Just like that, Lu Li replaced quite a few pieces of equipment. These were given to other members of the club to use, but Lu Li still chose a few with better special effects to use on different people.
His current equipment level was the best in Dawnlight.
T3 wasn't the best equipment. In the future, many elite groups of big guilds might have a set, but at the moment, only the super clubs would have a T3 piece. Those who could enter the final Instance Dungeon weren't poor, so even if you had the money, you might not be able to buy it.
Wild Bosses had a small chance of dropping some T3 pieces. These Wild Bosses were all very strong, and they only respawned once a week.
It was very rare for Lu Li to have four pieces of T3 equipment. Having more than four pieces wasn't very useful. He needed to match it with some better pieces, and then his equipment would graduate from the 60s.
When all the equipment had graduated, the competition on the field relied on skills and teamwork.
"Who dares to invade my Holy Domain? I'm warning you: there were many idiots who invaded here – they're all dead! "
When Lu Li entered the battle, Sky Moon had already pretty much figured out the Boss.
Kel 'Thuzad's entire battle was divided into three stages.
In the first stage, Kel 'Thuzad didn't participate in the battle, but there were seven points in the room that spawned a large number of elite monsters. The elite monsters were divided into three types.
[Frozen Wasteland Soldier] was a skeleton with around 2000 HP. When it rushed into a group of people, it would self-destruct and release Shadow Impact, dealing around 2000 Shadow Damage. [Unstoppable Hatred] had high attack and high HP. It would reduce healing effects by 10%. This could be stacked, and it would randomly attack a target with close aggro. [Soul Weaver] was a monster with the appearance of a banshee. When it got close to the first aggro, it would deal around 5000 Shadow Damage, and it had a knockback effect.
The first stage lasted about 5 minutes. After 4 minutes and 30 seconds, the monsters would spawn faster. After 5 minutes, Kel 'Thuzad would activate and enter the second stage.
Sky Moon brought his people and entered the second stage without much effort.
The first stage was a test. If you could not clear it, you would have to go home, wash up, and sleep. As long as you had enough equipment and teamwork, you would be able to clear it. After all, they were all small monsters.
Sky Moon's strategy was to arrange for a ranged player to guard the Skeletons that spawned at each door. If a Banshee appeared, then all the ranged players would focus on killing the Banshees. At the same time, they would also take care of the Skeletons. If they were unlucky enough to become the target of a Banshee or a Skeleton, then everyone had to keep their distance. Otherwise, it would be a devastating blow to the team.
If a melee player were to fight [Unstoppable Hatred], it would require 3-4 Warriors to create a Taunt Chain. Once the target changed direction, other than a defensive Warrior, no one would be able to take more than two hits from it.
In short, the ranged players were in charge of the Skeletons and Banshees, while the melee players were in charge of killing the Abominations. The entire team was concentrated in the center of the circle.
As time went by, the monsters would respawn faster and faster, so a strong DPS was required.
The first stage didn't really test many things. As long as the DPS was strong, there was basically no strategy to speak of. What was especially important was that it was very easy for the ranged players to pull the monsters in the center. Skills like the Hunter's Multi-Shot had to be used carefully. Of course, the melee players were not allowed to leave the circle and provoke monsters that they shouldn't be fighting.
In the second stage, Kel 'Thuzad officially entered the battle.
Sky Moon and the others had obviously fought in this stage before, but they were mainly stuck in this stage.
They had just entered the second stage, and the cleanliness of the battlefield depended on the DPS of the first stage. If there were still Banshees and Abominations on the battlefield, they couldn't panic. It was very easy to deal with them. The melee DPS could use crowd control skills to kill off the Abominations as quickly as possible. The ranged players and healers would quickly get into position. Everyone was at least 10 yards away from each other, and they would continue to kill the Banshees. Those who were targeted by the Banshees would kite the Banshees. Generally, after 30 seconds, there shouldn't be any monsters on the battlefield to interfere.
Sky Moon had probably made a mistake. He always wanted to get rid of all the monsters in the first stage, so he reduced the number of Main Tanks and healers.
After Lu Li entered the Dungeon, he immediately made adjustments. The healers had to ensure that the team at least survived. Otherwise, everyone could be wiped out at any time. If they didn't leave some room for error, they wouldn't be able to fight for too long in the second stage.
The most important thing was that Lu Li directly got four Main Tanks.
A reasonable arrangement should be like this: In the center, the four Main Tanks should be 90 degrees away from each other.
The Boss, from the inside to the outside, was a melee DPS, a Main Tank, a healer, a ranged DPS, and a ranged healer. The positions should be orderly and orderly, ensuring that there was a distance between each other. After getting into position, apart from dodging Shadow Cracks, there was basically no need to move.
In the second stage, Kel 'Thuzad would frequently use its six skills.
Among them, the biggest threat was probably Frost Impact. Previously, it was very difficult to survive, but after using Lu Li's positioning, it was very rare for two ranged players to be hit at the same time. Even if it did happen, as long as they healed in time, the person hit wouldn't be in any danger. However, there needed to be a healer. If there wasn't a healer, then basically being hit by Frost Impact meant certain death.
Sky Moon reduced the number of healers and Main Tanks, so this stage had the most casualties.
For the melee players, Lu Li would remind them when it was necessary. When the melee players heard the command, they would retreat and disperse in time. This way, Frost Impact would be completely resolved.
The troublesome thing about Kel 'Thuzad's Chain was that it could control three Main Tanks at the same time. Those who were controlled would have a portion of the aggro removed. If after two rounds, all four Main Tanks were controlled, then it was very easy to cause an OT. Once the first aggro exceeded Kel' Thuzad's melee target, then a single Frost Arrow from 3S would be enough to instantly kill everything.
Thus, the controlled Tanks had to do their best to create aggro. If an OT occurred, then the target should quickly move towards the center. The other professions should immediately interrupt Kel 'Thuzad's magic and then wait for the Main Tank to pull. This way, they could greatly reduce the number of casualties caused by an OT.
What had to be paid special attention was that Warriors should use skills like Piercing Roar at the beginning. Otherwise, after they betrayed the Main Tank, a single Piercing Roar to Fear the four Main Tanks was no laughing matter.
The requirement for the other professions was: Immediately control the person being controlled.
Single target Frost Arrow, a skill with a 6 second cooldown. It dealt 8000-9000 Frost damage to the first aggro. If the first aggro target wasn't in melee range, then it would be shot every 3 seconds. It was very threatening. Four Tanks could make it so that it wouldn't be shot once in the entire battle.
Considering that Shieldstrike had a certain probability, two Tanks were divided into a group and would take turns to interrupt it.
If the Main Tank wanted to adjust the Boss's position, they had to remember that they had to wait for a single target Frost Arrow to interrupt it before they could move.
Mana Explosion, a debuff that lasted 5 seconds. It dealt Nature damage to everyone within 10 yards. The damage was related to the target's Mana. If there were enough Tanks and they were in a good position, then they could basically ignore this skill.
AoE Frost Arrow, a constant pressure on the Healers. It dealt 3000 damage to the team every 15 seconds, and it could also be resisted frequently.
When the Shadow Crack appeared, it was very obvious, and there was enough time to dodge. There was no hidden danger of a team wipe.
All in all, this process was a smooth transition. The DPS had to pay attention to steady output.
However, it was easier said than done. Most commanders were worried about whether they had enough DPS. The less time they took to fight the Boss, the more likely they were to succeed. If they dragged it out for too long, the variables would be too great.
In the second stage, Lu Li led everyone for two weeks. Finally, they coordinated well enough to enter the third stage.
When Kel 'Thuzad's HP reached 40%, he would ask the Lich King for help. In the third stage, 5 Guardians of the Frost Crown would appear in the surrounding teleportation gates.
The Guardians of the Frost Crown could be locked by the Priests. They could slow down and freeze, but they had a lot of HP. It was almost impossible to kill them. Moreover, every time they changed targets, they would receive a Blood Diversion buff, increasing their own attack by 15%. This could be stacked.
Kel 'Thuzad's own skills didn't change. As long as they held off the 5 Guardians of the Frost Crown and killed Kel' Thuzad, it would be their victory.
There wasn't much emphasis on tactics here. They just had to arrange the control of each point. Of course, if the number of Warriors allowed it, it was best for the Warriors to create aggro first. This way, even if they escaped, there wouldn't be any casualties. This stage was mainly to control the 5 Guardians of the Frost Crown. The DPS increased, but the melee classes still had to pay attention to the Frost Impact skill.
In the third stage, the cooldowns of the Boss' skills were significantly longer, so there was no need to worry too much about the Main Tank being controlled. At this stage, they could even let a Main Tank that had just been controlled pull the Guardians of the Frost Crown.
In general, the third stage was easier than the second stage.
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