The third legendary item was the Qiraji Imperial Weapon, which was considered a quest item.
The path from the third boss to the fourth boss, the Tenacious Frankris, was filled with elite "Vekniss Soldiers" and non-elite "Vekniss Drones". After the team got wiped, these monsters still needed to be cleared. After the death of the Frankris, the swarm would no longer spawn.
This also meant that every time the team got wiped, they would have to fight a bunch of small monsters from here.
This was very troublesome during the exploration period.
But it couldn't be helped. The Instance Dungeon was designed this way. Who asked Lu Li's team to get wiped?
If they could clear it in one go, naturally they wouldn't have to worry about it.
These two types of small monsters were new monsters. The Vekniss Soldiers would give the players a debuff called "Powerless Charge", reducing their movement speed by 60%. The players with this debuff should still move forward, as much as they could. They had medium HP and were easy to deal with with a large amount of AOE DPS.
The Vekniss Drones weren't even elite, so there was no need to talk about the difficulty.
Don't think that these two types of monsters weren't as strong as the previous small monsters. In fact, this place was very similar to the "Trap Room" on Blackwing's Nest road 2 to 3. There were many soldiers and drones, and their respawn rate was extremely fast, about every 30 seconds.
What was different from the Trap Room was that after the soldiers were pulled by the Warriors, the team couldn't be too scattered. Otherwise, they would attract the rapidly respawning Chongzi, so they had to concentrate and deal with them as soon as possible.
The entire team should try to stick to the left wall as much as possible to avoid attracting a large number of insects on the right. After pulling two elite insects at once, the team had to maintain a very small area and quickly advance.
Lu Li often shouted, "Stay close to me, keep up."
Before reaching the last batch of small monsters in the Frankris Hall, they could stop for a while. There was a small slope on the left that everyone could gather there. There, they wouldn't be discovered by the respawning drones, and they wouldn't attract the Boss. So, they could prepare for the buff there. If someone died along the way and couldn't be revived, they could get the Warlock to summon them there.
In general, it was using the quick AOE to give the mages some space to recover their mana.
The fourth boss was called "Tenacious Frankris".
Regardless of whether he was tenacious or not, he was not as tenacious as the players, who would rather die than give up.
Those who could join the Clearers were very patient. Some even enjoyed the feeling of dying. Even if they didn't like it, the equipment dropped by the Boss and the glory of the First Clear were more than enough to make up for the damage they suffered in the process.
The last Boss didn't take too much time, but the first half of the day was spent on this Boss.
This Boss had four skills. One of them was Fatal Wound, which could be stacked. Every time it was used, it would reduce the healing effect of the target by 10%. When it was used, it was similar to a slash. The people in front of the Zerg's head would be stacked, so no one could stand in front of the Boss.
Other than the main tank Weilan Haifeng, he was not considered a human.
The second skill was hatching Vekniss Worms. Fankeris would hatch a large number of Vekniss Worms throughout the battle. These attacks from Chongzi were stronger than those from before he entered Fankeris' lair.
Moreover, they were immune to all control skills except fear and stun.
Fankeris' Minions. Throughout the battle, there would be monsters similar to the Muddigger Destroyer spawning in the hall. These monsters had very high attack power. They could almost instantly kill a cloth-armored player and deal around 1,700 damage to a plate-armored player. They were immune to all control skills except for stun.
Finally, there was the Web. Every time a Zerg or Minions spawned, Fankeris would randomly teleport a person to one of the four corners of the hall and freeze them for 8 seconds.
This Boss didn't have any new tricks. Although Fatal Wound had never been seen before, it wasn't rare to see something similar.
Fankeris's own ability might be worse than Klinax's in the Ruins of Ahn 'Qiraj, but the Zerg and Minions were very fierce. There was no limit to their numbers and they could spawn infinitely.
As for how to get rid of Frankris before the monsters overwhelmed the team, they would need to put more effort into their DPS.
Unlike Klinax, Lu Li used three defensive professions to take turns tanking the Boss. On one hand, it was to prevent Fatal Wounds from stacking too much. On the other hand, it was to prevent a Tank from suddenly being netted.
This was because the continuous stacking of Fatal Wounds would cause the Tank to die. So, when the Fatal Wounds stacked to a certain extent, another Tank had to take the damage.
Basically, Fatal Wounds stacked on the Main Tank. As long as another Tank took the damage for a while, the previous Tank's status would fade over time. When the status faded, they could pull the Boss back again.
The pets of the Thieves and Hunters had to attack Fankeris from the side. They couldn't stand in front. The more people who took the damage, the stronger it would be.
As they couldn't waste even a second, Weilan Haifeng began to drink an Aggro Potion to pull the Boss. This way, the DPS could be activated as quickly as possible.
The Mages, Hunters and Warlocks needed to deal damage to Fankeris. The Thieves and pets would be busy dealing with Fankeris and the Sandworms. If the Thieves had enough DPS, it would be a good choice to split some to fight Fankeris.
During the battle, everyone would surround Fankeris to ensure that they could take care of the Zerg and Minions as much as possible, just like Vimm.
When the Zerg respawned, there was no need to worry about it. Let the Warriors use Demoralizing to pull the Zerg.
When Fankeris' Minions respawned, one of them would pull it. At the same time, the healers would take care of it. All DPS should focus on killing Fankeris and end the battle as soon as possible. The longer the battle dragged on, the more monsters would appear. The chances of the healers collapsing and accidents happening were higher.
Because the Zerg only ate fear, Lu Li brought many Warlocks with him this time.
Chain of Fear was an important part of this battle. Five Warlocks formed a group Chain of Fear. The first Warlock's Fear duration was especially important. Normally, it could be released when four Zerg appeared. This was because the group Fear had a 1.5 second cooldown.
If the Warlock made a mistake, although it wouldn't be an instant wipe, casualties were inevitable.
The Main Tank was the focus of this battle. They had enough skills, numbers and equipment to ensure that Fankeris and all the Sandworms stayed where they needed to be.
This time, they brought in strong Main Tanks. Weilan Haifeng needed to pull Fankeris's Aggro as soon as possible. After pulling Fankeris, they couldn't easily change the position of the Boss' head, even when they were dealing with other Tanks. This was because if they changed it too often, it would affect the efficiency of the Thieves' Backstab.
This time, the Thieves were not just Lu Li and Water Fairy.
Lu Li brought four Thieves into the Dungeon. As long as they could use the Thieves' strong attack power against the Boss and the Thieves' stun to control the monsters, they would be able to save the situation.
In the current patch, it wasn't obvious. In the future patches, Wings of Dawn had used 15 Thieves to fight this Boss, and their efficiency was extremely high. However, this kind of strategy was completely sensationalistic, and it was meaningless when it came to pioneering.
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