(Phase 4-Waning "Snap-Rain Moon")
Much group and elemental management awaits you this time around. Plan carefully.
F11C1H1: the defense chamber has gotten difficult again. The important thing to note about this half is that enemies spawn in certain groups (melee enemies, ranged enemies, Samachurls), and those groups alternate targets (the first groups target the monolith, the second groups target you, the third go back to the monolith). Take out dangerous groups like the club Hilichurls and Samachurls promptly, and ignore the torch Hilichurls and archers that only want to attack you.
F11C1H2: focus down the Potioneers and melee enemies that are after the monolith. The oar-wielders in the final wave are after you, so don't let them run into the monolith trying to charge you.
F11C2H1: the initial Pyro mage has a damaging aura here, and the Cryogunner in the second wave has an ice cage attack. The Pyro mage's shield is abnormally strong, so focus your attacks on it. I didn't have Hydro for the Pyrogunners due to my restrictions, so I had to rush down a Pyrogunner so he couldn't infuse. Bringing Hydro for them will make things substantially faster.
F11C2H2: the initial Hydro mage has a bubble trap attack (and another durable shield), and the Hydrogunner in the second wave has a cooldown doubling aura. Focus on the Hydro mage due to its strong shield, and the Hydrogunner so it can't heal the Electrohammers.
F11C3H1: six Whelps and three Pyro Agents await you, with one Pyro Agent having a damaging aura. Run to the wall to make the Whelps all teleport next to you before hammering the whole group, and let the Pyro Agents run to you while they're cloaked to close the distance between them.
F11C3H2: six more Whelps are here, followed by two Electro Mages and a Mirror Maiden (who has a cooldown doubling aura). Run to the wall again for the Whelps, and let Swirls destroy them. Every enemy in the second wave can teleport if not kept in check, so persistent freezes should help immensely.
F12C1H1: a Pyro infusion stone is present. The second wave contains two linked Kairagi (so they must die together) and numerous Potioneers that spawn one after another as they fall. Give the Potioneers your attention to minimize the bombardment you'll face.
F12C1H2: there's just two normal Ruin Guards here, but there's also an Electro infusion stone - deal with this buff before focusing on damage output.
F12C2H1: three Cryo and three Pyro Whopperflowers are here. This can be a rough juggling festival without strong group control, as Whopperflowers usually need to be knocked down to force them towards infusions. Try to target the stunned Whopperflowers (who will have lowered resistances) whenever possible.
F12C2H2: two Lectors and a Herald will attack you all at once. Try to push the Lectors toward each other with knockback, but be aware that the Herald may push the Lectors out of the way to perform its movements. The goal here is to get these three in their shielded state simultaneously so Swirls can let the infusions destroy each other; do your best to evade attacks while setting up for this (particularly the energy-sapping ones from the Electro Lector).
F12C3H1: two Pyro Lectors; once again, try to push them towards each other with knockback to make the shield phase easier to finish. Remember that the Lector will be knocked back substantially if its dropped Pyro artifact is destroyed.
F12C3H2: two Heralds, both with durable infusions. Be ready to endure their combined attacks for a while.
0:00 - Character Stats
1:19 - F11 Overview
1:44 - F11C1
5:59 - F11C2
10:46 - F11C3
13:49 - F12 Overview
14:13 - F12C1 (1 star)
20:51 - F12C2 (1 star)
27:20 - F12C3 (1 star)
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