Different World Brave is an RPG game that deeply combines level-breaking and manual casting. The Throne of Storms dungeon in the game is not a very difficult dungeon. It tests the player's team strategy. Only the fourth child is a little difficult. There are no basic problems with the boss mechanism. Hey, here is the guide for the "Brave of Another World" Throne of Storms dungeon that the editor brings to you. Friends who are interested, please take a look.
"Brave of Another World" Throne of Storms Dungeon Development Guide
Old one:
The two skills cycle and add a passive that increases the attack over time. If the skill is missing, the interrupting profession will give priority to interrupting the throw. The output can be passed without pulling the hip. If the tank is slow in the land reclamation period, the anti-cavalry will be invincible in the later period. After the anti-war DK, switch to slashing. Killing ax (it should be noted here that if the main weapon attribute has dodge in the killing ax, it must also have dodge, otherwise it will easily overturn in two or three seconds)
Second child:
A standard three-skill cycle boss needs to be interrupted to summon. If there is no interrupting profession, just interrupt the summons. DK must remember to use interruption randomly to let it release the summons. Not too difficult. If the priest's damage is low, he can directly control the first child by mind, as long as the fourth child can change his CD before the fourth child.
The third child:
Single skill cycle plus double passive boss, the skill can interrupt and interrupt, there will be five seconds of damage reduction at 2/3 and 1/3 health respectively. Do not use important damage skills at this stage for output professions. Another passive that increases CD is mainly to make professions such as mages, shamans, and priests uncomfortable. The blood DK guarantees that there will be two layers of death grip (for dealing with the old four) when the blood dk is completed, and the overall difficulty is not high.
Fourth child:
Throne of Storms takes the lead, summoning every three seconds. Although the summons don't have much health, they are released frequently and have the characteristic of giving priority to attacking targets with low health, so they can easily overturn. Here the priest directly controls, and other professions have full firepower. The blood dk uses Death Grip twice and Evil Explosion. After summoning it, see if you can use Frenzy or Rune Blade Dance plus Blood Boiling to quickly A-drop and then interrupt. The Hunter Bird Druid continues to be a gambling dog. The Pain Art uses Soul Burning during the two control periods to put the hot on and the Black-Eyed Shadow Arrow is always A. The Demon Art is the Human Sea Tactics Shadow Arrow and is always A. Warlocks should not exchange blood randomly. It is not difficult for Naide to grow up at this time. The key point is that this guy will self-destruct when he dies, so when the opponent's health is left, you have to make sure that you have full health, and the red bottle should be eaten. The self-destruction method is copied from the previous Terror. The knight is invincible, and killing with the killing ax will not trigger self-destruction. The violent one uses a shield or a beheading axe, the thief uses a dodge or a beheading axe, the mage boss exchanges the necklace set before death to strengthen the ice shield, the quail boss turns into a bear before death, and the shaman can replace it with the steel immovable shield dropped by the horror. If you don't have a shield, exchange for a blood necklace to attract earth elements. For a warlock, exchange for a blood necklace and a Curse of Weakness jewelry to weaken the boss. The most difficult one is the hunter. The most stable solution is to buy cheap amber or condensation, or bring a white bow follower and wait for a silent kill. Or get a set of all-around dodge necklaces and rings that add blood, and if they are unstable, you'll need to take big medicine.
The five old birds:
A standard three-skill cycle boss, Feathers in the Sky and Neighing are interrupted first. If the warlock summons more here, you can bet that Neighing can't hit you. The overall difficulty is not high.