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Tower Details: Difficult but swift 21 floor tower. Recommendable for repeated grinding for your favorite equipment. Is challenging at the same time. Please check floor rewards for details and guidance of enchantment choices. Memorize boss spawning positions for easier clearance using Scatter Mines. Estimated Difficulty: 10/10 Estimated Clearance Time: 16 Minutes The Bosses are: Floor 7: Ghast & Evoker Floor 15: Illusioner & Evoker Floor 21: Wretched Wraith Top 3 difficult stages: 1) Floor 17: Very deadly floor to engage in melee combat. The Royal Guards are very dangerous to approach so make good use of your Wind Bow and Scatter Mines while kiting. 2) Floor 16: This floor has quite many waves of mobs which you have to pay attention on. Use Guarding Strike and Scatter Mines to your favor here 3) Floor 3: Very Fierce early floor with big crowds. Proceed with caution. Electrified and ranged attacks are your friends here. Floor(F) Rewards (Enchantment Point is taken if nothing is stated): F1: Battle Robe. Electrified 3 needed. To be gruadually increased with EP. Has Health Boost if you need an emergency skill for the final fight so save some EP for it just in case. 1-2 points in Deflect may make tower progression slightly easier F3: Light Feather. Triggers Electrified frequently, further supported by Cooldown Shot later F4: Scatter Mines. Very crucial for ease at the first boss knowing spawning positions. Wind Bow can pull in mobs into these for great synergy F5: Windbow. Required for pull-in effect helpful to pull mobs into pits or icy water. Careful pulling in Creeper though! Burst Bowstring and Cooldown Shot. To be gradually increased. 1 point in either Wild Rage or Looting is fine too. F6 Merchant: Gildsmith upgrading the Battle Robe, updating health and Electrified damage F10: Double Axe. 1-2 points in Guarding Strike recommended F13 Merchant: Uniquesmith upgrading the Battle Robe, updating health, boosting Electrified damage and adding the favorable +50% artifact damage ability F15 Boss Preparation: To avoid major trouble recognize the spawn position of the Illusioner and quickly dispatching him with your artifact damage F17: Void Bow. The pull-in effect is no longer required so feel free to replace the bow. In addition to Burst Bowstring 3 and Cooldown Shot 3 this bow offers built-in Void Strike 1 and you can invest some points into Fire Aspect F18: Rapier. At this late floor only really needed for its fast Powershaker unleashes. Together with the Splending Robe a single stab with a Powershaker charge takes down crowds of mobs. Cooldown Shot quickly recharges it too. Enchantments all optional F20 Merchant: Powersmith upgrading the Splendid Robe if you prefer safety. Otherwise Powershaker may make the final boss fight faster but carefully dodge attacks while only attacking in melee to quickly unleash your Powershaker charges F21 Boss Preparation: Careful with the very damaging projectiles and melee attacks. You have no healing or damage reductions besides your potion! Use Health Boost as emergency skill alongside a preferably upgraded Armor from the Powersmith. Timestamps 00:00 Start 04:00 First Merchant (Gildsmith) 04:11 First Boss 08:55 Second Merchant (Uniquesmith) 10:00 Second Boss 14:06 Third Merchant (Powersmith) 14:20 Final Boss Tower Summary: https://docs.google.com/spreadsheets/...