The Great Thief of Online Games

Chapter 1669 The tenacious Van Kress

The third legendary item is the Qiraji Emperor weapon, which is considered a quest item.

The road from BOSS No. 3 to BOSS No. 4, the tenacious Van Kress, is dotted with elite Vicney Soldiers and non-elite Vicney Drones. After the group is destroyed, these monsters still need to be cleaned up. Van Kress After death, the swarm will no longer spawn.

This also means that every time the group is destroyed, the mobs must be defeated 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 wiped out.

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

These two kinds of mobs are new monsters. The Vickni soldiers will give people a powerless charge DEBUFF, which will reduce the movement speed by 60%. People with this DEBUFF should also move forward. They can only walk as much as they can. The HP is medium, and it is easy to solve under the DPS of a large amount of AOE.

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 road from No. 2 to No. 3 in Black Wing Lair, because these soldiers and peaks are large in number and refresh quickly. Very fast, about 30 seconds.

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 refresh 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 Van Kress 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 legal professions some space to recover blue.

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 Wickney worms. Van Kress will hatch a large number of Wickney 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.

Minions of Van Kress. Throughout the battle, monsters like Minions of Van Kress similar to the Digger Destroyer will be spawned in the lobby. This monster's attack power is very ferocious. It can kill commoners almost instantly. 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 create a net. Every time a worm or minion is refreshed, Fankress will randomly teleport a person to the four corners of the hall and freeze him for 8 seconds.

This BOSS does not have any new tricks. Although I have never seen fatal wounds like this before, similar ones are not unusual.

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

How to swamp Van Kress 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 the T to die, so when the wounds are superimposed to a certain extent, another T needs to bear the attacks and wounds.

Basically, it is superimposed on the MT. Just change to a T to resist for a while. The state of the previous T will fade with the passage of time. When it is almost faded, you can pull the BOSS back.

Both thieves and hunter pets will come on stage to attack Fankress 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 the fastest.

Mages, hunters and warlocks need to deal with Vankreath throughout the whole process, while thieves and pets will be busy between Vankreath and the sandworms. If there are enough thieves, it is also a good choice to spend some time to fight Van Kress.

During the battle, everyone gathered around Fankress to ensure that they could take care of as many worms and minions as possible, just like Wim.

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

When Vankress's minions are spawned, grab one of them and take care of him with the corresponding treatment. All DPS should focus on killing Van Kress and ending the battle as soon as possible. The longer you wait, the more mobs will appear, and the greater the chance of healing breakdowns and accidents.

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, it can be released when 4 worms appear, because the group fear has a release time of 1.5 seconds.

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 and lie down wherever they should.

The ones brought in this time are all powerful MTs. Azure Sea Breeze needs to capture the hatred of Fan Kreis as soon as possible. Once captured, do not 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 profession finally includes 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.

It’s not obvious in the current version. In later versions, Dawn Wings used fifteen thieves to defeat this BOSS. The efficiency was not very high. It’s just that this strategy method was completely sensational, and it didn’t matter when opening up wasteland. significance.

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

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