Hello everyone, I'm Little Zero~
Many players who have completed the Angela Temple may have such an experience: the Angela boss is actually very simple, on the contrary, some mobs are much more difficult than the boss. Like the first few bosses of angela's temple, many teams have ended the battle before they understand the mechanics of the boss. However, the monsters like the "Heavenly Road" that Xiao Zero wanted to say today were difficult enough to break up a lot of wild groups, and even greatly delayed the pioneering steps of some guild groups.
So what is so difficult about the "Way to Heaven"? How to overcome it? Next, follow The Little Zero to learn about each mob's skills and solutions.

<h1 class="pgc-h-arrow-right" > [mob number and collocation].</h1>
The "Way to Heaven" is actually a long "corridor" that leads to the rooms of Oro and Cthun after the twin emperors. There are 12 waves of mobs in this corridor, including 8 "5-person groups" and 4 "two plus one".
First of all, the "5-person group" is composed of 3 different mobs, and the composition is random, so there will be a difference between the easiest combination and the hardest combination. The "two plus one" is a fixed combination of mobs, as long as the team tactical synergy can be easily killed.
< h1 class = "pgc-h-arrow-right" > [group of 5].</h1>
The group of 5 consists of "Its Pulling Performer", "Its Pulling Warrior", and "Its Pulling Spirit Chopper". The number of the three mobs is random, but no matter what combination, there will definitely be a "Chera Warrior". The following small zero uses a popular method to explain the skills of these three mobs.
Pull Performer: (1) Increases friendly attack power within range (2) Increases one's attack speed (3) Whirlwind Chop (4) Silences a player
Qila Warriors: (1) Shun Chop (2) Crowd Fear (3) Knock back all players facing the direction (4) Rampage
Spirit Chopper: This mob's skill needs to be explained a little bit, it is one of the most difficult to deal with in this group of 5. It would be the hardest if the "group of five" brushed out a combination of 4 slashing spirits. (1) Spirit Whip: with sustained damage and fear, can not be interrupted; (2) Psychic Shock: single shadow damage; (3) Mana Burning: consumes target blue and fear; (4) Mind Control: Controls the player, similar to Haka's skills.
<h1 class="pgc-h-arrow-right" > [two plus one].</h1>
Obsidian Terminator: Blue Absorber + Wide Range Explosion (damage high enough to cause the group to be destroyed)
Anubiss Watchmen:
Skill One: One randomly appears in the root whiskers or fear. Root Whisker Winding: Equivalent to the group's Druid Winding skill, continuous damage and control, without affecting remote output and casting. Fear: A large group fear that is a magical effect that can be dispelled.
Skill Two: A cloud of dust or a random one in silence. Cloud of Dust: A wide range of magic effects that reduce hits by 85% and can be dispelled. Silence: Large groups of silences can be dispersed.
In addition to the two random skills above, annubiss Watchmen also have a skill called Flame Nova, which deals a lot of fire damage to players in a larger area.
<h1 class="pgc-h-arrow-right" > [solution for small zero].</h1>
1. Preparation before killing
First of all, after killing the Gemini Emperor, we must clear out all the little yellow worms in the field, because the Gemini Room will become the best place to kill the "Group of 5". We have to pull the three waves of "five" in front of us to the twin rooms to kill, which can prevent THE SAD caused by fear and allow teammates to better stand and output.
2. The order of killing of groups of 5 people
The regular order of killing in a "group of five" is to prioritize the spirit puller, followed by the puller, and finally the pull warrior.
The reason he puts the Pull Warrior to the last kill is that he can fear all the targets around him, and can repel the current T, making the hatred very unstable. With the Executioner and the Spirit Slayer surviving, the scene can become very chaotic. So the reason for the priority of killing the Spirit Slasher is that it has two single fears and a mind control, and when its number is large, it can control multiple players to enter the attack range of the warrior and the enforcer, and may also control multiple healing classes, so that the team has a healing gap.
3. How to kill groups of 5 people
The Pull Warrior has a tank player pulling his back against the wall, so that even if he is knocked out, he can quickly taunt the target, reducing the chance of losing hatred. Its puller is to stay away from other mobs and large groups, preventing it from increasing the attack power of other mobs, and preventing its whirlwind slash from causing a lot of damage to the large group. Some teams lacking tank classes here may choose the hunter kite method, but this move is more risky, or try to prioritize some warriors with cutable shields when grouping people. Although the skill mechanism of the Spirit Puller is very disgusting, it is not difficult to gather fire to kill it, because there is no group skill, so the location selection of the monster is not too demanding.
PS: When there is a combination of 3 Soul Slayers + 1 Executor + 1 Warrior, you can prioritize killing the Executor so that there will be no mass blood loss. If the anti-executor's tank is feared while killing the Spirit Slayer, it may lose its hatred for it, and the Executor will rush to the healing group and cause fatal damage.
4. Two plus one killing method
Two Plus One was also a trickier mob in previous versions and test suits, with Obsidian Terminator "perverted" group damage and annubiss guarding skill uncertainty, making the situation when killing these three mobs, and the misjudgment of random skills or the slightest lack of output ability will be destroyed. But in today's Nostalgia Suit, obsidian terminator's health and blue absorption frequency have been significantly weakened, and the skills of the Anubiss guard feel that there are few, like the Flame Nova, which used to be released every 10 seconds, but now it is difficult to see it release this skill.
Basically, as long as the team equipped to a certain level is prioritized to set fire Obsidian Terminators one by one, then the remaining Anubiss guards will be like a stake without any danger. No longer have to card a distance of 36 yards as before, as long as the firepower is enough, the killing will be very easy.
<h1 class="pgc-h-arrow-right" > [Summary].</h1>
Now that the "Way to Heaven" in the nostalgic suit has been weakened a lot, as long as you remember the few points mentioned above by Little Zero, it is not difficult to pass through it without casualties. If the commander of a team understands all this, but still has to "drag the body forward", then it is the DPS fire problem. So as a team member, no matter whether the priority target required by the command is the best plan you think, as long as it is accurately executed according to the requirements, you can successfully pass the "Heaven road".
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