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How to change the profession of MapleStory warriors?
Warrior turn 1 is like this... It should be life recovery + 5, life enhancement + 10, strong attack + 20, group attack + 20. If you still have 6 points left, you can add them wherever you want! Also, The ability value is not 3 strength and 2 sensitivity,...probability. If you have it, just buy a few bottles of hit magic water. That's basically it. I wish you a happy MapleStory
I will upgrade to 1 after level 30 The level is 3 strength and 2 agility. When you upgrade to level 1, it is 4 strength and 1 agility. Just increase the hit to 160.
The warrior is very fast before level 15. Because of the high strength, the speed of cutting snails is really fast. , and other long-range professions at this time have not yet strengthened their long-range skills, so warriors are still very happy. From level 15 to level 50, at this stage I can only say that all soldiers can do is endure and endure. I think everyone knows the specific reasons, so I won’t go into details. It was during this period that many people who played warriors gave up and switched to mages or swordsmen (turn 3 had not yet been launched at that time). It was also during this period that more than 80% of the warriors hated the profession of Ice and Thunder.
At level 50, when a warrior holds the Tiger Sword, he or she is basically on top. At least he won't lose or lose miserably when grabbing monsters. At level 60, you are in your prime. At this time, warriors can fight against daylight elves, but mages dare not fight. The violent stuff is good, the violent rate is high, and you can earn money by upgrading. The advantages of warriors are gradually reflected.
Okay, it’s time for the 3rd turn. I personally think that there is no need to compare the Warrior 3 professions before the 3rd turn, because they are all relatively weak, and the gap is not big. If we have to compare, the swordsman's wrathful fire may be the most useful skill.
At the third level, the differences between the three warrior professions become larger. Let’s talk about the most powerful one first. Needless to say, of course it is the Dragon Knight, with excellent skills, gun combos, unparalleled guns, dragon soul, and its original ultimate defense. It can be said that the dragon knight's skills are very reasonably designed and very powerful (on the contrary, the dragon's roar, which was originally a selling point for killing monsters in full screen, was not used by anyone because it cost blood). In addition, the level 80 Odin Hand Halberd is also cheaper now. 1000W can buy the original 93 attack, 3000W can buy some good 102 attack, and 1E can buy some good 108 attack. As a result, the dragon knights, who had good skills and now had much better weapons than swordsmen and knights, suddenly showed their incomparable superiority. Gaoliangqi, at level 85, match Odin with an attack of more than 100. If you fight Beibei, you can get 10,000. Note that the gun combo is still a group attack! This left the knights and swordsmen to just stare and change the channel.
Let’s talk about knights and swordsmen. I compare these two because they are indeed similar. Swordsmen are practiced by many people, and you can often see swordsmen disparaging knights. But I want to say, swordsman, start cultivating fighting spirit at turn 3, Qi Jue Sword, Dark Sword. Dark Sword can hit very high attacks when fighting spirit is full, and Qi Jue Sword can also hit even more powerful attacks than spears when fighting spirit is full. A group attack with high attack power, but everything is under the condition of full fighting spirit, 5 fighting spirit, one dark sword, you average the 6 attacks, I dare say it is similar to the knight, far lower than the dragon Knights, and high-level warriors basically don’t need to fight 6 times to fight monsters. As for the knight, for the third turn, he should still cultivate the flame sword, black ice sword, thunder sword, and attribute strike. Among these 4 skills, I don’t know the specific power because I haven’t modified the attribute attack much yet. Anyway, the flaming sword is very powerful. When fighting in the snowy area, a knight with a full flaming sword has a slight advantage compared to a swordsman with the same equipment and ability points, but where the attributes are not strong, he is completely weaker. The Black Ice Sword is not very powerful, but it can freeze monsters, so it is suitable for solo practice. The Thunder Sword is as powerful as fire, or even more powerful than fire, but currently there are no high-level monsters that are afraid of thunder. Therefore, after a comprehensive comparison, swordsmen and knights are really about the same level, except that swordsmen can fight a wider range of monsters, while knights can only fight monsters with conflicting attributes to gain power.
Create a character, follow the old rules, and be patient. Wisdom 4 Luck 4.
Hit the snails, you will be out of the village soon at level 10.
1 turn
Skills
First of all, the life is restored by 5 - the life is strengthened to full (unless you want to have N thousand points less HP than others at 12 levels, then you don’t need to do it first) Add)
Group attack reaches 20, power reaches 20
Sage Armor personally thinks there is no need to add it, so I didn’t add it
I added recovery to the remaining points. , you can also add Holy Armor, after all, it has more defense.
Turn 2
There is no richness point in the knight's 2nd turn. Speed, suppression, damage rebound, accuracy, and ultimate are all maxed out.
If you are 1 point rich, you can add 1 turn of Holy Armor, Restoration, and Life Recovery at will. Whatever, just 1 o'clock anyway.
Let me talk about the suppression skill. Many people say that the suppression skill is not worth adding. Not really. Now that a new map has been released, the monster levels are not low. If you suppress them, the effect will be immediate. Yes, physical defense and physical attack are both -20% (it is -20 in the game. It has been verified to be 20%). Now fight the big monster. The rich are gradually getting poorer, so the importance of suppression and damage rebound can be more reflected. Besides, the defense of Holy Armor is simply not as useful as these two skills.
3 transfers
Nothing else to say. Want to upgrade quickly. First fill up the fire by 30 points. If you want to go directly to the Toy City, you need to reach 30 more mines, and finally get ice. If you are still in the snow, add 30 ice and then 30 thunder.
Then there is a disagreement here: whether to add magic attack first to make it ineffective, or to attack with full attributes first.
The magic attack I filled first is invalid. I didn't open a new map at first, but people said this skill was useful for Zakun, so I added it. In fact, I think that leveling up with Zakun below level 120 is a complete waste of time. Playing with toys and sailing boats or something like that gives you 300W experience per hour. I upgraded with more than 6,000 W experience. Now it basically rises in about 24 hours. soon. Therefore, it is recommended to fill up the attribute attack first. It can attack up to 6 monsters, and there is a 90% chance that the monster will be comatose.
The only inconvenience is that each time it can trigger one of ice, fire, and thunder. 1 attack with this attribute will trigger 1 attack once.
In the past, I felt that adding this skill was too useless. But now I see the benefits. The monsters are very powerful in the new map. As long as you keep up with the operation, you can definitely save 40% of the medicine money.
Then full magic attack is invalid. The remaining 11 points I added are magic recovery. For example, Thor's Hammer with a natural 96 attribute is more powerful than Thor's Nail with a natural 96 attribute. Because both hands have potential attributes compared to one hand (similarly, the difference in weapon level between the two hands will also have potential attributes.) So I can forget about Shield Mastery. Just one thing to say, I don’t recommend adding that skill.
The above are the skills for turns 1, 2, and 3. I just personally think this is the better way to add points so far.
Finally, the most critical thing I want to say is the agility of the knight...
Some people say that high-agility warriors are not strong. I don't think so.
My equipment is not particularly good: 18-sensitivity clothes, 9-sensitivity shoes, 10G gloves, 5L106G Lion Soul, 2-power 8-sensitivity cloak. It is 100 sensitivity +35. In order to experiment, I washed some of them. When I was at level 131, I washed away 20 of my sensitivity. After adding strength, I had MISS on the red sailing ship, the door god, the ghost king, and the biochemical man. As a result, I washed it back 1 point by 1 point, and finally it was natural. With 93 ag and 35 ag of equipment, there is no more MISS.
So low-sensitivity warriors are those who have abnormal equipment and do not want to fight big monsters. If you want to get ahead, add some sensitivity. After all, it would be so embarrassing to have MISS at more than 100 levels in the future.
In general, the path of a knight is not easy, and not many people persist.
Cherish the number in your hand, and since you have chosen, continue.
There are no rubbish professions in MapleStory, only rubbish people. The most important thing is persistence.
I hope everyone thinks what I said is good and will be helpful to everyone on their journey to knighthood. Thank you all.
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