The Great Thief

Chapter 1665: Tenacious Van Kerris

The third legend is its Ladite weapon, which is considered a quest item.

From No. 3 BOSS to No. 4 BOSS - the stubborn Van Kerris, there are elite "Vickney Soldiers" and non-elite "Vickneys and Bees". After the group is destroyed, these monsters need to be cleaned up again. Van Kerris After the death, the insects are no longer brushed.

This means that every time the group is destroyed, you must play the mobs from here.

This is very annoying during the land reclamation.

But there is no way, the copy of the people is designed like this, who will let them leave the group.

Once you have a word, you don't have to worry about it.

These two mobs are new monsters. The Vickers will give a DEBUFF that is “incapable of charging”, which will reduce the movement speed by 60%. The people in this DEBUFF should also advance, how much can be gone, The blood is medium and can be easily solved under a large amount of AOE DPS.

The Vickney Xiongfeng is not even an elite, so there is no need to say the difficulty.

Don't think that these two monsters look like the strength is not as difficult as the previous mobs. In fact, it is very similar to the "trap house" on the 2nd to the 3rd of the Black Wings Nest, because of the large number of these soldiers and male peaks and the refresh rate. Very fast, about a 30 second brush.

The difference with the trap room is that after the soldiers are pulled by the soldiers, the team type can not be too scattered, otherwise it will lead to the bugs that are quickly refreshed behind them, and must be solved as soon as possible.

The entire team should try to stick to the left wall to avoid a large number of insects on the right side; once the two elite insects AOE are dropped, the team must keep moving fast in a small range.

Lu Yi often shouted a sentence is "close to me, keep up."

On the last batch of mobs in front of the Van Keres Hall, you can stop for a while - there is a small **** on the left hand side that can go up, where everyone gathers, where the drones will not be found, nor will they lead BOSS, so you can prepare for BUFF there, if the person who died in the middle can't be resurrected, you can let the warlock call him here.

In general, it is to use the fast AOE to give the legal profession some blue space.

The fourth BOSS is called "the tenacious Van Kerris".

No matter how tenacious or stubborn he is, no player is tenacious, and the player is dead and does not give up.

People who can enter the Raiders group are very patient, and some even enjoy the feeling of being dead and living. Even if they don't like it very much, the equipment dropped by 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 last half of the day was basically consumed in this BOSS.

This BOSS has four skills, one is a fatal wound, which can be superimposed. Each time the target's healing effect is reduced by 10%. When it is launched, it is similar to the situation. The person in front of the insect head will be superimposed, so the BOSS cannot stand before.

In addition to the MT blue sea breeze, he is not a human.

The second skill is to hatch the Wickney worm, which will hatch a large number of Wickney worms throughout the battle. These bugs are stronger than those before entering the Van Kerris nest.

And they immune all control skills except fear and coma.

Van Kerris's minions, the entire battle hall will also brush the muddy destroyer's "Fan Kerris's minions". This strange attack is very fierce, almost can kill the cloth, hit the plate with about 1.7 damage, immune removal Control skills outside of coma.

The last is the netting. Every time a worm or minion is refreshed, Van Kreis will randomly pass a person to the four corners of the hall and set it for 8 seconds.

This BOSS is not a new trick. The deadly wound has not been seen before, but it is not unusual.

Van Kerris's own abilities may be worse than Culinac's in the ruins of Ahn'Qiraj, but the worms and minions are fierce and there is no limit to the limit.

How to flood the Van Kerris before the mobs drown the team, you need to work harder on the DPS.

Different from Culinacs, Lu is using three defensive occupational rotation top BOSS, on the one hand to avoid excessive superposition of lethal wounds, and on the other hand to prevent a tank from being suddenly netted.

This is done because the constant superposition of deadly wounds will cause T to die, so when the wound is superimposed to a certain extent, another T is required to withstand the attack and wound.

Basically, they are superimposed on the MT body. Just change a T anti-for a while. The state of the previous T will fade with the passage of time. When the retreat is almost the same, you can pull the BOSS back.

Both thieves and hunter pets are on the scene, attacking Van Kerris on the side, can't stand in front, and the more people with deadly wounds, the more powerful they are.

Because the strange time can not be delayed for a second, the blue sea breeze began to drink anger potion to open the blame, so DPS startup time can be the fastest.

Masters, hunters, and warlocks need to export to Van Kerris throughout the game, and thieves and pets will be busy between Van Kerris and the Sandworms. If the thieves are abundant, it is also a good choice to play Van Cress.

In the battle, everyone surrounded Van Cress to ensure that they can take care of worms and minions as much as possible, just like Wim.

Don't worry when refreshing the worm, let the warrior pull the worm with frustration.

When refreshing Van Kerris's minions, take one to pull and take care of him with the appropriate treatment. All DPS should focus on killing Van Kerris and end the battle as soon as possible. The longer you drag, the more mobs will appear, and the greater the likelihood of treatment breakdowns and accidents.

Because the worm only eats fear, Lu has brought in a lot of warlocks this time.

The chain of fear is an important part of this battle, and the five warlocks form a chain of fear. The fear time of the first warlock is especially important. Generally speaking, four worms can be released, because the group fear has a release time of 1.5 seconds.

As long as the warlocks make mistakes, although they will not say that they will be destroyed immediately, the casualties are inevitable.

MT is the focus of this battle - enough technology, quantity and equipment to ensure that Van Kerris, all sand worms and bugs should stay where they are, where to lie.

This time, the powerful MT is brought in. The blue sea breeze needs to hold the hatred of Van Kerris as soon as possible. After pulling it, don't change the position of the BOSS head easily, even if it is being handed over with other Ts, because if it changes frequently, it will affect. The efficiency of the thief's backstab.

This time, the thief profession is finally more than two.

The land has brought four thieves into the book, as long as it is to rely on the powerful attack power of the thieves on the BOSS, and the stun of the thief can control the mobs to save the field.

The current version is still not obvious. After the later version, the Dawn of the Dawn has used 15 thieves to play this BOSS. The efficiency is not generally high, but this strategy is completely sensational. significance.

There are not so many powerful thieves in the land to bring in the copy.