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"To defeat it you must be prepared to know the darkest depths of torment." - Shadow Witch description This may have been harder than low-rarity Walpy. I first beat Gisela with 3-stars (sloppily) before Tower Octavia, and tried Shadow Witch at the same time. I figured Gisela would be a warm-up round just for fun, while Shadow Witch would be somewhat of an actual challenge. We ended up getting destroyed due to a lack of stats, so after dunking on Uhrmann, I spent a few rainbow orbs to get the gang up to speed and gave it another go. It was only after we were able to survive to first break that the true difficulty of the fight revealed itself. The Shadow Witch's gimmick is that she summons familiars every other turn, and her power scales with the number alive. She gains a direct attack buff for each, and has a move that deals extra damage based on their number. Her real deathblow, however, is her attack that heavily action delays your team if at least three familiars are alive. Given that the familiars action advance their own team every time they attack, being delayed in this way even once will rapidly snowball into you being brutally comboed to death like you're facing a MoeMami team in PvP. So, you just need to make sure to kill the familiars each time before the boss gets her next turn. Simple enough, right? Wrong. Masara is slow, so there is no reason to think she will get a turn in between the boss summoning familiars and acting again. With three-star characters, we cannot use special attacks to circumvent the turn order, so we must get a turn for Masara in each window. How can we do that? Each break we perform gives Masara 10% action advance, so we can use these to pull up her actions. Breaks also give Riko a speed buff for two turns, which we need, as we cannot run a speed portrait on her. Why not? Notice that she is only barely slower than the boss on turn one. If she acts before, she won't get another turn until the familiars are dead. No break means no action advance for Masara, and we die a few turns later as Masara loses too much ground. If we break too often, however, we'll run into a similar problem in the opposite direction. We sometimes should, or shouldn't, use Kokoro to perform a second break in a given window. Killing familiars early also matters, as they give a speed boost to the witch in addition to attack. So, we just need to maintain a steady pace of breaks to keep Masara synchronized with the boss's summons? Still not enough. Each break on the witch only delays her by about 30 ticks. A non-negligible amount, but less than a full turn. This means that after the first break, we'll become desynchronized, and have to aggressively right ourselves lest we capsize completely. We may even have to sacrifice a break (such as at 4:38) to maintain our cadence. This incredibly delicate dance took quite a few attempts to get right, and by the time I did, I had practically memorized the entire fight. The only real RNG here is who the single-target attack hits. Since Nanaka is tied for our least sturdy member, she barely survived after getting hit by it multiple times. As for the team itself: Konoha is the only viable healer. We boosted her from 59 to 89 magic, but it was still barely enough. Riko3 is the only low-rarity light breaker. At 89 magic, she is just barely able to break a familiar on a direct hit. The second familiar hit is softened up enough that Kokoro can break it with her skill, or simply kill with a normal. Masara3 hits all enemies with her battle skill, and gets a follow-up attack every time an enemy breaks, perfect for this fight. Nanaka3 is our buffer, though she almost always uses her normal attack, for SP generation. Her secret weapon: she provides a buff to the team every time an enemy dies, effectively giving Masara 100% uptime. If Masara uses her battle skill every time (which also self-buffs), she will have enough damage to consistently defeat the familiars. Kokoro3 provides passive defense buffs to the team, and can also provide active (if lackluster) shields in a pinch. Because she doesn't use barriers, we give her speed instead of defense. Music used: [0:00] Daughters of Chaos (Dark Souls) • Daughters of Chaos - Dark Souls Soundtrack 09 [0:35] Dark Sun Gwyndolin (Dark Souls) • Dark Sun Gwyndolin - Dark Souls Soundtrack 17 [2:51] Crossbreed Priscilla (Dark Souls) • Crossbreed Priscilla - Dark Souls Soundtra... [4:42] Aria of the Soul (Persona 5) • Persona 5 OST - Aria Of The Soul The in-game music for the Shadow Witch has a melancholy opera, but it's not Youtube safe. Fortunately, I had already thought of a few good themes that would fit here. And hey, the team is finally living up to its namesake with all of this Dark Souls music! As always, thank you so much for watching. Any likes, comments, and constructive criticisms are greatly appreciated. 0:00 - Team Overview 0:35 - The Shadows Stir 2:50 - The Shadows Writhe 4:42 - The Darkest Depths of the Soul 7:30 - Solace