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World of Warcraft Nostalgia Suit: The strongest raider of the Sun Well, the must-have for the P5, and the details of SW are all here

World of Warcraft Nostalgia Suit: The strongest raider of the Sun Well, the must-have for the P5, and the details of SW are all here

preface

Hello everyone, the following experience comes from the PTR test data of the Earthquake Shaker Guild, stating that this article is not a strategy, but a tactical arrangement and details of the command direction. There is a detailed skill introduction in this content, but the timeline in the post is not completely accurate, because in the SW only Muru is the boss of the exact timeline, and anything that happens at any point in time is fixed; the other bosses are part of the skill accurate timeline + part of the skill CD mechanism (CD mechanism is that the boss's skills will enter the CD period after the end, CD is in a good mood he will use the skill, and if he is in a bad mood, he may not use this skill).

Difficulty assessment

Our group has no experience with TBC copies and belongs to the new team. Combined with my own experience in playing groups, I think that if all the wild groups, trade union groups, WeChat groups, racing groups, list-breaking groups, etc. are added together as 100%, the ability of our official service main group to open up the wilderness is more than 90% of the team. In Ptr is not fully involved, occasionally need to gather stone to supplement people, but the core team is basically there, so I evaluate the level of our Ptr reclamation team is also more than 75% of the team, difficulty assessment and detail sharing is also based on this level line. For the quest to open the wilderness, the stronger the team, the less details are needed, because the stronger the individual ability of the team members can handle various accidents in the wilderness, so my midstream and upper team experience may not be meaningful to some head teams; relatively speaking, for the team that is weaker than us, we must pay more attention to details than us to effectively improve the efficiency of the wasteland, because the weaker the team, the more we need the tactics of turning the team members into computer people.

Blue Dragon No. 1: 3 times the number of reclamations. The boss mechanism is complex but the value is too low, after all, it is the gatekeeper boss. If the boss has enough health, this boss will be very difficult, unfortunately, the boss blood is too small, and everyone may not understand the boss skill too much.

No. 2 Bu Fat: 15 times of reclamation. Pure hardware boss, detecting the basic cycle, and clarifying the task to the individual will effectively improve the efficiency of wasteland exploration.

No. 3 Phimis: 9 times the number of reclamations. DPS pressure is extremely low, treatment blue pressure is extremely low, instantaneous blood lifting ability requirements are extremely high, ShenMu is Vip.

Gemini No. 4: 15 times. This boss is very critical, the classic running Ben plus buff 10 minutes, open monster 10s extinguished. What DBM doesn't remind, wa bad makes abound. The most important thing to pass this boss is to stabilize the mentality, to be able to stabilize the mentality of this boss is very simple, we have played 15 times of which more than 3 minutes of the battle is only 2 times...

No. 5 Muru: 25 times. Aoe is capable, enslaved, and the void-protected ss is VIP in the battle of Muru, our lineup to kill Muru is 6ss, and the tank is a regular war bear ride, compared to Muru is a relatively small number of deforestations.

Kilgardan No. 6: MRT shows that it is 35 times, but P0 extinction should not be counted, and the actual number of reclamation times should be 43-45 times. The Internet rumors that Kilgardan is simpler than Muru, the actual situation may vary from regiment to regiment, and we Kilgardan are ultimately imprisoned, and it took two nights to pass.

Ptr delays 200ms and stutters frequently, and the physics class equipment is not fully equipped with enchantments, so it is much easier to treat in official uniform DPS and healing. It is recommended that mixed classes between the current and SW opening need to accumulate healing equipment, as the DPS pressure is not large and the healing pressure is very high. Tanks need to accumulate the strongest meat armor, HS/BT boss fight T Drizzle general tanks are more focused on hate armor, but in the SW wasteland pure meat tank will be its key.

Tactical sharing

Blue Dragon No. 1:

The recommended configurations are as follows

World of Warcraft Nostalgia Suit: The strongest raider of the Sun Well, the must-have for the P5, and the details of SW are all here
World of Warcraft Nostalgia Suit: The strongest raider of the Sun Well, the must-have for the P5, and the details of SW are all here

This boss recommends 8 milk for the steady reclamation group, not for the sake of being happy, but for no accidents. The position map is as above, 2-5 teams each have 2 treatments, so that no matter which team is in the 4 doors will not collapse in the field. Our tactical strategy is as follows:

(1) Bear master T, ZS into 1 door, FQ into 3 doors, bear into 4 doors.

(2) 2345 squads are in a group, if there is a goal point melee group, then 2 teams + ZST + CJQ enter

If 1 goal point FQ, then 2 teams + FQ + CJQ enter, ZST improves 3 goals.

Enhanced Sa and weapon warfare with 2 doors into

If there is no melee and T in 1 goal, then the people of the point team will all advance in several teams.

That is to say, the order of the 4 goals in the first round is random, depending on who is named, which will reduce the team's running position. The second round was when the tired debuff disappeared and immediately entered the door.

If you are confused by this tactical assignment, it does not matter, because the value of this boss is low, XJB can enter the door, just need you to clearly understand the principle: a door can enter 7 people, 4 doors can enter 28 people, and the team is only 25 people, assuming you are confused, then enter the door as early as possible, and then debuff did not go to the door to enter, live 2 times into the infield, the boss is basically dying.

Attrition point analysis:

1. Infield NPC hatred is not stable, fire method This first entry with bloodthirsty open outbreak is easy OT, pay attention to hatred.

2. People who enter the 4 doors bring a high amount of debuff, similar to mages, knights, dz This class if the first 3 doors are not entered, you need to use the immunity skill to clear the debuff. Xiao De, Enhance Sa This class can open bark and sa fu self-preservation when 4 doors are still opened in 10s.

3.Debuff do not second drive, otherwise it is easy to collapse in the later stage, T's certain second drive.

4. Enter the door in an orderly manner, keep scattered when not entering the door, especially the squad of 3 doors and 4 doors, due to the high amount of debuff, it is easy to be killed by the instantaneous high aoe when the door is clicked.

5. The focus of this boss's killing is to keep the spiritual self-protection of T and other members in the chaotic scene, as mentioned above, the goalkeeping boss has a very low amount of health, T is alive is the key, dps and healing the dead point people are not key.

No. 2 Cloth Fat:

The recommended configurations are as follows

World of Warcraft Nostalgia Suit: The strongest raider of the Sun Well, the must-have for the P5, and the details of SW are all here

This boss needs two Ts, for the wilderness team, there must be 1 T that needs to cut talent, we chose FQ to cut NQ and let 2 teams milk Sache enhance. The features of the 3 Ts are as follows:

Bear T: High blood, high armor, high hatred, more ideal MT, there are also many groups to choose double bear T, bear T can open the bark before taunting, solve the killing point of the monster. The disadvantage of double bear T is that there is no Thunder, the boss's attack interval is 1s, and the Thunder will change this to 1.2s to increase the fault tolerance rate. If you force a DPS warrior to step on the Thunder, it is equivalent to reducing the DPS by half.

Battle Tank: Battle Tank's disadvantage 1 is low hatred, low hatred will limit the play of DPS; disadvantage 2 is easy to catch monsters and die instantly. Battle Tank's advantage 1 is that it has many skills, with Nightmare Grass, Broken Cauldron, Double SP and Shield Wall 5 cards, which are difficult to die of trampling; Advantage 2 is that there is Thunder to reduce the boss attack speed.

Anti-mounting: Anti-riding This boss has almost no advantage, resistance is absolutely resistant, and taunt resistance is also easy to destroy the group. In the early days, FQ anti-this boss will only be the best solution for the racing group, because you can't always race back to wash the talent.

So for this boss we choose the combination of Bear + ZS T, Bear 1 stick, Battle Tank 2 stick.

Our lineup of bosses is 2T 8 milk 15DPS, and since the boss has very high requirements for treatment endurance, they chose to put AM in the treatment group.

This is the battle time we killed for 5 minutes and 23 seconds. In the ptr such a high delay, no double knife war thief, hunter bb no skill, FS group no AM environment to play 8 treatment is still 37s away from the fury line, so this boss in the formal service to play 6-10 milk is OK, my suggestion is that the more DPS is enough to treat the more this boss the better.

Tactical Strategy: This boss is not an exact timeline, meteor regular 11s once but not absolutely, trampling on 31s once is not absolute. The conventional tactic is to start with a 2-layer meteor and then stomp on the T, and then change every 3 layers of meteors. There are only two time points for pouring T, one is trampling, and the other is that the blood was not added in time to change T. Our group's distribution of treatments is as follows:

1. NQ NQ Milk Sa 1 is responsible for brainless brushing the current tan, the treatment strategy is to brush 7-8 levels of skills during non-trampling, and brush full level skills before trampling is coming.

2. God M and Milk Sa 2 are responsible for brushing meteors on one side, respectively.

3. Precept M and Milk De are responsible for brushing the burning human blood.

4. Motor group milk sa 3, the meaning of existence:

(1) Brush the two mouths of the non-current Tan before changing the Tan, to prevent the monster from lying down.

(2) When ignited during the treatment of brushing meteors, auxiliary brush meteors are assisted.

(3) Assist the brush tan when igniting the running position in the treatment of the brush tan, and resume the maneuver after they are in place.

5. Here the priest can completely brush the meteors on both sides, ignite 1 treatment is also brushed, skilled cases of mobile group is not necessary to exist, but more treatment represents more fault tolerance, in the end with several depends on the team's own situation.

Attrition point analysis:

1. Pour T 2. Ignite and run full of stacks 3. Meteors are not brushed. 4. Ignite without brushing.

The process of debating is just the rhythm of practicing the skill cycle, due to the non-precise timeline of the boss, there will be a lot of trampling out after 3 meteors in the case of good luck, the probability of inverting T is greatly reduced, grasp the opportunity of this perfect timeline Don't make mistakes, the boss will pass.

3 Phimis:

The recommended configurations are as follows

World of Warcraft Nostalgia Suit: The strongest raider of the Sun Well, the must-have for the P5, and the details of SW are all here
World of Warcraft Nostalgia Suit: The strongest raider of the Sun Well, the must-have for the P5, and the details of SW are all here

Equivalent to 1 milk on the basis of our original configuration for MS, the priest of this boss advantage and its obvious, squad collection position, collection running position, there is a big dispersion. In fact, after the test, I think there is no difference between 3ms, and you can also change from 4 to 3 points to treat better blood.

This boss only has spike injuries, not persistent high pressure, so the amount of treatment blue and its abundance, AM should be placed in the DPS group.

The boss's health is a bit too low compared to the fury line, in the lineup of 2T8 milk, the first time in the sky, there were two DPS who did not hide the dragon's breath and were controlled by the heart, and there was no battle recovery, 23 people still completed the kill in the first 46s of the fury line, which showed that the DPS pressure was almost 0. Again, as the cliché goes, this kind of garbage boss, if you just think about it, the more treatment the better.

Tactical Strategy:

Conventional tactics, divided into 4 piles of stations, melee group 1 NQ, 3 treatments in the middle station, 2 treatments on the left group and 2 treatments on the right group, try to divide the positions according to the squad, convenient for the Shenmu brush ring.

Attrition point analysis:

1. Treatment of running position inverted T. Each squad is divided into 1 main group brush treatment and 1 auxiliary group brush treatment, and when the NQ group is compressed by points, the auxiliary group brush of each group can be brushed with two mouthS.

2. Nova attrition. This other group has happened, in the 9 times we have opened the wilderness, I have hardly seen any new star attrition, the group drive here is a probability of resistance, at this time FQ and CJQ only need to stare at the team framework to help disperse the resistance of the group members, disperse is 1 3000 team aoe, no pressure.

3. Compression and downsizing. Compression in our regiment at least 80% of the probability of attrition, there must be slow running or treatment and blood is not timely, perfect play is almost impossible, can only rely on personal ability or expect other heavenly death level player squad.

4. P2 Dragon Interest Attrition. Can only practice!

This boss is also an imprecise timeline, with regular teams killing them after 3 days. The boss's health value pressure is extremely low, just like the DPS we reduced by 2 people on the first day of heaven. And the non-precise timeline will appear in the boss ground stage once compressed, because he is in a good mood to only put the nova without compression, the wilderness team seized such a good opportunity to easily kill the boss in one fell swoop, so even if the compression of 1-2 people do not care, grind can also grind the boss to death.

Number 4 Ereda Twins:

The recommended configurations are as follows

World of Warcraft Nostalgia Suit: The strongest raider of the Sun Well, the must-have for the P5, and the details of SW are all here
World of Warcraft Nostalgia Suit: The strongest raider of the Sun Well, the must-have for the P5, and the details of SW are all here

This boss will be the boss who is the most engaged in the mentality of the official opening of the wilderness, and the impact on the mentality of the regiment leader and the regiment members will definitely surpass Mulu and Kilgardan, because the most difficult boss will slowly improve with the increase of the number of reclamation. The characteristic of this boss is to run for 10 minutes and kill the monster for 10 seconds. The key to killing this boss is to have a good DBM and WA. Ignition and OT will be the maximum extinction point for each normal team. If everyone can run well and ignite, they can control their own hands, but it is just a matter of healing and grinding a few rhythms. This boss has no soft rage mechanism, which is a brainless circulation casting skill. Our kill time of playing 8 milk is 3 minutes and 51s, the boss rampage time is 6 minutes, DPS is very abundant, please control yourself not OT. There are ancient raiders recommended 11 treatment to play Twins, after playing PTR I think this raider is not impossible, anyway, it is for the sake of passing...

Tactical strategy: Regular War Bear Pull Dark Girl, Anti-Horse Pull Fire Girl, Milk Sa is VIP, because the healing chain automatically cruises, note the following points:

1. Make a monster, first let the ss put the boss card and then collectively jump the stage and eat the buff, do not jump the stage when the boss exists, because someone will jump down and add the group.

2. Still open the monster, start to mislead the anti-war, shoot arrows in the moment of anti-riding /ss T open the monster and the warrior T jumps down, jumps early easy fire girl to hit the warrior first, and then criticizes the melee can not see the underground fire is burned to death; jump late Dark girl may look at FQ and then can't pull back.

3. Whether it is FQ or SS T, please arrange the flame in a circle in an orderly manner, be sure to be beautiful. The advantage of this is that melee and T will clearly know which fire is about to disappear and which fire is just out when going to extinguish the shadow debuff. Our FQ likes to swing the fire haphazardly, melee and T often want to eliminate when just ran to the place where the fire is gone, or you seem to be a fire, in fact, he put 2 fires and 3 fires, shadow debuff is eliminated, directly burned by the fire. None of these are the key issues, but to paraphrase what I said earlier, the weaker the regiment, the more detailed the need to be made to clear the land efficiently.

4. Treatment plus blood to look at debuff plus, half blood without debuff people may not necessarily die, high-level debuff people although it looks like blood, may be black in the next second.

5. When the pressure is high, you can give up appropriately, such as when the pressure of the blood group is extremely high, you should give priority to brushing the ball, the person who is lit in the middle is dead, the brush treatment chain is not brushed, the blood group does not collapse and die 1-2 people do not affect the boss, the biggest difference between nostalgic clothes and ancient times is the DPS high.

6. The person on the stage tries to be as far as possible in the front and will not fall down, because even if you are on the stage, you will still be attacked by small black people.

Tactical Strategy:

1 precept M brush fire female tan, 1 NQ brush dark female tan, 1 milk sa wear the chain of the dark female tan, 1 divine shepherd undifferentiated ring, and the remaining milk sa brainless wear the long-range group chain. DPS pressed 2 hate hits, tanks 6-8 floors to eliminate debuff to prevent violent death. The boss's dark female tan can wear hate clothes appropriately, because the main reason for pouring T is that the debuff is too high, and the pressure of the regular layer is not large, but the pressure of hatred is very large.

Attrition point analysis:

Ignite the run and run directly to the group, the OT scene chaos caused attrition and group annihilation, did not open the strange group to extinguish. If in addition to these 3 reasons for the extinction of the group, but because the blood can not be brushed to extinguish the group, it will be regarded as a bad luck speed and the next one will be finished.

Number 5 Muru:

The recommended configuration for Muru is as follows

World of Warcraft Nostalgia Suit: The strongest raider of the Sun Well, the must-have for the P5, and the details of SW are all here

In order to speed up the process of Ptr, Muru let the two LR change ss to play the 6ss lineup, in fact, there is no need to change the number in the official uniform, but I think that if you are not skilled, you must bring 4 ss, and the most reasonable thing to do without changing the number is 4 skills and 5 sas. Ss is the VIP of the Muru battle, with 3 major advantages: 1.aoe is strong. 2. Enslave the Little Void. 3. Void protection has strong life-saving ability. In the early days of SW, if you want to open multiple regiments in the first week, be sure to practice under Ptr and then use the regular dual physics team double french team lineup. If you open 1 regiment in the first week and have not practiced in PTR, it is best to use a combination of 3 French teams and a single physics team, the reason is: the physics team has an advantage in playing Kilgardan, but the ss playing Kilgardan is not bad at all / The physical team to play Muru needs to cooperate, the French team to play Muru does not need any cooperation, simple and effective. How to cooperate with the follow-up will say.

Muru is the boss of a precise timeline, fixed time must happen fixed things, there will be no accidents, there will never be any fat perfect meteor trampling on the timeline or The Phimis ground stage does not let go of this luck event to make you put the boss over. Unlike the first 4, Muru and Kilgardan cannot reduce the number of bosses by heaping therapy, because the DPS pressure is also very high, and 6-7 treatments are more reasonable. If you only want to play the first 4 bento, then multi-group treatment, the more the better / If you want to play all-through, try to keep 6 pure treatments and 2 mixed treatments that can cut milk, so as to facilitate the opening of the countryside in Muru and Kilgardan.

Tactical strategy: The combination that Muru least requires to cooperate with is double FQ and one bear, no melee DPS, and an infinite number of SSs, but this combination can only appear in PTR without the cost of building a number, which is obviously not suitable for official uniforms. So we chose the regular Battle Bear Riding 3T, 7 healing, 1 melee configuration. In fact, our 6ss lineup has been detrimental to the multi-regiment logging of official uniforms, and the number of ss will definitely be reduced when the official sw is opened, but it will not be reduced to less than 4.

The reason why the team needs to cooperate without heaping ss mentioned above: Muru fights with a tight rhythm, such as the first wave of 6 mobs will pick up the first big void after it comes out, and the big void kills the small void. For the regular lineup, the ss do not want a humanoid monster at this time, because it is immediately 1 dark, and the humanoid monster has no melee and hunter baby to fight, which reduces the team dps in disguise. The correct approach should be to press the body after the first wave of small voids, and hand over the remaining mobs to the physics team to fight to ensure that the team dps is not lost. But if the crazy pile of SS doesn't matter, everyone is a clone, out of the human form a humanoid, out of the big void to fight the big void, after the big void a small void, a finish of the small void a humanoid, a complete of the human form to play the boss, since everyone is ss, that all do the same thing to finish almost no team dps loss.

Back to our lineup, tanks and healing strategies are as follows:

ZS T pulls the Great Void, Nd is responsible for adding ZS T, Bear is responsible for pulling the Far Point 3 people group, Precept M Main Brush Bear, Milk Sa 1 brush bear chain, Mage 1 and Element Sa 1 are responsible for interrupting the Far Point Mage Monster, and Mage 1 is responsible for stealing the buff of the Far Point Mage Monster. FQ is responsible for pulling the melee point 3 people group, NQ main brush FQ, Milk Sa 2 brush FQ chain, kbz and enhancement Sa are responsible for interrupting the near point mage monster, mage 2 is responsible for stealing the buff and blizzard slowing down the small void of the near point mage monster, and milk sa 3 mobile healing.

Muru this boss perfect P2 is basically equal to, most of the current group into P2 time points of 2 minutes 58, 3 points 58 and 4 points 58 3 kinds, we choose to enter P2 time point is 3 points 58, to determine at which point their team should enter P2 based on when the humanoid monster refresh, if the boss's health is within 12%, you can choose to beat Muru into P2 before the next wave of humanoid monster refresh, if the boss health is more than 15%, then wait one more minute. Muru P1 does not have a soft rage mechanism, the only advantage of pursuing high-speed pressure into P2 is to avoid long nights and dreams, play less than 1 minute to increase the fault tolerance rate in disguise, of course, if the dps is not enough, it will be played slowly, and it will not affect the boss.

For the timeline of 3 minutes 58 to P2, our battle flow is as follows:

0-10s: Start flashlights to sa bloodthirsty, whole regiment rua boss.

10s-40s: Bear and FQ pull the group of 6 to the boss to start a, at this time the bear is often OTD by the FQ due to hate problems, and the tank multi-monster FQ will have great pressure and need to be treated and taken care of.

40s-1 min 10s: The ranged group all turned to fire after 1 void enslavement/a drop of the small void, and then all the remote pressure body/double T in the 45s to bring the mobs to the near point, avoid the darkness of the 50s 1. Arrange 2 ssS mobs health to help melee replenish the knife, and kill the big void with full force after 1 minute of large void refresh.

1 point 10s-1 point 35s: 1 point 10s must be cleared before 1 mob, double T to pull 1 point 10s refresh monster, during the gathering of monsters the physics group steals boss health. This wave of monsters gathers to the near point, because the gathering monster is about to pick up Dark 2, so it can't be pulled next to the boss a.

1 point 35s-2 points 10s: The priority of the ss group at this time is the large void - small void - a humanoid, there is almost no extra time to press the body, mage and lr can properly press the body health.

2 minutes 10s-3 minutes 10s: This 1 minute of pressure is quite large, because the pressure is relatively large, because 2 minutes 20s will produce dark 3, so the T gathering monster will be slower than the first wave of the second wave, the slowness of the gathering is equal to the slowness of a, the slowness of a will be a vicious circle, so when the mobs gather well, they will press the body with the fate, kill the void and the aoe humanoid monster with all their strength, and be sure to clean up the scene before the dark 4 out of 3 minutes and 05s.

3 points 10s-3 points 58s: If the boss is within 12% of the health of the mobs in group 4 when refreshed, then the far mage monster can be dropped and 5 mobs can be gathered at the near point. At this point, the principle of range is still the Great Void - Small Void - a humanoid, Double T pulls the mob to the feet of the boss after the end of Dark 4, and the melee targets the boss a, a to 4% strictly stop (if you do not enslave the Small Void can be 3%) stop. In the 3 minutes 30s of the big void refresh when the ss can give the boss to make up dot, 3 points 50s of the dark 5 is the boss's kill signal, the dark 5 out, in addition to slowing down all the ranged classes stop all the work at hand to hit the boss into P2, and then have 10s time to deal with the mobs on the scene, the far point mage monster can P2 has been sheep.

Perfect P2 equals boss over, we first took 1 monster into P2 to hit 20%, and the second perfect P2 directly passed.

Extinction Point:

1. DPS and treatment rhythm is not familiar, practice!

2. When DPS and healing rhythm are familiar with the inverted T is a very common extermination point, especially the humanoid mob T, it is very critical to be able to open the microphone communication tank.

3. Healing OT Great Void, all healing in the battle between Muru and Kilgardan should be filled with the talent of reducing hatred, the Great Void Healing OT and Kilgardan Mirror OT are caused by tanks not being skilled, but no one is skilled in the process of deforestation, and mutual cooperation can effectively improve efficiency.

4. P1 to P2 of the knife, requiring everyone to have high execution, let the stop hand stop the hand, let the boss cut the target in seconds, and perfect P2 is the top priority of the boss.

The most important thing about the Murru P1 is the T, and the skilled tank makes the boss difficulty half.

Kilgardan 6:

The recommended configurations are as follows

World of Warcraft Nostalgia Suit: The strongest raider of the Sun Well, the must-have for the P5, and the details of SW are all here

The site map is as follows

World of Warcraft Nostalgia Suit: The strongest raider of the Sun Well, the must-have for the P5, and the details of SW are all here

Since I have never played sw and the strategy is incomplete, I have taken many detours, and I hope that people who have read this article can bypass these detours.

Battle Flow Overview:

First of all, the most important mechanism of Kilgardan is to clarify: the Thousand Souls are fixed and precise timelines, no accidents, and release !!! on time Flame Flower and Flame Thorn are both CD skills, CD is available, but not necessarily put, the most difficult thing to create this boss is how to deal with the uncertain flame flower and flame thorn random combination in the process of running a thousand souls in a fixed timeline.

P0 Stage: Our choice is bear T tank two, FQ tank 1, ND and NQ and FQ. P0 is simple in simplicity, but from the number of attempts to see P0 also often overturned (there are a few into the field on the person dropped), hit the second half of the P0 attrition is generally arranged to extinguish the group. First of all, the longest distance cast in P0 will not be damaged by shadow arrows. The kill of the duo mob is the first one, and the second CJQ/bear stun after the second drop prevents the debuff from being too high, and after the kill, the layer is used to fight the FQ monster. There are many unexpected attritions in the actual reclamation:

1. Mobs can't control themselves OT.

2. Minotaur War Trampling triggers a diminishing control, and then shadow arrows stack up the attrition.

3. Before debuff was consumed, he went to fight the 3rd monster, and then was killed by shadow arrows.

Kilgardan has a long battle time, and it is better to kill the P0 dead than to kill them directly, so be sure to ask the members of the regiment to control themselves to avoid mental collapse.

P1 stage: The P1 stage is 100%-85%, this stage does not have any attrition points, maintain the position shown in the figure. Normally, the team will punch the boss into P2 at the end of 2 orbs.

P2 stage: 85%-55% of the P2 stage. Note the following:

85% of the time avoid multiple and lightning chains, will accidentally scratch the mirror Ot reduction.

If the mirror named the mage and SS, then the P2's DPS pressure and FQ pressure will increase dramatically, these two kinds of monsters do not eat interrupts, need to be suppressed by FQ, through a long distance to move the mirror to the feet of the boss a, for the wilderness team, the mirror can not pull the boss under the feet of the boss It is easy to not be able to beat the boss into P3 before 3,000 souls to cause the group to be destroyed. If there is no mage and ss, all the remaining mirrors are garbage, and they can be quickly pulled to the feet of the boss for aoe.

After mirroring, the 3s will enter the Shadow Thorn stage nearly 30s, the face black is 2 consecutive points or the Shadow Thorn in FQ is a minus point, in this stage ss try not to change blood to prevent the face black from being seconds. The Boss will not release any skills within 20s after the Shadow Thorn is over, so the whole group will gather immediately after the Shadow Thorn is over and wait for the Dragon Control Mage to spray Rapid and Return Blue. Even if the orb brush is at the farthest point, the time is completely sufficient. After the dragon sprayed, the whole group dispersed and waited for the Blazing Thorn and hit a round of orbs.

After the end of the orb is the first round of the Thousand Souls Collection, this round is the least stressful Thousand Souls Collection in this battle, because there will be no Orbs on the scene. The Thousand Souls Collection is Kilgardan's biggest attrition point, and there are no skills that can be reduced after familiarizing yourself with the process. There are many kinds of situations when running a thousand souls, it is easy to be lucky, and when it is unlucky, it should be avoided in the following way:

(1) Thousand Souls is a precise timeline release, if you look at the CD released by the Thousand Souls walking before the Flower of Flame and the Thorn of Flame, then you can directly assemble at this point in time, generally there will be no such good luck.

(2) The CD of the Flame Flower within the first 5 seconds of the release of the Thousand Souls turned good. Then at this point in time, if the member standing in the distance has a flame thorn, he should move closer to the center in advance, and those without flame thorn debuff should stand still and wait for the flame flower to be pointed out. When the Flower of Flame is lit, if you have a spark on you, move closer to the edge of the dragon, and the person without the spark avoids the spark and quickly gathers in the center of the dragon.

(3) The CD of the Flame Thorn within the release of the Thousand Souls within 5 seconds of release is good. Then at this point in time, the large group should shrink towards the center, because the 10-yard dispersion is to avoid the damage of the spark and the Shadow Thorn, the sputtering distance of the Flame Thorn is 5 yards and the splash damage is very low, so the thousand souls of this timeline must be closed in advance, giving way to the spark person, and the person in the spark is farther away from the Flame Thorn, and can only rely on freedom.

In summary, if you don't want to kill the boss by luck, all members of the group should clarify how to deal with this mechanism in different timelines, and as RL, they should also clearly command whether it is a spark + a thousand souls or a flame thorn + a thousand souls, so that it is convenient to go in advance to respond. But in fact, it also depends on the spirituality of the members of the group, such as the location of the survival hunting and pain techniques in my picture, which are particularly far from the meeting point, and they must clarify whether they need to assemble in advance in the Thousand Souls or do not need to assemble in advance. The whole regiment has a clear idea to ensure that there is no reduction in the number of people when logging.

In the process of opening up the wilderness, you can not be so clear to pass the boss, just need to remember two things: one is that the flame thorn + thousand souls timeline remote point members must be assembled in advance, do not fantasize that the flame thorn does not point you; the second is the flame flower + thousand souls in the timeline of the front spark people please look left and right, give way to the people behind, so as not to be concentrated together and killed.

Back to the process, after the first Thousand Souls collection, the two orbs will be refreshed and turned away at the first time.

Then there are the 2 thousand souls in the P2 stage, which is the second largest time point in this battle pressure, because the two orbs will be refreshed before the thousand souls, but the time is too late to deal with, and it is necessary to collect to avoid the thousand souls and then disperse the processing of the orbs, the principle of the thousand souls collection is the same, the only difference is to withstand the healing pressure of the double orb.

After 2 thousand souls, the DPS fast regiment may directly hit the boss into P3, and the general point will kill another round of orbs and then enter P3, but it is a stable period.

P3 stage: P3 stage is 55%-25%. This stage is consistent with the P2 timeline, and the only difference from P2 is that each wave has an extra orb, and occasionally a doomsday showdown. We chose to open the bloodthirsty stage in the P3 stage, because this stage is the most stressful stage, and entering P4 quickly is equivalent to passing. The pressure points are the same as P2, first running the Thousand Souls without the Orb for the first time, and then entering the strongest wave of the battle: 3 Orbs + Flame Thorn or Flame Flower + Thousand Souls. As far as possible to hand over the self-protection skills in this wave, it is recommended to open the bloodlust of the treatment group to ensure the blood volume of the whole group in front of this thousand souls, and this wave has not reduced the number of bosses.

P4 stage: after the strongest wave to hit a round of orbs to enter P4, P4 stage almost no pressure, dps requires the boss to be killed before the Thousand Souls 5, but without the bloodthirsty regular group basic Thousand Souls 3 boss is about to die, the number of attrition of the group Thousand Souls 4 is almost the same. It is roughly predicted that P4 dps will also be able to easily kill bosses in front of Thousand Souls 5 in the case of 3. P4 No Orbs! P4 can open the double cover will not appear sparks crowded together, there will be no slowdown and run out of place! Doomsday showdown 1 becomes 3 equals no change, soft fury is about equal to no, 1 sentence evaluation is garbage time.

Because he has not played sw, the base egg has taken many detours, such as the P0 mechanism is not familiar with and then randomly reduced, such as playing 10 to find that the original orb is a fixed refresh position rather than random refresh. Our first 10 were all tiled and scattered in the direction of the entrance, and after 10 hits, we found that this mechanism was readjusted and then repositioned.

summary

Overall, SW is quite unfriendly to non-fixed teams, and the overall difficulty is comparable to the difficulty of H ben in the first week of formal service. But the mechanism of the formal service you can set the stone unlimited supplement unlimited hit, the nostalgic suit is a copy CD is not a boss cd, the group of people to open the wilderness is not so convenient, do enough preparations in advance to ensure a smooth all-pass. The environment of the nostalgic suit is like this, the slower the fight, the more pigeons, the more pigeons are gone, and increasing the efficiency of land reclamation can avoid the long night dream.

My advice to teams that don't have time to play PTR and are still preparing for Sun Well is: diversify your career, diversify your talents, and diversify your equipment.

The tank class procures unattended pure meat equipment to deal with bosses with super attacks like Bu Fat.

Densa Enhanced Sardo procures milk packs, on a gem-like boss on a spiritual cut.

Femis has more ms, Gemini has more milk, Muru has more ss, and conditional players can sacrifice cDs for team spiritual switching.

The No. 2 and No. 6 treatments have endurance pressure, and other bosses have the pressure of healing volume, whether it is possible to prepare multiple sets of equipment to deal with different bosses.

SW is not a bento book, each person as much as possible for the team to contribute, the team can more quickly open this book.

Original author: NGA-butcher 1988

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