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Скачать с ютуб {Sword of Convallaria} Lv. 42 Team - Stage 10 Weaponry Trial II [Lv.65] в хорошем качестве

{Sword of Convallaria} Lv. 42 Team - Stage 10 Weaponry Trial II [Lv.65] 3 недели назад


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{Sword of Convallaria} Lv. 42 Team - Stage 10 Weaponry Trial II [Lv.65]

Slightly underleveled clear of Stage 10 . Units: Outlaw Guard - Papal Guard - Might - Angel - Gloria Tactics: Summon Training Dummy - Warhorn - Flag of Convallaria Lv.45 weapons, lv40 Trinkets, lv.50 Tarots. No "Cooling Powder" Trinket or Weapon Engravings needed, but I did use the "Nameless Staff" weapon on Gloria which gives her 1 more tile of movement. (Sorry, I don't have any other leveled staff) This is very much a DPS check. You won’t believe how much time I spent trying to get that last 11000 dmg…. - All dps equipped with Rays of Sun to ignore 20% of boss' def. - Papal Guard has Giberous Moon to survive the initial 2 hits from the boss. - This run is slightly RNG reliant because Outlaw Guard’s def reducing ability only activates 50% of the time. (I had 3 runs where the boss was left at just 2000 hp…and 2 runs when the boss was left at 500…) - Stick Papal Guard in the back to tank the 340% modifier attacks and just wail on the boss while avoiding his pushback AoE. I had to optimize the rotation I displayed to get enough damage to clear in 16 turns. It’s still not perfect, but it’s done significantly more damage once I started paying attention to it. - Always try to squeeze in a Gloria Full Moon swing in the downtime, and make sure she has her cooldowns lined up to attack even when she has to run away. This means you don't always use her skill immediately off cooldown. - Unit placement is important to either deny, allow, or adjust comet shard placements. - The boss will always attack the units on the left with shackles as long as Angel is sitting in the left corner. (from what I've observed) I prefer to tank the Shackles attack with Outlaw Guard and Gloria. Gloria has a ranged attack, so I don’t lose dps when running from my team while shacked. As a defender, Outlaw Guard gets 12% increase in attack when injured (mitigates the dmg loss from being injured). I try not to move Might because he gets a 10% ATK boost if he does not move before attacking. Speaking of Might, he can be replaced with any other DPS as long as they have consistent damage (ie Rawiyah or Tempest). Aura Mini-Lesson: There are 3 types of Auras - Leader, Normal, Banner You may only have 1 of each activate at each time. This team uses all 3 at least once throughout the run: Leader Aura: Vow of Justice (Gloria) Normal Aura: Flag/Banner Aura (Gloria), Attack Command (Might) Banner Aura: Flag of Convallaria There is overlap in Normal Auras, units cannot benefit both from Gloria's Flag and Might's Attack Command. However since Gloria's Flag does not buff herself until she throws it down, Might's Attack Command is buffing her throughout almost the whole fight. And there are points where I let Gloria's Flag be destroyed, so Might's Aura comes into play for everyone at those points. Please remember to put down the Training Dummy in the beginning so you don't have to reset as many times as I did. Add me: UID 961012620 (Crayons) #SwordofConvallaria

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