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Ark of Tomorrow: Pompeii's sticky flame entry makes its burning damage permanent, and the entire battlefield is in flames

Dedi's Quick Reading Tips: Flaming Red, Pompeii, Medical, Nightingale, Pioneer, Burning.

The second round of the hot cave was so exciting (two talk about the hot cave, another day late, the medical treatment is in place is full of security), after entering the battlefield to deploy the cadres, the whole picture was made red by Pompeii. The new round of entries as a whole is relatively simple, not to say that it is difficult, but the direction. There are a total of five entries that are dedicated to strengthening the boss, the direction of reinforcement is very single, this kind of non-fancy entry I personally still like, as long as a mind to defeat the strengthened Pompeii can declare victory. The Pompeii sticky flame in the tertiary entry can be selected, and the difficulty is not large.

1. Pompeii's sticky flame entry makes its burning damage permanent, and the entire battlefield is in flames

The Pompeii Sticky Flame entry increases Pompeii's sustained burning damage by 50%, and the effect becomes permanent, so that the operator who is hit will naturally continue to be burned by the flames until the end of the battle.

Ark of Tomorrow: Pompeii's sticky flame entry makes its burning damage permanent, and the entire battlefield is in flames

Even if Pompeii is knocked down, this state will not disappear, so the survival pressure of this level is relatively large, which is much more difficult to survive than the previous round of entries. So the Doctors had to bring some more nurses, and I counted them, and there were four medical practitioners on the field. Among them, the Nightingale is the most effective, after all, Pompeii is causing ranged spell damage, and the Nightingale's Sacred Domain is extremely protective.

Ark of Tomorrow: Pompeii's sticky flame entry makes its burning damage permanent, and the entire battlefield is in flames

2. The new round of entries in the hot cave has strengthened Pompeii greatly, and it requires multiple medical personnel to fight

The medical staff I brought with me were all groups of milk, in addition to the nightingale, there were also breezes, white-faced owls and perfumers, and in fact, there may not be so many nurses, and different players play differently. Pompeii can attack up to four targets at the same time, and it feels like a single milk is a bit overwhelmed.

Ark of Tomorrow: Pompeii's sticky flame entry makes its burning damage permanent, and the entire battlefield is in flames

For Pompeii's secondary entry, I chose unstoppable and desperate, with health and attack power increased by 50% and 20%, respectively. The attack range has been expanded a lot, and the attack speed has become faster when half blood, and at the same time, it does not eat stun or restraint, etc., and the amplitude of reinforcement is very wide. Except for the rightmost cadre, the other positions can attack, and the hand is very long.

Ark of Tomorrow: Pompeii's sticky flame entry makes its burning damage permanent, and the entire battlefield is in flames

3. Pompeii after the strengthening can basically play the whole map, and the early stage needs enough to deploy the front

I also brought a lot of pioneer cadres in this level, including bagpipes, myrtles, lyre willows and Saga, after all, I have to save so much medical treatment as soon as possible, and the bagpipes are placed in front of the blue door below.

Ark of Tomorrow: Pompeii's sticky flame entry makes its burning damage permanent, and the entire battlefield is in flames

Kotoro is placed close to the bagpipe in the middle of the road, and with two skills can also play the role of a wet nurse, Saga and Myrtle are responsible for guarding the right side, all avoiding the volcanic terrain. There are many high platforms in the middle, and the four medical treatments can be put on it, so that the attack range blends with each other as much as possible, and finally put a special Three Water Chen and other Pompeii to come over.

Dedi's closing remarks:

There is also a first-level entry that undoubtedly chooses the final line of defense, except for Pompeii, which is strengthened, the rest of the enemies are easy to deal with, and the risk of missing monsters is very low. Only one worker ant leader may accidentally let it slip over, and can carry a two-skill red to faint properly. The other two first-level entry emergency contracts are to increase the cost of occupation, there is no need to choose, and there is also an increase in the cost of sniping and medical treatment, which is exactly the conflict. As long as the medical practice and quantity are in place, these terms are not difficult.

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