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Fantasy Journey to the West: Regarding the elimination of the nightmare of the East China Sea Abyss, one trick will teach you to solve it quickly

author:Nine-point game

Without further ado, let's first explain the realm and the elimination of nightmares. Worms are swarm seconds, frogs are single seconds, and turtles are summoning stone statues (one spray per turn with skills, and a large number of them can be fired with spirit treasures). The above three are all output skills, and using any one of them will increase the realm and nightmare, and the higher the realm, the more powerful it is. For example, when I was a worm in the first layer, I could only have 3 seconds, and as I stacked to the eighth layer, I could have 10 seconds, and the same goes for the other two skills.

Fantasy Journey to the West: Regarding the elimination of the nightmare of the East China Sea Abyss, one trick will teach you to solve it quickly

Then to eliminate the nightmare, there are four skills, which are as follows.

Smoke in the eyes: Exit the current realm, there is a chance to eliminate all nightmares.

Cleansing: Randomly removes 3-4 stacks of Nightmares.

Undersurge: Consumes 666 mana at the end of each turn and randomly clears 1-3 stacks of Nightmares for 4 turns.

Fantasy Journey to the West: Regarding the elimination of the nightmare of the East China Sea Abyss, one trick will teach you to solve it quickly

The above three are the skills from the master's skills to eliminate nightmares, each with its own characteristics and need to be matched according to the actual combat situation. What is used more here is the undercurrent, but it is really blue, 2664 blue is used once, and it is basically squeezed dry after three times. So you have to use it with another core skill as you like.,This skill is really strong.,Just look at the skill description.,The direct damage coefficient is 360%,It's miserable if the auxiliary of no magic defense is exploded.。 However, it takes 30 rage, but it can be affected by the rage belt is 24, and the support that can play will laugh at the opposite side of the East China Sea.

Fantasy Journey to the West: Regarding the elimination of the nightmare of the East China Sea Abyss, one trick will teach you to solve it quickly
Fantasy Journey to the West: Regarding the elimination of the nightmare of the East China Sea Abyss, one trick will teach you to solve it quickly

To sum up, Donghaiyuan is a sect born for PK, and it is not too unleveled at present, and it is very operable, and it has the opportunity to defeat the strong with the weak. I often play beautiful statistics in the cross-server ring, let alone win without level. That's probably the end of the introduction of the East Sea Abyss, and the next second part mainly shares the gameplay of the East Sea Abyss.

Let's put the actual data up first. The task data is about 1800-2000 per second.

Fantasy Journey to the West: Regarding the elimination of the nightmare of the East China Sea Abyss, one trick will teach you to solve it quickly
Fantasy Journey to the West: Regarding the elimination of the nightmare of the East China Sea Abyss, one trick will teach you to solve it quickly

This is last month's competition, and I wore the data of an 80-level animal set to go out in seconds, and the magic injury was 1550 at that time. It can be seen that the task equipment is also very violent when playing PK, and the meridian selection is 321. Hundreds of sets of data have not yet been PK to practice, because I don't have a PK baby, and the PK baby has not been unlocked on the PT number, so I can't go to the sword club for the time being, and I will continue to update the actual combat data in the future.

Fantasy Journey to the West: Regarding the elimination of the nightmare of the East China Sea Abyss, one trick will teach you to solve it quickly

Views on Heaven and Earth 6, Heaven and Earth Meridians 211. After reaching the 5th layer of the realm for the first time, the smoke wave will be re-stacked after exiting the realm, so that the Lan consumption and output will not be too uncomfortable. In response to PK insights, the growth of the human race is slightly higher than the defense income, 3 to 4 weather blood is relatively comfortable, the meridians are recommended to be 321, the output of the nightmare is taken into account, and when the Arhat is opposite, you can pull the turtle to stack it, and the turtle has another miraculous effect.

The stability of heaven and earth is very important, 211 is indeed very comfortable, and it can stack the damage of frogs, but the turtle's ultimate move feels really ink, whether it's PK or heaven and earth, I won't particularly like it, if the turtle's ultimate move can be dotted with a sudden dream, it will be perfect, otherwise it will be too difficult to clear the nightmare after 5 layers.