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Okay this boss will take a bit to explain and all her skills have needlessly long names so for efficiency's sake, I’m putting her skills and what they do in a list as well as providing an abbreviation for most of them because fuck writing those out each time. (Take Life) Won’t you give me your life? -- Single target insta-kill Magnet Power -- Randomises formation, chance to paralyze (Suffering) Does this make you suffer? -- Single target, does 90% of current HP Smack Down -- Single target physical attack (Art) Do you like Art? -- Single target petrify (MP Mow Down) I just love MP -- Mow down but it hits MP (HP Mow Down) Gimme your HP -- Mow down These skills are on a roulette in the order I’ve listed them in above and every time you hit her, she’ll randomly change which skill she’s using. It does tell you what skill she’s going to use next and she’ll keep using the same thing until either you hit her again or she gets bored and uses Whim of the Queen, which makes her go down the list by one, looping back up to Take Life if she’s currently on HP Mow Down. I found that the strategy was to just avoid certain skills by hitting her if she landed on a skill you don’t wanna deal with. With this in mind, I wanted to mainly avoid Suffering, Magnet Power and Smack Down. Suffering cannot be walled and can hit the back row, Magnet Power makes trying to protect my mages harder and Smack Down just hurts like a bitch. Art and Take Life are both easily dealt with via Resistus whilst both HP and MP Mow Down don’t do much damage and only hit the front row. Keeping her off the most threatening skills was the main thing that made this fight survivable. I had Kluke on attacking duty and had everyone else juggling between their usual jobs and resetting the Roulette. Skills Shu: Guard, Boost Max HP 25%, Magic Defence Up, Caution, Magic Sword LVL 1, Charged Defence, Vigilance, Endure Jiro: Support Magic, Barrier Magic LVL 6, White Magic LVL 2, Black Magic LVL 1, Enhance Item Effect, Distress Barrier, Magic Fence Kluke: Black Magic, White Magic LVL 2, Support Magic LVL 2, Enhance Item Effect, Boost Max MP +25% Marumaro: Barrier Magic, White Magic LVL 2, Black Magic LVL 3, Support Magic LVL 1, Enhance Item Effect, Double Item, Boost Max MP +25% Zola: Support Magic, Barrier Magic LVL 1, Black Magic LVL 5, Ninja Swiftness, Boost Max MP +25% Accessories Shu: Infinity Bracelet, Renew Necklace, Grand Tribes' Ring, Renew Earrings, Spring Breeze Kerchief, Champion's Belt, Shoes of the Ancients Jiro: Ultimate Weapon Bracelet, Final War Necklace, Gravitic Ring, Ancient King's Earrings, Belt of Hermes, Shoes of Hermes, Shoes of the Ancients Kluke: Dragon Bracelet, Eternity Necklace, Infinity Ring, Infinity Earrings, Shoes of the Ancients, Devee Idol, Belt of Hermes Marumaro: Eternity Bracelet, Gravitic Necklace, Eternity Ring, Eternal Engine Earrings, Gem of Jibral, Champion's Belt, Belt of Hermes Zola: Gravitic Bracelet, Infinity Necklace, Renew Ring, Eternity Earrings, Shoes of Hermes, Crown of the King Ghost, Ribbon Next video: Kaiser Kelolon Rules: Flee from all encounters unless they are necessary to proceed (e.g. guarding a door, forced encounters that I can’t flee from) No stat increasing items Class increasing items are permitted to reach necessary class milestones Any experience found through examination is to be given to the character with the least experience Accessories that increase EXP and SP gain are banned Field barrier is only permitted so long as EVERYONE has their class set to Generalist