and with an order, the melee rushed up one after another, and the warriors, assassins, or something, after charging the shadow step, also began to retreat, and came to the farthest output distance before they stood firm to attack.
"Watch out for dodge skills".
Looking at the action and shouting melee dodge, it is too late, you can only get close to the fighters and observe for themselves.
The boss raised his feet, retreated, and the instant effect of the thunder on the ground disappeared, and everyone ran forward two steps to continue to attack.
The boss's sledgehammer rose horizontally, and then retreated, and in front of the big sledgehammer blowing a hot wind across his face, everyone pressed it again, and the weapon in his hand fell on Mudin again.
"Shuai Mage, eat the hammer, the others get out of the way, come over after eating the hammer, you interrupt."
"Yuxin, eat the hammer, get out of the way of the others, flash and stay, be careful of the big earthquake."
"Come here, Master Shuai, pay attention, your interruption."
"Wow, Mudin is angry, my lord God, give me ......"
Mudin suddenly raised his big bronze hammer with both hands and shouted to the sky, but before the last words 'divine power, the gods descend to earth' came out, a white hammer flew out of the handsome mage's hand and quickly hit Muddin's head.
100,000 fixed damage, and at the same time, Mudin hammered down weakly with both hands, falling into a state of vertigo.
It's not easy to play safely for five seconds again.
The melee fighters shouted, but the nerves were still tense, five seconds were fleeting, and the next moment, the ghost knew what skills Mudin would put in this thing, it was really not easy.
"It's good to interrupt, Yu Xin is ready, and the other mages are back to their places and standing."
This one played well, but in the end it was turned against Japan by the boss.
The big jump thunder plus throw, obviously the interruption can't keep up, so the throw of that remote position, and it happens to be in the direction of the infield.
There was no rush to dodge in the melee combat, and even the mage who ran over was knocked one away, and all of them were 40 yards away from the boss.
Then the boss went crazy again, going crazy for five seconds in a row, and solved most of the players.
Again, hope is right in front of you, as long as everyone is paying attention to these things, when you jump big, you can quickly hide from those who are named, and there is still a great chance to dodge.
The sixth, finally passed, Feng Shao touched the big copper hammer in Mu Ding's hand, but he was happy to kiss his brother.
Because the profession of this product restricts weapons, hammer weapons are directly prioritized by him, even if it is a greedy allocation, he has taken the equipment before, and he will give it to him first.
After all, everyone is an acquaintance, and no one will blush for a piece of equipment