Joke Collection Website - Talk about mood - Ask about your experience of Hero Island.
Ask about your experience of Hero Island.
Shula:
Shura is the first occupation of gunpowder, and it is also the occupation with the largest number of users and the most free collocation.
The famous occupation with high injury and low operation, even if you are a novice and unfamiliar with the basic operation, you can easily trample your opponent as long as you are well equipped.
Advantages: the group coma skill has short cooling time, wide range and long coma time.
Keywords jumping magic kill, high damage, instant,
Keywords ultra-high mass injury, burning, long duration, less blue, high injury,
Glory means the same thing as burning, except that there is no CD. As long as there is blue, it can be turned on all the time, or it can be turned off at any time, and the damage is as high as burns.
There are few requirements for operation. If glory and burning are turned on, standing by the enemy can do high damage to the enemy.
When your professional characteristics are attacked, there is also a chance to increase your 10% attack, which is very considerable damage.
Disadvantages: blue consumption is fast, sustained combat ability is poor, singing control skills are needed, and they often rush to the front, but without the high defense and thick blood of soldiers, the survival rate is poor.
Common collocation
Knight (Physics)+Shura: Because I want to be in the forefront, I choose the knight professional assistant with the strongest viability.
In the team battle, the semi-invincible skill of the knight's natural help can make Shura rush into the enemy group to bomb the enemy unscrupulously. When the enemy escapes, he can use the knight's heavy aura to prevent the enemy from escaping, and there are eggshells (knight-damage absorption skill) when they collide with each other. In addition, the baptism skill has short cooling time, strong group attack ability and high therapeutic effect. It is the combination with the largest number of users, and the knight does not need too high operational ability. You can directly add blood to yourself. The disadvantage of giving people the nickname dog skin plaster (sticky, can't be killed, can't run away, and has high damage) is that it consumes blue too quickly. Maintaining pressure and continuous treatment will reduce the duration of Shura's battle and make the protracted war very poor. However, it is possible to let the shura knight occupy the position like the blue fountain in the middle of the desert map, even if it is 1V5.
Gun God+Shura: Make your strengths more prominent, and the group damage is the highest in a short time.
This combination is terrible. Gun God's head shot can greatly improve the critical strike rate of gunpowder, even reaching more than 70% (above level 30, regardless of the opponent's critical strike resistance). In a team battle, it can cause great harm to the other side in the shortest time. You will find that even if you have tens of thousands of blood, you are still so fragile within the aura of Gun God and Shura, and the single output of Gun God is the strongest. If you don't run out of the sniper's range within 1.5 seconds of running without blood, then only death awaits you. The advantage is that you have a strong ability to explode in a short time, but the disadvantage is that your viability is not guaranteed, and you only have one group control skill. Although the single control skill has the arrow of the spear god to repel, it is not suitable. Shura is a melee injury class.
Wolf girl:
Wolf girl has been a very unpopular profession since it opened the F, and few people use this profession to match it.
Because there are summoners, there are not a few people who regard summoners as hanging-up occupations.
Not recommended for beginners.
Advantages: the survival rate is relatively high, the trap control time is long, the cooling time will not be too long, there can be multiple traps, and it can also cause harm to the enemy.
As a control and breakthrough skill, deadly hunting is really excellent, causing dizziness to the selected target and repelling all the surrounding targets, and the damage is not very low.
Summon the giant wolf as a symbol of wolf girl, which is quite powerful and aggressive. After advanced, the probability of double attack on the enemy is also quite high, the cooling time is short, and the singing is very short. This is an excellent skill.
Disadvantages: the trap sings for a long time. If the controlled opponent is hurt, he will release control directly. The damage is also very general, and the CD is not short. As a control skill, it can't be exported, but can only be used to escape.
Ghost Wolf Claw, as the main attack skill, only the attack range can be regarded as an advantage, but the attack power and cooling time make this skill in an awkward position.
Common collocation:
Shura+wolf girl:
In the team battle, cooperating with deadly hunting can improve your chances of survival, and the stunning effect of deadly hunting is also very good. In one-on-one combat, there are also babies as cover output. In the case of empty blue retreat, you can also use animal traps to easily get rid of your opponents.
With double halo+double ring and treasure, it can cause considerable damage to a single enemy in a short time, and it belongs to the type that can be beaten and retreated.
Gun God+wolf girl
Very suitable for the combination of guerrilla warfare. With a trap, you can easily play the power of the spear god's sniper, but what you want to live in is to set a trap to attack people and get the baby back. Otherwise, it is meaningless to let the baby get rid of the trap effect. This is a profession for guerrilla warfare. When you run away, you have your own baby, harassing the enemy, and using a very obscene collocation, people can't catch it or touch it, but they are too dependent.
Hawkeye:
Hawkeye is also a popular occupation. At the beginning, when the doctor was not popular, Hawkeye was second only to Shura and Gun God.
Even now, there are still many people who use the eagle eye as an output collocation.
The high injury at dawn plus 0. 1 sec dizziness can play a certain control role. Although the projectile attack is not very high, the cooling time is short.
If there are only two enemies, the damage is considerable. Shooting can be said to be the representative skill of Hawkeye, which can enhance gunpowder attack in a short time.
Although the duration is only 10 seconds, the cooling time is not very long, and the AT force field can do great damage to a single enemy.
Advantages: the attack is relatively continuous, the skill cooling time is short, the gun battle skill is improved, the attack effect is obvious, the duration is average, and making good use of the dawn skill is also a good control skill. AT force field has a strong killing effect on a single enemy, and has great advantages in one-on-one combat, and the cooling time of shooting is very short. Even if it is a single enemy, combined with ordinary attacks, the output is considerable.
Disadvantages: Due to the short cooling time of skills and high blue consumption, the AT force field can hardly play a role in the team battle, and it is impossible to use skills and attack normally when releasing the force field. Although the fighting skill lasts for a long time, the cooling time is not short, sometimes it is easy to forget to add fighting skill, and the effect of shotguns on a single enemy is still poor, so it can't do good damage.
Common collocation:
Gun God+Hawkeye: The mainstream match, the head shot of the gun god can improve the attack ability of Hawkeye very well, and the sniper damage can be greatly improved with the gun battle. It is normal for snipers in gunfight to kill enemies, but the disadvantages are blue consumption, harmony and poor control skills. If the equipment is not good, the combat use of 1V 1 is easy to suffer because of the control skills. Dawn 0. 1 sec is useless for chasing people. If you run away, I'm afraid it will take more time to put your skills back than 0. 1 sec. Because the sniper and the force field are the same CD, the sniper's cooling time is also very short, which makes the at force field skill almost useless.
The spirit of war (saving lives)
Immortal fighting spirit: increase the maximum health 1% after equipment, and restore health 1% every 2 seconds. Assassin's defense is reduced by 40%, making him vulnerable. With this function, the chances of survival can be improved!
Sand King (after a thousand miles)
Needless to say, spikes and infections, sandstorms can be used to escape.
Butcher (single killing in the wild)
The final skill is strong, and the devil's hand and flicker have the same effect.
But I don't think it's useful to add a physics hero. The assassin killed half the blood, and his skills are already very strong. What's the use of adding more attack skills? Can you really improve several skills? You have so much experience? It is better to only improve the assassin's attack skills, add a few auxiliary skills, and aim at the hero's auxiliary skills. I played the Assassin+Spirit Method. Lingfa has three skills for heroes, of which the attack skill is only the last skill, which is very strong! Or you can add frost, viper and Reddy!
Equipment attribute and drilling synthesis.
Principle of synthesis: How does synthesis work? Not all attributes can be combined at one time, but all attributes and digging synthesis are calculated separately.
For example, I have a perfect white equipment with no attributes and no holes, and then I use a good green equipment with only attributes, and two holes have been opened. If I take it like this, there will be many kinds of results in the end.
The first type: perfect single attribute, both holes are added up.
The second type: no attributes, only double holes, double holes on the top.
The third type: single attribute, one hole
The fourth type: no attributes and no loopholes. This is divided into two situations. The first is that the sum of all attributes fails, and the second is that the direct synthesis fails and the material disappears.
The success rate of 80% synthesis is not the success rate of attribute drilling and climbing, but the success rate of material and equipment synthesis. The success here does not mean that 80% of the attribute drilling and crawling is only a prerequisite, and the other 20% fails and the material disappears directly. In fact, the probability of attribute sum upward is 80%*X%=X%, which is the real probability of single attribute synthesis. No one knows what x is, it is estimated to be 80%-the above is just a synthesis of attributes.
The synthesis of holes is calculated separately, because the synthesis of holes is calculated separately, and two holes and three holes can only be synthesized under the condition of synthesizing one hole, so the probability of synthesizing one hole is 80%*X 1%, the probability of synthesizing two holes is 80% * x1%* x2% and the probability of synthesizing three holes is 80% * x65538. Then the probability of one hole is 64%, the probability of two holes is 5 1.2%, and the probability of three holes is about 4 1%. Perhaps the synthesis probability of each hole is different, so it is estimated that X 1= 1.
I believe many people also have the experience of digging holes. Originally, there were gems on the equipment, but you can make peace with it by taking a piece of equipment with holes. Sometimes all the gems are kept, sometimes a few are missing, and sometimes they all disappear. According to the above, you can't understand why.
Synthesis of double attributes: after understanding the principle of synthesis, let's talk about the synthesis probability of double attributes.
The synthesis of two attributes is actually the success rate of an attribute synthesis multiplied by a 50%. In fact, all equipment has two hidden attribute holes, and synthesis only embeds material attributes into these two holes with probability.
Therefore, the luck of synthesizing dual attributes is actually greater. Some people are willing to synthesize dual attributes, and then use good attributes to top the original waste attributes. Actually, it's just psychological. In fact, matching attributes means putting attributes in position, and the probability of attributes entering two holes is the same.
The above description is somewhat abstract. Here is another example: I have an attribute-free device in my hand, which is attribute-free. In addition, there are two materials with single properties of 9 and 8. First put a material into the synthesis, and finally it seems that there are only two results, but the hidden result is not.
Result 1: Equipment has no attribute, no attribute, no attribute-there are two reasons, and it can't be directly synthesized and disappeared.
Result 2: The device list has attribute 9 and no attribute.
First of all, the division of equipment quality:
Perfect, exquisite, good, solid, ordinary, simple and broken.
Of course, the equipment of each profession has upper and lower limits, and the finished equipment is not necessarily better than the exquisite equipment.
There are two ways to obtain YXD devices:
1. DaGuai (all broken. . Direct 54)
2. I use the life skills I learned to make equipment, and make it with formulas and different materials needed by three occupations (warrior only has copper crystal ~ mage is crystal ~ musket is mahogany ~ here it is 1D, and it is the same in 3D).
3. Spend money on what others do (like talking nonsense)
Let's cut to the chase. When you make equipment, you may find that no matter what you do, it is almost impossible to make a perfect equipment with two attributes and three holes and slots. Then how did others do it? At this time, the equipment is combined.
Combined equipment is to keep the quality, manufacturing attributes and slot position (if any) of the main equipment unchanged, and at the same time, to synthesize the additional attributes and slot position of the auxiliary equipment (chiseled ~ if marked with gems, the gems will be combined with the main equipment) into the main equipment according to probability.
First of all, we usually choose the perfect master equipment with slots. Of course, if the economy does not allow, we can choose exquisite (if it is good, the synthesis is of little significance)
Auxiliary equipment generally consists of +8+9 three-hole equipment (1D all additional attributes of equipment attack and defense+8; The additional attributes of 2D attack classes are all +9, and defense classes are all +8. If you are not very rich, you can use +7)
You may not understand what you just said, so let's give some examples, such as my following equipment combination:
The main equipment is perfect single-attribute magic attack +6 with slots, and the auxiliary equipment is solid single-attribute basic defense +8 and 3 with slots (the holes have been drilled).
Then I'll figure out what the possibilities are.
Possibility 1: Perfect double attribute magic attack +6 basic defense+8,3 holes, with card slot (60%-80%).
Possibility 2: Perfect single attribute magic attack +6, 3 holes, with card slot (that is, the additional attributes remain unchanged, and the personal feeling is that this possibility is very small after the revision, less than 5%)
Possibility 3: Perfect single-attribute basic defense+8,3 holes, with slots (20%-30%)
The results are as follows:
As can be seen from the above, there are three holes, and the slot with the card is certain. The hole is 100% composite, and the groove is not affected by composite equipment. (If you don't participate in equipment combination, even if the auxiliary equipment has slots and the main equipment doesn't, you won't get slotted equipment no matter how many times you combine it. At this time, I just need to find a combination of basic defense and 8, and maybe it will become a double 8 ~ (Double 8 is 80% successful and 20% unchanged)
To sum up, we can get:
1. Equipment can only have two additional attributes at most, and only three holes can be combined ~ Manufacturing attributes and quality slots are not involved in synthesis.
2. The hole of the auxiliary equipment is 100% combined with the main equipment (if the main equipment has 3 holes, the auxiliary equipment has 2 holes or 3 holes, the main equipment will not be affected), and the additional attributes are synthesized according to probability, including substitution, invariability and three situations at the same time ~
3. If there is a gem in the slot of the auxiliary equipment, its gem attribute will also converge to the main equipment; If there are 3 holes in the auxiliary equipment and there are no gems, but the main equipment has 3 holes with gems, the gems on the main equipment will be replaced after synthesis!
4. Equipment synthesis needs 5 synthesis boxes at a time ~(5 are 100% successful, 4 seem to be 80% or 85% forgotten, and so on)
Matters needing attention in equipment synthesis:
1. Don't be greedy and cheap. When synthesizing, put 1 or 2 synthesis boxes less. Unless you think your RP is against the sky, you will lose more than you gain.
2. When the synthesis of the main equipment is not completely successful, please don't hit the gem first (if you can write 1D gem first), otherwise, if the auxiliary equipment comes to the 1 2 hole later, it will be a big loss.
Don't turn the main equipment and auxiliary equipment upside down-(don't say I'm talking nonsense, I once turned it upside down-I was so angry that I almost vomited blood)
Personal comprehensive experience reminder:
Personal feeling synthesis is nothing more than a little basic knowledge+good RP+ a lot of JB-
1. Generally, our equipment combines holes first ~ Because when you combine double 8 or double 9, it is too difficult to find pure 3-hole equipment. Buy those 3-hole equipment with some attributes, but you are afraid of destroying the combination attribute ~ so it is suggested to combine the holes first and then add additional attributes ~
2. Don't put any 3D4D gems on the unfinished equipment in case the equipment with holes you bought is not worth the loss ~
3. The additional attributes of the equipment should be consistent, such as adding magic attack or adding magic defense ~ so that the attributes you originally wanted will not be destroyed when synthesizing. (PS: I once tried to combine +9 magic attack with +8 basic defense, and I ended up with +8 basic defense when I attacked with +9 magic-I was sad for a long time)
4. It is better to use the same attribute value for equipment synthesis, such as +8 or +7~ If the values are different, it is easy to match each other, and the probability that the auxiliary equipment of +8 is replaced by the main equipment of +7 is too great ~
As long as you try more, you can skillfully combine equipment ~ equipment like this is easy to combine ~
Tribal tiger ~ It is rare for a lazy person like me to write so much. I'm sorry I didn't reply after reading a post ~ * _ * ~
I wish everyone can come up with their own JP equipment ~ Please give me more advice if you have any bad writing ~
If you can see the circle, it's not bad to add a fine to me ~ HO~
I danced in the telecom test area &; Silly and lovely, you can come to me if you have any questions about shrimp ~
As Xiao 4 said just now, it is difficult to accept the upper limit of all kinds of equipment. The full attributes of the three major occupations are different. I can only say a few more important manufacturing attributes (such as life and energy, which are not easy to count).
Mage 1D equipment manufacturing attributes:
Weapon magic attack limit of 55
Upper limit of costume magic attack 8
Hats and cloaks are magic attacks 8 magic defenses 4.
The upper limit of hand-hand basic defense is 3
The upper limit of basic defense for leggings and shoes is 6.
Necklace basic defense 3, crit resistance 10.
Maximum ring energy 18, crit 14.
Mage 2D Equipment Manufacturing Attribute:
Upper limit of weapon magic attack 1 10
Upper limit of clothing magic attack 16
Hat and cloak are both magic attacks 16 magic defense 7.
The upper limit of hand-hand basic defense is 5
The upper limit of the defense of leg pads and shoe foundations is 1 1.
Necklace basic defense 5, critical strike resistance 20.
The maximum energy of the ring is 36, and the critical strike is 28.
Manufacturing properties of musket 1D equipment;
The upper limit of weapon fire attack is 53 (either 53 or 52, I can't remember)
Upper limit of clothing flame attack 7
Hats and cloaks are fire attack 7 and fire prevention 4.
Basic unarmed defense 5
The upper limit of basic defense for leggings and shoes is 7.
Necklace basic defense 4, crit resistance 1 1.
Maximum ring energy 18, crit 14.
Manufacturing properties of 2D equipment for musket;
Upper limit of weapon fire attack is 95
Upper limit of clothing fire attack 14, hat and cloak are fire attack 13 fire protection 6.
Basic unarmed defense 7
The upper limit of defense of foot pads and soles is 13.
Necklace basic defense 7, critical strike resistance 22.
The maximum energy of the ring is 36, and the critical strike is 28.
I don't know much about soldiers, so I won't send troops for the time being
The reason of abnormal condition:
Arbitration electric field:
Within a radius of 3 squares, each skill attack is accompanied by 26+5% additional health damage. 1 skills.
5% of health, for example, if you have 10000 blood, you will gain 500 additional damage and 1 skill for each skill you attack.
There is no problem of cooling time.
Ion lightning:
Cool down for 2 seconds, that is to say, you can destroy the enemy's N% blood every two seconds without skill damage. Level 9 can hit 9 enemies.
Discipline:
0. 1 sec dizziness, used to break the second reading skills.
Big move:
The range of metamorphosis, level 8, 100 grid radius, diameter 200.
Half of the people saw five goals.
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Lingfa
Soul shock: range damage. Range plus blood. With such a useful skill, it only takes 6 seconds to cool down. Level 5 can add more than 500 blood.
From then on, the brush monster did not drink red medicine.
Aura of weakness: range MINUS attack
Is the blue extract ok? From now on, Brush Monster will not drink blue medicine.
Death sickle: Enemy with advanced energy of 1/3 blood per second. For example, if you use 1000 blood to save 3000 blood, just say goodbye. Plus 5% electric field. Vertigo accompanied by 1 sec. The dead can't die any more.
-
After meeting the enemy
Go up, ion lightning. Soul shock. Ion lightning. Punishment. Ion lightning, once every two seconds. . . Deduct N% blood.
Five skills are not counted as skill damage, and the opponent's N blood is deducted directly, because the higher the electric field level, the more% blood is deducted.
Death sickle: With this skill, no matter who stands in front of you, there is only 2/3 blood.
Soul shock: can you return blood? Is there anything more affordable than this skill? Or the range of cooling is only 6 seconds.
Aura of weakness: reduces attacks.
-
You can see the types of spiritual methods. You can add blood. Can reduce attacks. Consumptive consumption consumes you to the point where there is no blood. Direct sickle.
Reddy: Reduce the opponent's attack by 3%, stack it three times, and see how many attacks two heroes can reduce together.
-
End:
Abnormal electric field. Reduce attacks by 9%. Six seconds to return blood. Infinitely reduces the attack aura. Kill the sickle below 30% blood.
Knife, dizzy for a second. 2 seconds a cooling ion lightning, with 9 jumps.
Half the staff of the 200-grid natural disaster saw can say hello.
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This is beyond the description of a pervert.
I love bereavement: three defenses 90+ attack 200 blood 3800+ magic 580+ imperial pauper.
A look at this attribute, it is estimated that everyone thought I was going to pull men to add combat effectiveness to the Federation, right? However, it is not easy for the Federation to kill me in terms of men.
First of all, because I don't have enough money to buy equipment, it leads to such a garbage attribute. I believe there are some people who have similar attributes with me. I didn't refuse to play this game because of this attribute. On the contrary, in the pull of men, people often contribute to the empire.
PK, the key is blood, the best player, Baron's blood can reach 5000. In order to solve this problem, I choose the spirit of war as a hero. Spirit of war is a hero of BT. First of all, the hero's characteristic is to increase 1% maximum health and restore 1% blood every 2 seconds. Don't pay less attention to this feature. Perhaps, you will say that PK can always get rid of your 5K blood in three to five seconds, and it is useless to let 1% of the returned blood go to PK in these two seconds. In fact, these two seconds 1% of blood can often save your life. Because there is really little blood when you escape, but it is impossible to kill with one blow in an ordinary attack (except the explosive blow of gunpowder). The longer the time, the worse the pursuer will be. Now I am anxious to ask the other party to cast skills. Once the skills are cast, there will be a CD. Not to mention that it is not necessarily a spike, even if I die, it may form a situation for my teammates. In addition, these two seconds 1% blood transfusion is also very beneficial to fight a protracted war. Without one person on the battlefield, there is less chance of killing each other.
In addition, spirit of war's first skill is to call a baby. This is definitely a good baby with both offensive and defensive skills. The biggest feature of a baby's attack is that it has a certain chance to catch the other person and make it unable to move. This is especially useful for some people who want to give it a try. If the other party is not careful, or if the baby RP breaks out and catches the order, then the Imperial Brothers will know what to do. In addition, the summoned baby CD is not long, which is the death of the tower. Grind the tower a little at a time, and it won't take many times, and it's gone. It's better than someone grabbing it. Moreover, the baby's reply is very BT, and the blood every 2 seconds 100+ is higher than that of people in the fountain of life. It's basically nothing to fight with people.
Spirit of war II has the best skills, with a life limit of several hundred. It is very useful for most anemia. Moreover, you can also add to your teammates. Definitely anemic love. There is only one drawback: it costs a lot of magic. My blood is less than 3K, plus one, I can reach 3500+, which ensures my life.
The third skill, attack speed and movement speed, is of little use because of the casting time. You can use it when you are bored behind the front line.
The fourth skill, spirit of war, is to increase maximum health and physical attack power. But because the goal is too obvious, it is not a fool who will definitely see you pointing at you. I seldom use it. The shorter the target, the easier it is for the other party to put the wrong object. This is inevitable. After all, it only takes 0. 1 second or less to click. People who stand still are often the most stupid, because it is very likely that the next second, you will be attacked by n people.
The biggest disadvantage of choosing spirit of war is actually the damage per second. After all, he doesn't have any damage skills. I don't even have the skill of single ball.
Another hero, I chose poison. Yes, it is the Ministry of Poisonous Magic. Originally 200 attacks, its damage per second is also very small. However, the toxicity is different. Most of the toxic substances come from guards. The damage done by the guards seems to be not high, but it is very terrible when the number reaches a certain level. Like a demon guard.
Poison four skills and hero skills can also be used. The first technical unit outputs and decelerates. The output of skills is basically determined by the fundamental personal attack power and has little to do with defense. 400 blood for one stroke, talk more and talk less. The main reason is that CD time is not long. Gunpowder and mage start to use it once, and it is very dangerous to use it again when they are almost finished. After all, double gunpowder and double mage's blood are often supplemented by medicine. Especially gunpowder, after several impacts, the gunpowder on the battlefield is rarely full of blood. Because of the characteristics of spirit of war, I always have more than 80% blood. Like a gunpowder with 2500 blood and your blood with 3200 blood. Under the collective impact, it is these gunpowder that often die. Who told you the blood stick was so short? Everyone likes to kill with a short blood stick.
The second highly toxic skill was poisoned for more than 38S. The poisoning probability is 30%, which is not high, but if you win, you will lose 100+ blood per second, so slow down. It is very beneficial for hunting and impact warfare. Because the damage is fixed, the French attack can't save much.
The third skill guard is also BT, good at keeping the line. Those who rush past are often attacked by these guards first, and those who retreat may also be attacked by these guards. Besides, the CD of the guard is not high, so you can play one when you have time. Into a battlefield full of soldiers. The life of the guards is also considerable, and it is very good to intercept ordinary system soldiers. You can also use this skill to tear down the tower and brush morale. "spirit of war brush morale slow shortcomings.
The fourth skill, poison, has a good range but low damage. Mainly used for deceleration. It's good for crossing the line or killing system soldiers.
The biggest problem with this cooperation is that the damage per second is low. But the biggest feature is protracted war. I want to ask, which close battle is not a protracted war?
Morally, I choose to go back to blue, speed up, slow down and add a halo. Depending on the situation, the aura of life and attack speed will be added.
The biggest role of this cooperation is to guard the tower. The tower pulled by men still has some influence on players, unlike the tower of citizens, which can be ignored. In this way, if the other side wants to dismantle the tower, it is necessary to cross the cordon or use a baby. If you plunge into it, someone is likely to become a victim. I once fought alone. Seven people stayed at the base for more than 20 minutes and killed the enemy more than ten times. Mainly a warrior who is not afraid of death. And mistakes, gunpowder, mage.
I don't want to take blue medicine because of my poor equipment. Because I always forget to supply when I play chainsaw, I will play a game as soon as I'm finished. Therefore, in the early stage, morale was mainly brushed, and in the early stage, it was also very depressing, and people ran away. After recovering, it is often time to fight back. P alone, I am most afraid of two kinds, one is high-injury gunpowder. Normal attack can hit me with 300 blood. The loss is estimated at 600 (or 700). I haven't seen the equipment. But the outcome has not been decided, because the high damage of gunpowder must be exchanged for low blood. Under numerous guards, the other party may not be able to escape before (and after) my fall. The biggest adventure for guards and babies is always that people are thousands of miles away (or dead), but they see who they have killed. Hehe ~ ~ In addition, there is a certain chance of escape because of the help of the baby. Once we get to the tower, it's basically safe. High injury, prevention or blood are always limited. Besides, I'm afraid of Xiao Qiang. I once met a Xiao Qiang who stood for more than a minute before I could kill him. And half the blood. And some cockroaches, 8,9k blood. I only have 3500-5000 blood, and I haven't seen how much the other person's blood has decreased. Those people should be the elite of Liu Zi.
Of course, in Group P, teammates like these defenders best. There are soldiers everywhere, and mistakes can be made if they are crooked. If you hit him, no one will get hurt. Neglect, maybe I found half of the blood when I went back. Only by fighting with the guards. In addition, because I have more blue (there are two equipment to boost morale, and there is basically no shortage of blue), I will add an upper limit to my teammates as soon as I have time. More than 700 blood, everyone likes it. Boring fighting, but also adding soldiers to the tower. In addition, because the baby is caught, if he is bored, he will send the baby out. Anyway, he can kill whatever he wants, regardless. If not, he released the defender and waited for the CD to recruit. My guards are often the first to rush over. If you can come to me when I put the guards on, you are really good. P group, afraid of butchers. The rest can basically run. In addition, there is another trick. If you stand in the front line and others rush in, you have to back off a little (of course, if the army advances, you don't have to back off) to avoid being locked up. Especially the dizziness of pulling people and gunpowder.
And ... I often guard the city alone and attack with more than four people. In the end, I always push each other hard. Always making mistakes. Picked up a lot of cheap. The most boastful thing is that it took me a long time for seven people to attack my base alone. Finally, it was broken after the system soldiers slowly eliminated T. During this time, I chased and raided n people. If they had known, my equipment would have been so ordinary. I believe that would be silly. At that time, there were people who could beat me with a single P. Later, he always lost blood faster than me and didn't follow me. I hate myself for trying to save the base, or I can kill him after chasing two blocks. I believe that in terms of equipment, it is estimated that it is not much worse than me. The difference is only in basic defense. In fact, basic defense is very important. So is life. Some people who hurt 400-600 and have only a little more than 3000 blood are my favorite to kill. Now there are too many people with high injuries and low blood prevention, which also provides me with benefits. Magic doesn't matter because it's dead. Unfortunately, reducing the morale of magic did not play a decisive role. )
Finally, I hope everyone has a good time. The game is the game, and all the people who come out are from China. You can kill each other in the game, but some people who kill each other for personal interests are RP problems. Like the task of killing bodyguards, others are also for a little experience and goods. Why don't you go and see if you like PK? There is something wrong with RP.
The poor also have some games for your reference. RMB players who don't hurt much are the seesaw killers.
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- Have a nice chat
- What is the TV series that everyone can't get enough of?
- Han Feizi once said: Everyone regards themselves as right and others as wrong. Why?
- Tired and sad, it is good to have two people on the road to talk about their feelings. There are too many people in three.
- How to stop the confused thinking of the mind? Treat the trick as a play, and switch from the actor role to the audience role.