Open DNF in Pirate

Chapter 719: Hatchery Boss

"interesting..."

As a member of One Piece, Celia also has an impression of the fake Luffy and his party.

A pirate group that specializes in fooling, with the help of Luffy's name, can fool tens of thousands of people.

Although there are other pirates who are too stupid, Luffy and his party have disappeared for too long, information flow is not smooth and other objective factors are among them, but the ability of these guys to deceive has also played a lot of role.

"If I remember correctly, the few of them originally went to sea by fooling around..."

"I can still get such a strange fairy fruit now..."

She kept her bare hands for a while, and kept pens and notebooks by her side.

Swish, swish, and fill in this elf fruit in the "Tactical Elf Fruit" column.

......

Under the curtain of the sky, someone saw that in a team of New Navy adventurers, the blood volume of Big Eye Boy was finally suppressed to more than 200.

It suddenly fiddled with its belly and raised its right hand.

The whole picture is a layer of foggy white.

The adventurers of the new navy seemed to know the power of this move, and turned their backs to it.

"I'll go, what kind of skill is this?"

"The new navy seems to have known in advance how to circumvent this mechanism..."

The Eye of Rebirth will be activated when Ugal's blood volume drops to a certain level.

Player adventurers are commonly known as - open eyes.

If there is an adventurer facing Aegal the Devourer, he will exchange blood with him immediately.

There used to be a detail here.

If the boss is walking around or is attacked or grabbed at the moment of eye opening, then this eye opening will be invalid!

However, this was changed by Fang Fan to open eyes and be effective.

The eye-to-eye mechanism is easy to say, as long as teammates don't make mistakes, this mechanism can even be ignored.

But it's also a hassle to bother.

In the later period of Anton's version, the player adventurers developed a new way of playing: directly guide the big-eyed boy, and ensure that when it opens its eyes, it is against the wall and facing the wall.

In this way, even if it is an effective eye opening, it is facing the wall on the edge of the wall, and there is no possibility of a player on the opposite side, so this time the eye opening will have no effect.

Another example is to make a fuss by using cross-eye exchanges.

Since it was said to be a blood exchange, some player adventurers thought: Can you find someone with very little blood to kill him?

A red eye uses bloodthirsty to reduce the HP to the minimum, and then the blood loss of the double swords will be automatically canceled when the double swords drop. If you look at the boss at this time, the boss will only have the last bit of blood.

"Hey, someone also came across this skill, but turned around when he didn't come, and the blood volume of the big-eyed boy recovered several hundred..."

"Look, there is a blue eye following you."

During a certain battle, the madman was extremely depressed.

I told my teammates not to cross eyes, but I didn't react to it.

"Leave me alone, hurry up and output!"

"The blue eyeballs will follow me, interrupt my skill movements, reduce my HP, and have the same effect as the black mist at the source of the black mist."

Generally, this eye is not allowed to appear.

Whoever has their eyes opened in a team is definitely a scammer!

However, if it does appear, there is no way.

Whoever follows the eyes will take the initiative to go to a corner farthest from the boss to accompany the eyes for a walk - if you are close to your teammates, your teammates will not be able to cast skills, and the group can stop fighting.

When he reminded Popeye that the slam attack would consume the BUFF gain on his body, so he must make up for it as soon as possible, many people began to discuss the monsters in the hatchery again.

"Boss is difficult, and those monsters in the hatchery seem to be very difficult..."

The monster of the hatchery, to put it simply, is Athor the Smasher.

When entering the room, it is still in a sealed state, and the team leader needs to stand in the blue and white circle. At that time, the energy on the hammer is released, and Ator appears.

His attack moves are simple, such as summoning explosive fire pillars under his feet.

The touched adventurer will cause higher damage, and... it is very easy to enter the burn state.

Evasion is also very convenient, and you can leave in advance.

The only thing to note is that Ator will keep approaching the captain of the attacking team, and he will keep leaving fire paths where he walks.

If he wasn't killed as soon as possible, the whole room would turn into a sea of ​​flames—at that time, there would be nowhere to stand.

"Blast!"

As soon as he raised his hand, he summoned a flame explosion.

Because the leading player, adventurer 1P, is not within his melee range—in the circle between the red circle and the white circle, the flame explosion caused extremely high damage to the adventurers.

Many adventurers were caught off guard.

"Get rid of him quickly!"

Each team has different pressures on the people who hatch.

Ator...you only need to stand firmly in the ring to output safely, and other players can move around freely.

Before the instant-killing fire pillar is launched, use the body to crouch to avoid it.

There is basically no difficulty.

More troublesome, Inspector Melta.

He is invincible when he enters the room.

All the adventurer has to do is remove his invulnerability, and then eliminate him.

The method is also simple, but the actual operation error tolerance rate is relatively low.

There are energy transmission cores in the four corners and the center of the room, and the outer layers are protected by energy shields.

Melta will spit out an energy ball, and the adventurer will get an energy aperture when touching the energy ball, which will increase the movement speed, but will be chased by Melta.

If no one touches the energy ball within a certain period of time, the energy ball will explode and send everyone away.

Melta, who is chasing the adventurer, will jump down from the sky, using his landing to destroy the protective shield outside the energy core.

After destroying all of them into energy will-o'-the-wisps one by one, Melta will be invincible and unable to move.

Then kill it.

It's just that there is no room for error in this process.

The five energy transmission cores must be accurately broken each time, and then destroyed into a will-o'-the-wisp state.

The will-o’-the-wisps can’t get too close, as they will explode if they get close for too long!

However, running around to avoid will-o'-the-wisps can be troublesome.

When Melta is output for a round and is still alive, he will release three powerful energy when he gets up—to put it simply, he will hit the ground.

This move will cause high damage to all adventurers standing on the ground and knock them into the air.

Overlord Body Elixir can avoid knock-up.

Before he dies, he will summon the magic eye Cyre - a golden one-eyed.

This thing is a little troublesome.

Petrified Light.

If an adventurer enters the range of the petrified light of the magic eye Saill, he will be petrified immediately, and at the same time Melta will immediately jump to the center of the map and use the "energy release" skill.

If there is a special mark that is being targeted, the person being targeted should stay away from his teammates and just roll his eyes slowly.

The rest of the teammates can deal with the green name at ease.

Among them, there are naturally some tricks.

Old adventurers know that when destroying the cover, they can run to the next position as long as they see a magic circle under their feet, which can save time.

When playing the teleportation core, the players who have finished playing the above two can directly run down and prepare to play the core.

Generally speaking, 4 people are more than enough to deal with it.

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