< img height="1" width="1" style="display:none" src="https://www.facebook.com/tr?id=433806094867034&ev=PageView&noscript=1" />

Text:

Comment:

Home > Fantasy > The Great Thief > Chapter 1895

Chapter 1895

Words:1971Update:22/08/06 04:28:28

Report

Karazhan's Bosses were just that stubborn. You had to kill them within a certain period of time, or else they would kill you.

This Boss' stages weren't obvious. There were two stages that alternated, and these two stages had three similar skills. One was Nether Burn. In theory, it could be avoided and resisted by blocking vision.

Qin Wang walked around the pillar. Even if he couldn't avoid it, he had to avoid it.

Nether Burn only needed to block vision for a moment, and it would make the Nether Dragon swallow back its anger.

Because skills could be resisted, Lu Li had Sanyue Yu give everyone Shadow Resist. Nether Burn looked like a fire skill, but it was actually Shadow damage.

There was also Nether Zone, which randomly chose a target and cast a circle of Nether Zone under their feet for 15 seconds. Anyone within range would receive 1,000 Shadow damage every two seconds. It was similar to the 4DK woman's Black Water and the Magic Prison's final Boss's skills.

They had to avoid this damage, or else they would die in minutes.

Finally, there was Enhance, which increased their damage by 100%. It couldn't be dispelled, and it usually appeared in the first few seconds of each Nether Gate stage.

The Nether Dragon's Berserk skill appeared frequently, so they had to be highly focused when fighting this Boss.

The Nether Gate stage lasted around 60 seconds. There was a Nether Gate on the left, right, and opposite of the room's entrance. Every time they entered this stage, these three points would spawn a Nether Gate of a different color. After 10 seconds, three rays of light of the corresponding color would shoot out from the three gates towards the Boss.

What had to be noted was that although the positions of the three gates were fixed, the colors could change during the next Nether Gate stage. You had less than 10 seconds to react.

When the three colored rays hit the Boss and the players, they would have different buffs. The similarity was that the buffs would stack up every second, with a theoretical limit of 99 stacks. When the players escaped from the rays and the buffs disappeared, they would receive a debuff called 'Nether Fatigue'. They wouldn't be able to absorb the same color of light for the next 90 seconds, but other colors wouldn't be affected.

One of the three colored rays was red, which was called Determination. After hitting the Boss, each stack would reduce the damage taken by 1%. If hitting a player, the player would become the Boss' current aggro target, and each stack would reduce the damage taken by 1% and increase defense by 5 points.

This color had to be blocked. Otherwise, the Boss wouldn't be able to deal any damage if there were too many of them.

There was also a type of green light called Tranquility. If it hit a Boss, each stack would restore 4000 HP. If it hit a player, each stack would increase healing effect by 5%, reduce skill consumption by 1% (including mana, rage, and energy consumption), and reduce maximum mana by 200 points.

The last type was the blue light. It was called Domination. If it hit the Boss, each stack would increase the Boss's Spell Damage by 1%. If it hit the player, each stack would increase the player's Spell Damage by 5%, reduce the amount of healing received by 1%, and increase the Spell Damage received by 8%.

After 60 seconds, they would enter the Banishment Phase, which would last for about 30 seconds.

During this phase, the Teleportation Gate would disappear, and the Netherworld Dragon would enter an Exiled state, unable to move. However, if players got too close, they would still receive physical attacks. The Netherworld Dragon could still be attacked.

The unique skill in this stage is Void Breath – Randomly chooses a target and fires a cone-shaped breath in that direction, dealing 4100 damage to all players within range.

-

He took 4800 damage and was knocked back 30 yards.

Can only be cast 4 times in each phase. This skill is limited by vision.

After 30 seconds, the Banishment Phase ended, and the Boss returned to the Void Door phase. At this time, the aggro list was reset. Healers and DPS had to be careful not to draw aggro until the red light appeared. Strictly speaking, this phase didn't last exactly 30 seconds. If the Boss happened to cast Void Breath when the time was almost up, the time would be slightly extended.

Based on the characteristics of the three types of light buffs and debuffs, different classes were responsible for receiving different colors of light.

Generally speaking, Tanks were responsible for the red light because the red light increased aggro, reduced damage, and increased defense. Other classes would be easily killed.

Healers were responsible for the green light, and ranged DPS was responsible for the blue light.

However, due to the characteristics of the light, it was very difficult for players to endure the entire phase alone, because this would cause the buff to stack up to 50 times. From the 31st layer onwards, the red light would reduce the Tank's upper HP. After 30 seconds, the blue light would increase the additional damage taken by the player by 240%. This meant that the halo effect would deal 3000 damage every 5 seconds. Apart from a few classes, most people would find it hard to endure.

Thus, alternating being exposed to the light became a more common solution.

Lu Li had a reasonable plan in mind. The only problem was that he had to "research" this plan.

Life was like a play, and it all depended on acting.

In fact, even if he didn't act, figuring out this pattern was only a matter of time.

Simply put, after entering the door and triggering the battle, the Void Door would be refreshed at the same time. This meant that after 10 seconds, the light would shoot out. They had to be in position within this time. At this time, all DPS players didn't attack. Let Weilan Haifeng pull the aggro first. Canmeng used Mislead to help stabilize the aggro. The three players responsible for receiving the light began to adjust their positions to ensure that when the light shot out, it would shine on them and not the Boss.

10 seconds after the battle began, the Main Tank would take over the first red light. After about 25 seconds, a healer would take over and continue for another 25 seconds. This healer would obviously be a Paladin or a Druid.

Lu Li pulled Darkness in. This way, there would be two healers and two Main Tanks to block the red light together. As a backup plan, if the person blocking the red light died, it was actually acceptable to switch to a Hunter.

This method would be maintained until the end of the first Void Door phase. During the second Void Door phase, because these two people still had the Void Fatigue debuff, the second Tank should come forward to take over the red light. After 25 seconds, another healer would take over at the same time. This way, during the third Void Door phase, the Main Tank's debuff would disappear and a rotation would be completed.

Every time this phase appeared, the aggro list would be reset. Since the red light had not appeared yet, they had to be careful of aggro. As soon as the red light appeared, they could go all out.

If a player was responsible for receiving the light and the Boss happened to cast Void Zone, they couldn't move left or right. They could only dodge forward and backward. They couldn't let the light break away from them and shine on the Boss.

It was best to discuss the way to take over in advance. Generally speaking, passing between the illuminated player and the Void Door was enough to block the light. The previous player had to see that the light had been taken over before they could leave.

The player who was currently illuminated by the green light had to pay attention to their mana at all times. When their mana was 0, the green light would directly ignore them. If no one took over at this time, it would directly shoot towards the Boss, which was very fatal.

No matter what, they had to ensure that the green light couldn't touch the Boss. When the three healers took over, they had to strictly follow the rules. If there was an unexpected situation, Thieves and Warriors could also take over. His mana consumption effect wouldn't work.

The difficulty of the Netherdragon was very high, but that was in the pioneering stage.

Any team that had fought it a few times could easily defeat this Boss with their eyes closed.

When the Boss fell, some players received Skill Points. This was the charm of the First Clear. If it was a non-First Clear situation, it would be very good if three Bosses gave one Skill Point. If they were unlucky, they wouldn't get any Skill Points throughout the entire Instance Dungeon.

The stone produced a healing one. Its name was Mirror Healing.

It bound a teammate to their own mirror image. Every time the healer healed a certain amount of healing, the mirrored player would get a chance to instantly recover.

You've already exceeded your reading limit for today. If you want to read more, please log in.


Login
Select text and click 'Report' to let us know about any bad translation.