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5 people scattered to stand He charged and lost a lot of blood When you rush, don't run around After rushing, you will go to find the warrior's warrior Warrior garden and wait to catch the monster will become a mob by melee kill or fear off.
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Hiding in a corner can reduce the number of times you are charged.
This boss depends on DPS.
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This boss is actually not difficult, as long as you are proficient in the way of playing, it is still relatively simple: the boss has an ordinary attack, and the difficulties are mainly 2:
1: The Dance of the Blades, in fact, is the charge Whirlwind, about 2000 per cloth, when he releases this skill, he will charge each player separately, I roughly estimate that each time about 5 times - 7 times, if 2 people stand together, then he will also be hurt when rushing you, and you will also be injured when rushing him, so you have to stand scattered, one person and one corner, MT middle, to ensure that only one person is hurt each time.
2: Monsters, keep coming out of the mouth, non-elite, nearly 10,000 blood, there is long-range melee combat, generally speaking, you don't need to kill, because if the team dps is strong, you won't kill the boss much, if the dps is weak, then killing the monster will waste a lot of time, too much blade dance will make ** soon no blue, the first can sheep on the sheep, the last ice ring, fear blinding or something is all used, don't let him fight**. Nothing else to pay attention to.
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Must-have materials and settings: World of Warcraft game.
The Hall of Shatters is a five-player copy of the Burning Expedition, located in the Hellfire Fortress on the Outlander Hellfire Peninsula.
The coordinates of its copy entrance are about (48, 52).
The quest route is very simple, as shown in the figure below, you can go straight ahead to complete all the bosses and complete the quest.
The only caveat is that you have to go through the sewers to get to the room of the first boss, the High Warlock Nethercus.
There is no quick way to get out of this quest, but after killing the No. 1 boss, High Warlock Netherkus, the door to the High Warlock Hall will open, and the player can walk back directly from the Cursed Throne.
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It seems that you don't need to kill the small ones, but you can kill the big ones. It depends on the team. If the dps is not enough, it is safer and wiser to kill the small ones.
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Cannot be turned on. The Broken Hall is the lair of the evil orcs in the online game World of Warcraft. The commander here is the Grand Chief of the Broken Hand Clan, Kargas Bladefist.
Replacing his hands with two blades, he is a member of the Shadow Council and the only one in the core of the Shadow Council who is not a Warlock. When the Dark Gate was destroyed, Kargas secretly colluded with Mathridon, who took possession of the Hellfire Fortress and claimed to be the true chieftain of the Horde.
Quest Strategy. There are five bosses in the Shattered Hall, namely the high-level warlock Nethercus, the Blood Guardian Berrune, the warbringer Vormrog, and the final boss, Chief Kargas. Blade Fist.
Quest Team Recommendations Except for MT and **, the other 3 DPS have stable control skills.
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You can't get through the sewer next to it.
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The final boss of the Broken Hall
The boss's ordinary attack is average.,The main difficulties are 2:
1: The Dance of the Blades, in fact, is the charge Whirlwind, about 2000 per cloth, when he releases this skill, he will charge each player separately, I roughly estimate that each time about 5 times Song Li - 7 times, if 2 people stand together, then he will also be hurt when rushing at you, and you will also be injured when rushing him, so you have to stand scattered, one person and one corner, MT middle, to ensure that only one person is hurt each time.
2: Monsters, keep coming out of the mouth, non-elite, nearly 10,000 blood, there is long-range melee combat, generally speaking, you don't need to kill, because if the team dps is strong, you won't kill the boss much, if the dps is weak, then killing the monster will waste a lot of time, too much blade dance will make ** soon no blue, the first can sheep on the sheep, the last ice ring, the fear banquet blinds or something, don't let him fight**. Nothing else to pay attention to.
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It's the final boss of the Broken Hall.
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Pay attention to the bear and take turns to eat the charge, and the cat will kill the small one first. Just hide the rest.
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The final boss of the blood keeps farming?
You're mistaken, it's the Broken Hall.
The final boss of the blood is 1 boss pulled by 5 mobs.,Kill all the mobs and activate the boss.。 Just pay attention to dodge when the boss is on fire, and no mobs come out.
The final boss of the broken hall is infinitely out of the mob.,The attack is not high.,Non-elite monsters.,As long as the dps gives priority to killing the mobs before the boss 40%,The mobs should be able to kill 1 in 2-3 seconds.。 Considering the ability of ** and the ability of T. A good zs should have no problem holding 3-4 plus bosses.
FQ is even easier to play. In short, there will be such a boss in the future, such as the final boss of the Oakington Mana Mausoleum, the final boss of the crypt, there will be mobs, and they are elites. As 1 DPS, not only can you play high output, but excellent control of low-damage mobs is also a must for DPS.
Squat down and suck the soul of him to get the strongest**.
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