How to play the assassin's copy of the Legend of Wonderland game Night of Destruction strategy

Because before this copy is very unfriendly to CK. So most people are very unkind to CK. All do not like to take CK brush. So it is still best to open their own group to 1a shout. The best configuration for the group is 1 knight, 1 priest, 1 hunter and 1 mage.

1 BOSS, BOSS before the small monsters to fight is. First poisoned and then want a sprinkler. This 5 minutes also has the effect of poisonous small monsters can be poisoned scattered clear efficiency is very high. boss appeared after stopping hands automatically don't put poisoned scattered. When the rider pulls the mage petrified good save can rest assured output. Pay attention to see the foot of the red circle in time to avoid if there is a small monster of the French system woke up to read the blizzard in the will die.

Note: This BOSS dialog BOSS before the appearance will always have been recruited small monsters if the slow clear save more will be destroyed. So after the conversation, the knight should be timely to go forward to receive the monster output in time to clear the small monsters can not stop. After the appearance of the BOSS mage timely petrified.

The 2nd BOSS, after playing the first BUFF good to go back. Before opening the door to add a good BUFF. down the stairs before the left and right two sets of small monsters can only clear a wave. After going down the stairs of the left and right small monsters are recommended to clear out. The reason for this is that if the group is destroyed, then it will be very difficult to run the map. If you are not able to run the map again, there are still small monsters that will be very troublesome. After taking out a circle of square dancers, you will begin to brush the small monsters, after clearing the small monsters, the awakening of the evil spirit will appear. Waiting for the priest to transmogrify the BOSS, if the priest did not transmogrify then petrify the small monsters to kill the BOSS is good.

Note: The small monsters on the way to No. 2 after No. 1, as well as the awakening of the evil spirit can be transmuted. There are transmogrification priests will be much better to fight.

The 3rd BOSS, after beating the 2nd to type with teammates to say don't go over to the hunter one by one pull out to fight. Because a lot of people do not pay attention to hit the number 2 on the rush to run forward. Then drew 45 demon high priest. Then the group was destroyed. Everyone wait in place. Hunter one by one pull over to kill is good. Monsters will read even less blood will be seconds. If you're not careful and your teammates get more than 3 of them, run. If you are out of the fight, come back and save them. After you kill the high priest, the oversized sacrifice will appear. Don't rush over to fight it yet. Tell the priest to brush the light to add blood. Once you've stabilized. Then you can go into the light and fight with the knights. If the priest does not brush the light shine is likely to appear to be second, and then save people accounted for the public **** CD, the knight may also fall. So wait for the priest light shine brush up and then go in to fight on the line.

Note: Demon High Priests must be pulled one by one! Tell your teammates ahead of time, it's too easy to kill the team by drawing too many.

The 4th BOSS, after beating the 3rd appeared 4 purple portal, brush the white knight, white to fight casually. After the fight, a purple portal appeared, and then the King of Ecstasy appeared. Go up and output at ease. This boss is now only 50% blood before it starts throwing meteorite spells. So when you get to 60%, run to the hunter's side, press the in-place alert, and give the hunter a stabbing aura edge OB on the line. The mage is the same, 50% of blood before you can go to mill art. 60% of blood after the retreat to the farthest distance. Probably the furthest distance the hunter can attack the boss. Then use the edge of the circle of the group attack spells such as Raging Thunder to rub to the BOSS output on the line. Priests should also be on the knight's side. The furthest distance you can take is the edge of the light plus the knight can throw the Bastard Evil and you're good to go. The mechanism of the meteorite spell is probably within the range of a mage grinder spell, if two people appear, there is a chance to start smashing. So after the next 50% blood, in addition to the knight pulling the boss everyone is the furthest distance. It won't throw meteorites.

BOSS No. 5, after beating No. 4 and teammates said don't move I'm going to pull. Then walk over and wait for the BOSS to appear, you don't need to walk to the range that can lead to the BOSS. Play dead for a bit from a distance, and the BOSS will smile badly and rush over to you and throw rocks at you. Then you can pull the boss out alone. Then the knight picks up the monster and fights it. CK should be aware that this BOSS will have a very painful monster guard attack. It's easy to be killed by the BOSS with a guard strike. So you can use the secret of repeated horizontal jump. Playing a sound cast to run away in the back to play a sound cast. This way, the BOSS will not use the monster guard attack seconds you. If you encounter a very spiritual priest to give you a dark wall, then you can stake in place output to death. Although the dark wall can not gear this BOSS to the knight's damage. Only the evil block. But the dark wall can gear protection attack ah.

The above is the assassin to play this copy to pay attention to some places. By the way, the heart of the spit on the assassin such an output profession is not friendly. The output environment is extremely bad. Play hunter! The whole hanging shouting to spread water is enough.