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怪物图片
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Boss介绍
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攻击方式
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波尔德 - 白鬼军团的叛军领袖。在阿耶吉尔普灵魂力量的加持下,蓝色恶魔巨兽的力量远超以往。
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- 技能锁定: 波尔德站立起来进行吼叫,发出 蓝色, 紫色 或者 红色 的咆哮声。这个吼叫不会造成伤害,但是在后续45秒的持续时间内,如果释放了对吼叫颜色对应的技能,波尔德会进行咆哮反击玩家。
- 咆哮: 如果玩家使用了当前锁定的技能类型,波尔德将无敌(免疫所有攻击)并且立刻咆哮对场上所有玩家造成高额单次伤害(该高额伤害可以通过减伤手段硬吃下来),并扣除400MP。凡是通过时环、收集册时环、复活被动等假死手段起身的玩家都会受到“沉默”状态影响。
- 爪击: 波尔德用他的爪子向面前的玩家进行两次攻击。
- 冰击: 波尔德在进行爪击后,会迅速砸向地面向前方的短距离/长距离的玩家进行冰刺攻击,该攻击会将玩家击飞并赋予严寒的减速状态。
- 冰束: 波尔德在释放冰束的过程中无敌。向前方从下到上的扇形范围进行冰束扫击一次。被命中的玩家会进入冰封状态,该状态可以通过快速点击键盘左右按键解除。
- 冰柱: 波尔德猛击地面,使地面产生出短时的冰柱并造成严寒击飞。冰柱生成前地面会产生深蓝色魔法阵预警,冰柱攻击过后会自行消失。
红色标注的攻击模式下波尔德为无敌状态
注意:
- 当波尔德的血量下降到150血量之后 技能锁定 会释放两次, 该状态会同时锁定两种技能类型。
- 主动技能,超技能和领导者技能不会被锁定可以在整场战斗中随时释放。
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暴走的波尔德 - 主导权之争释放了灵魂蕴含的真正能量。波尔德与它旧时主君的力量融合,暴走为一尊鬼魂似的巨像。
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- 技能锁定:和第一阶段一样,波尔德在自身血量下降到一定程度过后会针对固定的技能类型进行锁定,这些锁定会在屏幕上方的特殊UI进行显示,且颜色与一阶段一致。
- 咆哮: 如果玩家使用了当前锁定的技能类型,波尔德将无敌(免疫所有攻击)并且立刻咆哮对场上所有玩家造成高额单次伤害(该高额伤害可以通过减伤手段硬吃下来),并扣除400MP。凡是通过时环、收集册时环、复活被动等假死手段起身的玩家都会受到“沉默”状态影响。
- 挖击: 波尔德向地图的中间位置进行抓取,随后朝着相反的方向进行扫击。该攻击会对没有超级护甲的玩家造成击退效果。
- 扫击: 屏幕上会出现黄色的扫击攻击范围提示,一秒后波尔德会对标记区域水平扫过。该攻击会对没有超级护甲的玩家造成击退效果。
- 肩炮: 波尔德会将他两只翅膀中的一只进行充能,随后对应充能的翅膀位置朝着地图的一侧释放攻击。之后会对另一侧释放同样的攻击。该攻击结束后会立即释放“黑白边界”。
- 黑白边界:两种不同的灵魂力量在波尔德的体内进行剧烈碰撞,并在场景中持续散发能量场,一侧为黑,另一侧为白。两种能量波都会对玩家造成独特的减益效果(最明显的就是减速),持续3秒,最大叠加10层。玩家必须在两侧之间不断移动,以防止任何一个减益效果达到10层。如果某一玩家减益效果达到10层,则该玩家会被引爆,该引爆会立即击杀该玩家为中心的小范围内所有玩家。
- 冰柱: 波尔德举起自己的手臂从地面上召唤一根冰柱。冰柱会提前在地面产生深蓝色的魔法圈进行预警(该冰柱出现时间会被玩家通过不断释放技能而延迟),冰柱出现过后会留在场景上,且只会被连段和主动技能伤害。
- 灵魂空间: 波尔德举起左手,将当前存活的一半玩家转移到灵魂空间内。并在原场景和灵魂空间同步生成灵魂碎片。每个空间同时生成两个。灵魂随便会周期性的消失,且消失的同时朝着另一个场景发射脉冲攻击,对该场景的玩家造成大量伤害。如果灵魂球体被击碎,则不会生成脉冲攻击攻击另一侧场景的玩家。灵魂空间结束以后,所有玩家都会出现在原场景中,波尔德会趴在平台。
红色标注的攻击模式下波尔德为无敌状态。
注意:
- 技能锁定的UI会根据波尔德的血量自动变化:
- 240~210血量区间: 红色单独亮起
- 150~120血量区间: 蓝色, 紫色同时亮起
- 90~60血量区间: 紫色, 红色同时亮起
- 30~15血量区间: 蓝色, 紫色, 红色同时亮起
- 主动技能,超技能和领导者技能不会被锁定可以在整场战斗中随时释放。
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破碎者 - 主导权冲突的最后,失控暴走释放的结界里是破碎魂魄熔为一体却两者皆非的存在。
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- Ice Pillars: The boss raises its arm to summon an ice pillar from the ground. The area an ice pillar will spawn is telegraphed by a dark gray magic circle, and it remains on the field afterward. They can only be hit by command and active attacks.
- Aiming Shot: The boss aims at a party member and shoots 3 light orbs that will track them until they get hit, inflicting a stack of the "light" debuff on them per hit.
- Orb Release: The boss releases 9 light orbs and then 9 dark orbs in a circle around itself. After being released, the orbs will initially slow down slightly before accelerating again. Players hit by the light orbs will receive a stack of the "light" debuff per hit. Players hit by the dark orbs will receive a stack of the "dark" debuff per hit.
- Mass Orb Release: The boss teleports to the top-left platform and immediately performs an enhanced version of Orb Release, sending out two sets of each orb. It will then repeat the attack after teleporting to the center platform and the top-right platform respectively.
- Demon Lasers: The boss raises its hands and marks the map with lines, both horizontally and vertically. After a small pause, light and dark rays will spawn there, dealing huge damage on contact. This move is always used twice in a row above 150x HP, and 4 times in a row below 150x HP, interchangeably with the delayed variant below. The rays can either spawn in a grid or horizontally and vertically separately.
- Orb Call: Two orbs will fall from the sky in two separate locations. Players can absorb the effects of these orbs by standing on the location where they hit the ground. They will not be absorbed while they are travelling through the air.
- Light Orb: Removes both the "light" and "dark" debuffs from the player and grants the player a Light Aura buff. The light aura buff grants immunity to the two debuffs for 20 seconds, and allows the player to deal damage to the Dark Cage.
- Dark Orb: Traps players in a Dark Cage 3 seconds after absorbing the orb's effects, inflicting 15 seconds of Potion Sickness and constantly draining their HP by 10% per second, rendering them unable to act. The cage can be broken by commands and active skills by players with the Light Aura buff.
- Heal: The boss raises its hands and a yellow aura appears below them. It will heal itself by 15x HP if no one has absorbed the Dark Orb the last time it spawned.
- Flame: The boss will go into the background and use Orb Call, while charging up a flame attack that will kill anyone who makes contact with it. Players who are trapped inside the Dark Cage will create a barrier which prevents people inside it from dying. Players with the Light Aura buff will kill anyone inside these barriers should they enter them, and will not receive protection from the flame attack. Players will be freed from the Dark Cage automatically after this attack.
- When below 150x HP:
- Dance of Light and Darkness: An enhanced version of Mass Orb Release. The light orbs from both sets will start to spiral clockwise, while the dark orbs from both sets will start to spiral counter-clockwise. Immediately after releasing the second set of orbs, the boss will then send out an additional 2 rings of bright light spheres that move outwards past the light and dark orbs rapidly, after which they slowly return towards to the boss to form 2 rings around it. The rings then move outwards again after some time. At the same time as the bright light spheres, smaller light particles will flow out of the boss in a spiral like pattern until the bright light spheres have formed a ring around the boss. A visual representation of the entire attack can be found here. As before, the boss performs this 3 times, on the top-left, center and top-right platforms.
- Delayed Demon Lasers: Areas are marked for lasers to appear like before, but the indicators appear 4 times first, before any lasers are fired. Then a few seconds after, lasers will appear in the marked locations in order, requiring players to memorize each of the 4 patterns' safe spots.
Attacks highlighted in red bypass Invincibility frames.
Note:
- "Light" debuff reduces attack power by 2% per stack, unlimited duration. (Up to 30 stacks)
- "Dark" debuff reduces movement speed by 2% per stack, unlimited duration. (Up to 30 stacks)
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