Chaos Elemental Strategies - OSRS Wiki
Chaos Elemental/Strategies
Absolute devices, which are in line with what he can withstand without equipment, is an absolute device that protects player killers. Because it is a random type storm of damage, if you tremble or do not consider the space, you will be lost every time. Therefore, it is fundamental to maximize the number of healing and minimize risk. Before fighting the boss of Dragon Skin's effective scale, check your items left for the destruction and never take anything you are ready to lose.
Contents
- On e-time attack
- Tw o-time attack
- 2. resistance to madness 1
Getting there [ edit | edit source ]
Elemental location of confusion- If a rampage diary is difficult, make a 5 0-degree west of the rampage Obelisk outside your house or Enxlava Ferrox. In principle, for example, this is the best option that does not intersect almost any object, and is considered to be the shortest.
- Runes with the support of the unbridled natural blade-Teleport 4; for this, you need to end the unbridled natural journal.
- Using Anakara's teleport or stone version (the end of the desert treasure I need), run northwest to the fence gate, and then go northeast.
- From the edge bank: Run south with a knife or chalk gun, pull the liver, run to the Nord, cut the mesh, proceed east, and pass through the pitfalls of the resource area and scorpion.
- From Mage Arena Bank: Pull the lever with a knife or chalk gun, cut two nets and go east on the road.
Attacks [ edit | edit source ]
The main attack of the gacha gacha, the "fight", gives a shell similar to the thre e-color series released by tasks. This attack has the ability to make losses in both magic, lon g-range battles, and close battles. Although the shell is 20, it is still recommended that players, for example, how shells can cause magical losses and to reduce the ability to hit magic.
He still has two special attacks. The first "confusion" is a teleport of the player and moves a little far away or a certain number of places. The second attack is "MADNESS", which takes up to up to four objects from the players, holds it in hand, spends time to wear armor and guns, and continues the battle before that. Like other monsters, his attacks have a chance to enter the footprints behind the player before hitting. Player's guns are valuable every time, and as a result, if the attack succeeds, the player needs every time for a new one to uniform.
opinion confusion Madness It causes close combat, lon g-distance battle, and defeat of magic warfare. Make the task teleport somewhere nearby Unlock up to 4 planted items Countering Madness [ edit | edit source ]
After that, if you leave yourself, such as curry or summer pie, you will not be able to delete the device from the player, for example, if you provide food with you. If you do not apply your own attack "madness", if you are not in this space inventory. Players who have passed the BarCrault Alfred GrimHand remain on footprints to dismiss vials with the options of the Guardian Guard or game, as the bottle remains in the room when the potion is finished.
However, this is discussed in order, and the elements are distinguished from disorderly due to the opportunity to apply their own attacks through confusion, and for example, you can actually forget one empty space in the inventory, so it is a confusion. The element is to delete things from you, and in practice, if this is a doubt that reckless attacks do not cause damage, but to replace the potentially effective attacks in the discussion, for example, saving doses. It helps to do it.
Another operation to avoid this attack is to arrest bags (or baskets) containing potatoes, cabbage, onions, etc. It is a rudimentary way to destroy a little bag or basket when you want to bite. If you practice, you can make it quite cleverly without interruption of the attack. Apart from this, if you forget the tool-forgetting the connector and recklessly wait for an attack, you can empty the bag before the attack, compensate for the lack of consumption of the tools, and convert the effect, and have no damage. Guarantee the attack.
Solo Flinching Method [ edit | edit source ]
The dead trees at the southwestern end of the hornet can be applied to crouch. I remember the tiles stated 1 when the rubble element was discovered. When he is discovered, run to the tile with 2. The rubble elements can only attack the player once, and after that they cannot move in the treble no n-power space.
The most harmless method is to introduce a tactic that is "hidden and hidden" (also called "dread" or "defeat and run away"). To do so, it is necessary to be interested in the gacha gacha elemental, so that it is immediately hidden behind a tree to prevent it from being attacked. Wait for the hit spawn band to disappear, hit alone and escape to the tree. Repeat this until the elemental dies. This method can be used in at least one approach. In order to fasten quickly, it is recommended to apply a Berak equipment set, but there is a risk of receiving a Belac helmet if you receive a PK command.
Or, like high status (excluding attack speed) -Godsword, Dragon Warhammer+Defender or Dharok'S Greatxe, Improve 1-3 extra items, plus cheap equipment, plus plus prayer for boosting bonuses for attacks. To make it, for example, you can get an attack prayer and keep, and you can get closer to the monk for a while.
If you do not use the tactical "knock and hide", use a brown cloak, Vera c-helmet, and a board skirt to use a crystal shield, dragon fire shield, rune or Armadil crossbow. It is very easy to kill the boss's diamond bolt (E) at less than 100 races, but keep in mind the risks. There is a high possibility of meeting assassin prey, so it is better to stick to inexpensive equipment to reduce risk.
Solo Safe Spot Method [ edit | edit source ]
First, mark the left tile, then mark the right tile. Everything should be on the same Kita Yug line. The photo on the right is not facing north.
It can also create a safe place where you can freely attack chaotic elemental. To effectively use this method, mark a tile column next to the natural resource zone that leads from north to south.
The tile in the north is on the same line as the tis tree in the northeast (left image). While keeping this line, go south to the wild natural fence and mark the south side tiles (right image). The line of this tile is in the west and can attack the chaos elemental.
Since the chaos elemental is next to the castle rover, attack it and run south to the game fence. (There is a 2x2 tree near that, and hiding behind it allows you to avoid several attacks and invite them to the south). If the chaos elemental still attacks, run west along the wild territory, approach the fence as much as possible, and run to the sealed tile. Wait here until the chaos elemental catches up. As soon as you find the elemental, run to the north to the right. Once you reach the worst tiles, stop and wait for the chaos elemental to overtake again.
An example when it is found safely in this way. Players can attack chaos elemental, but chaos elemental does not resist. Known tiles are on the same Northern Yg line as the tiles marked earlier.
If you find a Chaos Elemental, run straight towards it. You can control it by attacking it. Once you are in combat range, move one tile west and attack the Chaos Elemental from the west side. If you do everything correctly, the Chaos Elemental will start floating on the tile of your part (for example, it is far away again because it has the ability to move and attack), and the player will stay one tile west of this part. If you attack the Chaos Elemental quickly at this point, it will not attack you again until you cross the tile line.
What you need to be careful of is that when walking from the southern tile to the northern tile, the reddish teleport attack has the ability to teleport to the west of the part where you were attacked. If this happens and you do not have time to attack again before the Elemental of Disorder starts throwing attacks, you will most likely have to wait for the Elemental of Disorder to return to the spawn zone and resume the decoy.
This method is very effective for low-level accounts and accounts with the fewest points (for example, for iron). His option may take some practice and trial and error, but once the bait is perfected, you can finish the kill almost completely AFK, much faster than hitting every tree and flinching.
Follow the footprints of the bait. During the setup, for example, the "Confusion Elemental" will attack you an average of 10 times. Taking low-healing food, such as tuna, is quite satisfying.
If you have stamina or energy potions, you will probably need them if you need to restart the bait, for example, as this method requires a lot of energy.
Team [ edit | edit source ]
Players who fight in close combat should wear armor with the highest defense against ranged and close combat, such as dragon armor or barrow armor, and use protection against magic. The chances of encountering a player assassin are higher than anything, so stick to cheap equipment to reduce the risk.
Suggested skills [ edit | edit source ]
Equipment [ edit | edit source ]
If you are not very experienced yet, take only 3-4 valuables from this set to the desert and run away. The risk of being killed by Pkers is high, and you may be killed every time. If the danger is too high, activate Protect from Magic and Protect Item or use a Safespot. Don't stay in one world for too long. For example, you're more likely to encounter a player assassin.
Recommended Ammo for Ranged
Slot Items (Effective -> Ineffective) Battle Helmet Blessed Cloak Overcoat Kalila Archer Helmet Snakeskin Bandana Necklace of Anguish Popular Charm N/A N/A N/A Dizanna's Quiver [a] Ava Collector Ava's Battery/ Aldgunna's Cloak 4, Webmaster/ If using Turn Bow Capture by chain mail (T) Robe capacity Masori Body (F) Crystal body [B] Blessing body Black skin body red Blessed hat Crystal Leg [B] Black skin N/A N/A Web onion / crow onion [C] Twisted onion Luke Feldinen [B] Poison tube Almadil Cross Bow No, when two weapons are used Law writing Bad book Black shield Balant Lada's blessing 4 [D] Rada's Corporation 3 [D] Dragon Arrow/ Amethyst Arrow Diamond Bolt (E) Wide bolt Gloved gloves Blessed Waister Black skin N/A N/A Mixed skin boots Snow Snake boots Fremnic Sea Boots 4 N/A N/A Wandering ring (except if it is not safe) Shadow ring Wealth Ring (I) / Researcher's Ring 4 N/A N/A - If dangerous, lock it with a parchment.
- ^ 2. 02. 12. 2 When using a failed dynen onion. Make sure that all crystal ingredients are protected.
- ^ Onion Crow is a little more expensive and dangerous because it consumes ether, though it consumes ether than twisted us. But it can be obtained much cheaper than Twist Onion.
- 4. 04. 1 Webmaster-When using the Whis/ Crow, poison tube or onion blade dinen
Inventory [ edit | edit source ]
- 1 Singing area drink
- 3-5 super content of weakening
- Dubberry board (optional)
- If the food has curry or summer pie, the target is not biased.
- Ant i-over or ant i-anti ++ to remove poison from pure.
- If necessary, you can bring a wealth ring (I) to double the chance to become a role (elite).
If you are not very experienced yet, take only 3-4 valuables from this set to the desert and run away. The risk of being killed by Pkers is high, and you may be killed every time. If the danger is too high, activate Protect from Magic and Protect Item or use a Safespot. Don't stay in one world for too long. For example, you're more likely to encounter a player assassin.
Equipment recommended for melee battles
Slot Items (Effective -> Ineffective) Battle Helmet The helmet is inexhaustible Verac's helmet [A] N/A N/A Amulet of anger Amulet of anger Amulet of anger Popular Charm Power amulet/ power amulet Hell cloak [B] Myths of myths / flame cloak [B] Ardogunsky Mant 4 Performance capacity (T) Robe capacity Black skin body Procellitzky Houvark Velac Vib [A] N/A N/A Black skin Proserie Techuze Veraka skirt [A] N/A N/A Necklace Bulava Ursina Necklace BULAVA VIGGORY Osmomat Fang Tentacle of Abyss / Wip Abyss Veraka's spear [A] Averon Defender [B Dragon Fender [B Dragon Fires India Run Defender [B] Bad book Gloved gloves Gloves with runes Combat bracelet N/A N/A Dragon boots Rune boots Climbing boots N/A N/A Ulto ring / Ring ring (if there is no safe place) Berserker ring Shadow ring Prospector ring / kickback ring Wealth ring Necklace Bulava Ursina Void Watcher Dragon Quick Dragon Dagger Crystal Harvard - ^ 1. 01. 11. 21. 3 When using the Perfect Vela Cassett
- ^ 2. 02. 2. 2. 22. 32. 4 If dangerous, cover the lock with Truver parchment.
Inventory [ edit | edit source ]
- Special attack weapon (eg, Void Waker
- Divine Super Combat Potion or Super Set
- 2-3 prayer potions
- Dubberry board (optional)
- Ant i-over or ant i-anti ++ to remove poison from pure.
- If the food has curry or summer pie, the target is not biased.
Avoiding and escaping player killers [ edit | edit source ]
Since the elemental of Diss and Durer is located in the unreasonable mult i-comibat, it is highly likely that the team and individuals will encounter players Assassin. The nearby Castle of Antlers sacrifices how the attackers communicate between the world (sometimes with lo w-level scout support) and how the projections look like even if they are not easily visible. It must be useful for marking people who are likely to be a person. It is effective to replace the world between kills to avoid player's attacks, but the chaos elementary listpawn time is as short as 8, 4 seconds, so there is no sufficient opportunity to replace the world.
If you are marked or attacked, choose a way to escape quickly:
- Untamed Nature's Obelisk (Level 50) is located southeast of Horns Castle. By default, the destination of the obelisk is a casual space, but in most cases it is teleported to relatively harmless spaces, such as duel and UNBRIDLED TERRITORY. After the difficult journal of UNBRIDLED NATURE, you will be able to select the destination (the 13th value of overy is the lowest, for example, near Ferrox's flying ground). Note: If you are under the influence of Tele Block, you cannot cast an oberisk.
- Horn Castle has many entrance and stairs, which can be confused and upset. There is no doubt that you can spend time leaving the game by closing a crazy movement or closing the door behind it. This is the most effective if you are being chased by the team.
- It takes $ 7. 500 to enter the west resource area, but it is less than the end of Journal of Unbridled Nature ($ 6. 00 on average, $ 3. 750 for hardware, $ 0 for elite). If the attacker does not bring coins and does not have the "elite diary" advantage, you can escape here.
- To enter the witch's ax hut in the northwest, you need a lock pick and 23. However, there is a brutal magical ax from inside that you cannot pass from the hut, which is a on e-sided battle. Absolutely, the striker is attacked by an ax, it actually has the ability to allow X-log for you. There are still two input/ outputs that have any chance to help you create a place.
- There is a teleport lever in the ruins of the ruins in the west, where you can move to Adegun (Educeville if an unopened diary of sardge is completed). The entrance overlaps with the principle, so you can find it by bringing a knife or a chalk gun. Note: The lever cannot be used under the influence of teleblock.
If this possibility is virtually all the hardships, you have the ability to maintain a strong protection point, as you will be small, giving you a recovery of the points of prayer. If you complete the recovery point of prayer, it will probably never be continuing to eat if you make a compromise with fate, for example, how to get a loss, the attacker is potentially expensive from you. I have all the opportunities to break away. As a last method for restoring prayer, take a Farrado r-Shiel d-what you can get. The southern devil's ruins still resume one second of prayer, and in fact they have the ability to provide small opportunities to activate Protectitem.
Retrieed from: //oldschool. runescape. wiki/w/chaos_elemental/StrateGies? Oldid = 14755183 'The Nightmare/Strategies
Nightmare is a blind dungeon in Morritania, a master boss of the sister's temple.
Contents
- 1 request
- 2 hints
- 3 Going there
- The beginning of 4 battle
- 5 Mechanics
- 5. 1 shield and tootem
- 5. 2 Normal attack
- 5. 3 Special attacks
- 6. 1 Phase 1
- 6. 2 Phase 2
- 6. 3 Phase 3
Requirements [ edit | edit source ]
- Clear the game "PRIEST IN DANGER" and go to Morritania.
Recommendations [ edit | edit source ]
- High battle attribute. However, this is not considered to be difficult to approach. Look at the meaning of the following skills and get the right indicator idea:
- Level 85 or more
- Level 85 or more
- Level 85 or more
- Level 85 or more
- Level 85 or more
- Level 70 or more
- Another option is to end the Ghost Ahoy game and obtain the ECTOPHILE, which is the second fastest in teleport.
Getting there [ edit | edit source ]
There are four fastest ways to reach a blind with Fosani's abominable thing:
- The teleport is accurate on the blinds through Dracan's scan, and the teleport is later locked by a blind plate of blinds falling from Fosani's abomination.
- With the support of the sacred crystal fragments, teleport the holy tomb, then walk east with SLPE along the smallest path that requires 63 dexterity and two lon g-term cables installation.
- Teleport to Vel-Sinhaza with the support of Drakan's Medal and run north. When the player passes the small pier, run east and enter the blind.
- Teleport to Ectopuntus with the support of Ectophial and head north to the small pier and pay Andras 10. 000 coins to cross to Slep. The player reaches the pier southwest of Slep.
Starting the fight [ edit | edit source ]
The player has a chance to start a fight by confusing the Horror while it is sleeping.
If the fight has already started, the Horror will enter a floating state and a glowing sign will be visible on the ground below it. During this state, the sign will indicate which of the three phases the current battle is in:
This sign means that the battle is in phase 1. This sign indicates that the battle is in phase 2. This sign indicates that the battle is in phase 3.If the Horror is already floating, the player must wait until the current battle is over. As a candidate, the player has a chance to look for a world that may be cheap.
Mechanics [ edit | edit source ]
The mechanics of the Horror change depending on the number of players present at the start of the match. By default, personal shields and totem charges mechanically scale with the number of players in a 5-player team, so this applies to the smallest size team.
Shields and Totems [ edit | edit source ]
Players do not deal direct damage to the Horror's physiological health. Instead, they must destroy the Horror's shields in one of the three phases.
- The Horror's shields have a minimum strength of 2. 000 per phase and a maximum strength of 19. 600, increasing by 200 from the base for each player who participates in a duel with 6 or more players.
- The totem charges have a minimum of 300 and a maximum of 2. 640. This charge increases by 30 from the base value for each player who participates in a duel with 6 or more players.
- The number of sleepwalkers present there at the phase transition gradually increases as the number of players in the arena increases.
When the shield is destroyed, the player stops attacking Nightmare (attack does not affect Nightmare), and instead charges a totem in the corner of the arena. When all four toes are fully charged, it emits magical burst energy towards nightmare, causing 800 damage. Nightmare's physical strength does not recover at 2400, so it will be an encounter in three explosions. After the first explosion of 800 damage, Nightmare entered the second phase, after the second explosion of 800 damage, then entered the third phase, which is also called the final phase.
Blood spells cannot be removed from the totem. However, STAFF OF SANGUINESTI and AMULET OF BLOOD FURY are effective. Players do not get any experience even if they damage the totem, but they will take twice as much damage if they receive a magic attack.
Standard attacks [ edit | edit source ]
Successful attacks have reduced damage, and attacks where prayers fail increases damage. [1] This may be applied to magic and lon g-range attacks, but has not been confirmed yet.
Nightmare has a unique aggro mechanism. For each player in the dream world, it determines the highest defense power among all five types of defense, and immediately targets players with the highest value. [2] Her proximity attack only hits her in the direction she is.
- Lon g-range attack: Nightmare is fired to players by warp the projection. This attack makes a loud click sound every time you warp, so it is effective to turn on the game sound. The player will respond with a projectary defense for 3 ticks (1, 8 seconds).
- Magic Attack: Nightmare wields pink petals, surrounds himself, and turns back to the player. Players will respond by magic defense within 3 ticks (1, 8 seconds).
- Near attack: Nightmare is raised and released quickly. The player responds by proximity for 2 ticks (1, 2 seconds).
- Near attack damage is given to everyone ahead (including diagonal down). The attack always hits regardless of the player's defense bonus, but can be avoided by moving away from Nightmare or moving the tiles aside while heading to nightmare.
Special attacks [ edit | edit source ]
- Claw Grouping: Horror spawns a host of Dark Portals and even smaller "Rust" Portals, pushing them into each claw. As the player rises into each portal, they take up to 50 units of damage. To avoid damage, move your elementals to a tile away from the Dark Portal. Horror uses this attack in all three stages.
- Lunaticians: At the beginning of the second and final phase, Horror summons a crazy Lunatic. At the end of this attack, she charges a powerful blast that deals a minimum of 5 units of damage to all players in the room. She eats the crazier that the more blasts are applied, bestowed with the name of 70 or more units of damage to each player for mass. They will probably kill more than the moon until they come to fear, and as a result, this loss is inevitable. In a single battle, if the player does not destroy Somnambul, the power blast will kill every time.
- Husky: Horror spawns 2 Huskovs around a random player in his arena. Meanwhile, the intended player is frozen in space without being killed. Pigeon: The tiny bad player uses a magic attack, while the greenish oversized bad player uses a ranged combat attack. Between players frozen by Husk, Horror does not reveal a portal for grabbing claws, but if a player frozen by Husk is under Horror, that player takes a loss. Horror only uses this attack during stage 1.
- Corpse Flower: Horror divides the room into four equal parts and surrounds it with flowers. One quadrant is harmless, in fact, on snow - Horror show white flowers and the other quadrant - dangerous, actual red Horror berries. If a player is in the wrong quadrant, they take a Friskies loss, and any attack that would have the ability to damage her will heal her in return. Horror only uses this attack during stage 1.
- Curse: Pink light fills the screen and defensive prayers are shuffled. Pressing "Defense Against Magic" activates "Defense Against Missiles", "Defense Against Missiles" - "Defense Against Close Combat", and "Defense Against Close Combat" - "Defense Against Magic". Afterwards, 5 attacks are released. Horrors only use this attack during phase 2.
- Infest: Horrors throw Infest at a random player. Then~After 18 ticks (10, 8 seconds), it grows and breaks away from the player, dealing a lot of damage, then starts to heal until it kills the Nightmare. Drinking Serum Sunfu or Relicim Balzum before the parasites emerge weakens them, greatly reducing the damage from wipes. The Nightmare only uses this attack during stage 2. To weaken the parasites, click on the hit point sphere instead of the stock potion.
- Splash: The Nightmare teleports to one of the four ends of the room and quickly jumps to the opposite end, dealing up to 60 units of damage to anyone in its way. Move around to avoid taking damage. The Nightmare only uses this attack during stage 3.
- Splash: Around the arena, there are some plump mushroom-like things. Standing within one tile of them will cause them to explode, exhausting the player. The Nightmare only uses this attack during stage 3.
Fight overview [ edit | edit source ]
Before heading to Nightmare from the coast, go fishing to replenish your stamina. You should also be familiar with how Nightmare works, especially the special attacks used in each stage and how to defeat all the Somnamburs that appear between stages. If you team up, you will often approach players in a specific part of the arena and be consistent in taking on all the Somnamburs. Larger teams can use "Bloody Melee", where one or more players deal with multiple Somnamburs at once. For example, if your team is small, when one player dies, they must deal enough damage to the remaining player in a duet. Otherwise, that player will be automatically teleported out of the copy with the message "Nightmare is tired of your weak efforts".
Nightmares are susceptible to special attacks that lower their defense, such as Dragon Hammer attacks, but they recover at a rate of 20 protection units per minute.
Horror has a higher filling with a shield, so each solo killer usually takes a last minute of 16 or more, and players who fight alone with the boss are generally in front of the horror of FOSANI. Doing so to receive a feat or training ... a single battle with the boss requires a bold anger and optimistic story.
Phase 1 [ edit | edit source ]
Nightmare selects a task based on the price of the defense and the level of defense. If the team has a tank, he is required to pray in close combat, pray in lon g-range battles, and switch to a magician's prayer if necessary. Other team members are required to stand on another side of the tank so that they do not face themselves, which means that they can completely avoid her attack in close combat.
During this phase, the horror uses a special attack "nails", "shells", and "dead flowers". It overcomes these special attacks and keeps intense prayers.
Among the players, they have immovable rules that cannot be seen between the attacks "Claw Grab", and the horror does not use the "corpse flower" while the player is immovable. Players on the same side as the horror tank should not forget that they have the chance to pass through the horror close combat attack.
After the horror shield is exhausted, the totem is weakened. Horror continues to use his on e-stage attack while attacking the Totem. If you buy all 4 4, you will be horror from 1/3 wellbieing and phase 2 starts.
If the fears a while ago did not use Husky's own attack, be careful at this stage to charge all the totems. If it is absolutely generated by a Hascov when charging the totem, this is actually fixed or a certain number of players, and the madman breaks at the start of the right phase, which is actually the party's energy. -There is the ability to bring a lot of losses through explosions. Players who are unable to move are recommended to use magic guns to destroy Lunatic so that they do not take much damage.
If the player understands the Saladomin cross together, they will be able to hold a special attack on a good resume and prayer. < SPAN> Horror has a higher fill with shields, so each solo killer usually takes 16 or more, and players who fight alone with the boss are generally in front of Fosani's horror. Doing a bold anger and optimistic story in a single battle with the boss for the military's feat or training.
Phase 2 [ edit | edit source ]
Nightmare selects a task based on the price of the defense and the level of defense. If the team has a tank, he is required to pray in close combat, pray in lon g-range battles, and switch to a magician's prayer if necessary. Other team members are required to stand on another side of the tank so that they do not face themselves, which means that they can completely avoid her attack in close combat.
During this phase, the horror uses a special attack "nails", "shells", and "dead flowers". It overcomes these special attacks and keeps intense prayers.
Among the players, they have immovable rules that cannot be seen between the attacks "Claw Grab", and the horror does not use the "corpse flower" while the player is immovable. Players on the same side as the horror tank should not forget that they have the chance to pass through the horror close combat attack.
After the horror shield is exhausted, the totem is weakened. Horror continues to use his on e-stage attack while attacking the Totem. If you buy all 4 4, you will be horror from 1/3 wellbieing and phase 2 starts.
If the fears a while ago did not use Husky's own attack, be careful at this stage to charge all the totems. If it is absolutely generated by a Hascov when charging the totem, this is actually fixed or a certain number of players, and the madman breaks at the start of the right phase, which is actually the party's energy. -There is the ability to bring a lot of losses through explosions. Players who are unable to move are recommended to use magic guns to destroy Lunatic so that they do not take much damage.
Phase 3 [ edit | edit source ]
If the player understands the Saladomin cross together, they will be able to hold a special attack on a good resume and prayer. Horror has a higher filling with a shield, so each solo killer usually takes a last minute of 16 or more, and players who fight alone with the boss are generally in front of the horror of FOSANI. Doing so to receive a feat or training ... a single battle with the boss requires a bold anger and optimistic story.
Nightmare selects a task based on the price of the defense and the level of defense. If the team has a tank, he is required to pray in close combat, pray in lon g-range battles, and switch to a magician's prayer if necessary. Other team members are required to stand on another side of the tank so that they do not face themselves, which means that they can completely avoid her attack in close combat.
During this phase, the horror uses a special attack "nails", "shells", and "dead flowers". It overcomes these special attacks and keeps intense prayers.
Among the players, they have immovable rules that cannot be seen between the attacks "Claw Grab", and the horror does not use the "corpse flower" while the player is immovable. Players on the same side as the horror tank should not forget that they have the chance to pass through the horror close combat attack.
Equipment [ edit | edit source ]
After the horror shield is exhausted, the totem is weakened. Horror continues to use his on e-stage attack while attacking the Totem. If you buy all 4 4, you will be horror from 1/3 wellbieing and phase 2 starts.