Chapter 525 - Can’t Hold the Boss (1/2)

Chapter 525 - Can’t Hold the Boss

“You guys can’t hold the boss? F*ck, who’s holding the boss’ aggro? You guys can’t get the last hit in??” After receiving the report, the guild leaders hastily asked in surprise.

Simply speaking, the monster belonged to whomever the monster was aggroed on. The items dropped would be protected by the system for that player. For the next 30 seconds, no one else besides that player would be able to pick up the items during that time period.

It all sounded very simple, but calculating aggro was actually quite complicated. Normally, the last hit counted for everything. It’s worth several times more than a normal hit. This was easy to understand. After all, the last hit was the hit that took the other side’s life. The other side would obviously have enmity towards the killer.

Apart from this, the first hit was also very significant. The amount of aggro gained for the first hit depends on the situation. There was a difference in aggro between the first hit from a player who took the initiative to attack the monster and the first hit of a player counterattacking a monster’s attack.

In short, the general rules were very simple, but the details weren’t simple at all.

Especially against a boss. Bosses had names, background stories, and personalities. Each detail affected how the aggro would be calculated for each boss different. For example, if you took the last hit, some bosses would have five times the aggro for it, but other bosses might have ten or twenty times the aggro for it.

Some bosses had increased aggro after falling into a red blood state. Some bosses were very sensitive to the first hit&h.e.l.lip;...

Thus, understanding the rules behind a boss’s aggro was a very important part of stealing a boss. Usually, the last hit never disappointed, which was why all of the guild leaders asked their subordinates about it. When two teams acc.u.mulated similar amounts of aggro, the last hit would often be the deciding factor.

However, the reply they received made them even more flabbergasted: “No, it’s not that we can’t steal the boss.”

“Then what is it?”

“We can’t hold the boss off!”

“What? Whose scheme is this?”

“This isn’t a scheme. None of us can hold on!”

“What type of stupid joke is this? You guys&h.e.l.lip;&h.e.l.lip;..” At this moment, the guild leader suddenly stopped. He realized why this was happening at the same time, the discussion group exploded into a commotion. Clearly, the “can’t hold on” wasn’t pointing towards any one guild, but every single guild there.

They actually couldn’t hold the boss.

Why?

The guild leaders originally found it hard to believe. They were about to call it nonsense, but while typing their response halfway, they suddenly realized what had happened!

Why?

It was because the ones killing the boss were new!

These players might be relatively high leveled compared to the mainstream players, but they were still normal players. Usually, the core elites hunted wild bosses. These elites were from the Heavenly Domain with many years of Glory experience and had a good understanding of the normal servers.

They could clear dungeons and kill bosses.

But these normal players? This was their first time doing it!

The Aquamarine Knight had only been killed three times in the tenth server so far and had only been killed by the guild elites each time. How could these normal guild members have experience in killing these types of bosses?

When trying to kill a boss for the first time, even if your team read a guide beforehand, wiping out several times wouldn’t be strange at all!

The reason why the Club guilds could bring their normal guild members to levels higher than the norm wasn’t because these guild members were crazy levelers. More importantly, the Club guilds had experts and veterans watching over them. What did this entail? When an expert or a veteran led a party into a dungeon, there would be fewer casualties.

As for five noobs, whenever a new dungeon became available, the noobs would die many times before clearing it once. In Glory, dying would result in a loss of experience. Dying would reduce your leveling speed, no? As a result, there would obviously be a difference in levels between Club guild players and non-guild players.

And now, these normal players, who had experts and veterans helping, finally encountered a snag. Against the Aquamarine Knight, an existence far stronger than a dungeon boss, these normal players had no way to hold on.

In the beginning, the guilds had a lot of players. The chaos made it difficult for them to see the struggling players near the boss. Afterwards, half of their memebers went to chase after Guild Happy’s people. When information arrived about Guild Happy grouping together and the guild leaders became worried that something had happened on that side, the ones who had been left to hold the boss were already defeated.