Fantasy Flying Strategy GuideFantasy Flying was a 10-man dungeon that required two teams to complete at the same time. It was divided into two stages.
* * 1. Pre-war preparations **
1. * * Props and Medicines **
- Prepare MP potions, such as Spirit Concentration Potion and Workshop Wind Spirit Water, to be used for the first stage to replenish the state, and for the second stage to deal full damage.
- Bring along the food with additional attributes made by the workshop, such as seafood.
2. * * Special Skills **
- [Arhat] was a must,[Crystal Clear](Unsealing the Six Paths) was also very useful;[Armor Penetration] was twice the result with half the effort when attacking the pet in the second stage;[Beast] was for physical attacks, and [Demon Beast] was for the pet;[Holy Spirit Armor] could also be prepared to increase resistance. If not, he could use special skill talismans.
3. * * Summoning Spirit **
- It mainly focused on blood attacks or group magic babies. In the first stage, the group pet would charge directly, and in the second stage, the powerful attack pet would kill the master directly.
* * 2. Combat Style **
1. * * First Stage **
- After clearing all the monsters on both sides, they could enter the second stage. The line-up of both sides was almost the same, with the male face Fangcun Renghua, the female face and the female face Inferno. At this stage, the main monster would not attack, so it was relatively simple.
- First, he sealed his daughter/Inch, killed Shi Tuo, and started with the Great Tang.
- Feng Putuo stopped stirring up trouble and continued to kill the Moon Palace. Baby Fa continued to attack the Great Tang.
- After the AOE kills the Support, seal the Infernal King or Dragon Palace, leaving them to heal.
- The order of killing was Shi Tuo, Moon Palace, Tang Empire, Daughter, Putuo, Inferno, and the order of sealing was Daughter, Miniscule, Putuo, Demon King, Dragon Palace. They could leave one Dragon Palace to make up for the special skills (Magical Beast, Holy Spirit, Armor Penetration), and those who brought the Demon King could activate the Guardian Ancestor. After both sides discussed, they could enter the next stage.
- Fantasy Flying Monsters had fixed styles, such as [Eagle],[Lion Camel],[Surehit], etc., which were easier to identify.
2. * * Second Stage **
- The main monster's health bar was emptied, so the battle was considered over. Therefore, the main monster was usually the focus of the fire. If they encountered a male war drum, it would depend on the situation. The male drum face increases critical strike by 10% every round, and the Sona face reduces damage by 10% every round.
- At this stage, the turning mechanism was added. After killing the main Revolving Heaven Demon, one could turn around. The front row of monsters would respawn, and the critical hit and damage reduction would be reset.
- As for the female face and the Sona face, the main monster was a single-target spell attack. The target was marked and there would be an area of effect damage after killing it. The damage was not very high. The Sona face usually had 1 spell and 4 support. If it was a spell, it would be the Dragon Palace or the Demon King. The 4 support was random, and there might be a double seal. In addition, the main monster only had two magic classes, so its damage output was low. Generally, it was mainly used to recover HP and anger. It could seal the magic class and leave Arhat Fury behind. After turning around, it could use anger again. Apart from recovering their status, Sona's team focused their attacks on the main monster. The Soulless Puppets were also used by Sona's team.
In terms of line-up recommendations, a double physical attack was better because the main monster's damage was the highest, but a magic attack could also be selected. Other than Shi Tuo, each of them had their own advantages in physical combat. Magic was the most powerful, and Demon King was the most powerful. Dragon and tiger formations were recommended. The dragon formation was more stable and could maximize the output. The tiger formation might have a problem with speed.
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Fantasy God Domain 2 Strategy GuideFantasy God Domain 2's strategy was as follows:
** 1. Daily Mission related **
1. ** Quest Order **
- First, he would follow the main mission to advance the game. When the main quest was not enough, he could choose to do the side quest and then consider the active dungeon.
- The Chronicles of the King's City will be opened when players reach Level 20. However, it is not recommended to complete it on the first day of its opening. You should only complete it when there are no Main Storyline Quests that can be completed at your current level. This way, you can obtain more EXP. Completing it 10 times a day will give you a large amount of EXP rewards.
- When the main mission reached level 30, it would open up a simple daily mission for the team. The reward mechanism of the mission was the same as that of the Strange News in the Royal City, and it was recommended to be completed later.
- Dough Bounty Mission must be done every day. You can use Diamond Bind to farm purple to get the highest profit and get a large number of Dough.
- The guild's donation was a must every day. They could use tied diamonds to exchange for a large number of balls. The balls could be used to forge high-level purple and orange equipment. They were also the key to buying materials to strengthen their combat strength in the guild store.
- Daily activities were the key to leveling up quickly. All daily activities could be checked by clicking the button on the top right corner of the interface to see the start time and completion method of all activities today.
2. ** Usage of Dough **
- Dough could be used to forge equipment and was the main source of high-level purple and orange equipment. It could also be used to buy materials from the guild store to strengthen its combat power.
** 2. Game features **
1. ** Monster Guide **
- Unlocking hundreds of creatures in the monster guide by constantly exploring the world.
2. ** Art Style and Immersion **
- The game had a grand magical world and the ultimate art style, making the players feel as if they were in a magical continent.
3. ** Fashion Match **
- The player could match the fashion with a high degree of freedom. They could adjust the size, angle, etc. at will to create a unique style.
4. ** Original Spirit Bond **
- Able to form a bond with all kinds of Original Spirits and form a super strong combat team of their own.
5. ** Road of Adventure System **
- Through the Road of Adventures system, you can learn various passive skills to create unique abilities. According to the learning path, you have the opportunity to learn powerful combination skills of two weapons. You can freely choose to train an output type or an attack and defense type character.
6. ** Dual Weapon System **
- Players could choose to use their main and secondary weapons to create their own battle positioning. In battle, they could use all the skills of the main and secondary weapons without switching weapons. Combo attacks were more free and rich. Different weapon skills had different emphasis. Some emphasized damage output, while others were good at team support.
7. ** Hero's Mysteries **
- Different players would have different effects when using the same skill. Through the combination of Hero's Mysteries, different abilities could be added according to the timing and tactical considerations. For example, the Fireball could be stunned or knocked back.
8. ** Original God related **
- The " Origins Cube " in the game created the Original Gods. They had their own special combat skills. Players could jump onto the Fire God Everlit's body and jump down from it to attack. They could also ride the ferocious tiger Caesar to run and fight.
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