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Can you elaborate on all the skills, usage, use and where QS is used?

As the owners of the holy light and the defenders of the alliance, the paladins resisted the invasion of the undead in the northern forest of Tirisfa woodland, and were alert to the evil forces from the dark gate in the south of the cursed land. Waving powerful hammers in their hands, with the help of the power of light, these sacred soldiers command the battle and always appear in the most dangerous front line.

Paladins are a combination of melee and magic. With the help of medical treatment, seal and other abilities, paladins can play the greatest role in team fighting. In a team, each paladin can activate a halo to bring help to all members, or impose a seal on specific members. Paladins are hard to kill because they have many kinds of defense skills. Unlike other combat skills, the holy light can also be used for healing. Paladins, especially undead killers, have many skills for the undead.

Devotion aura-Adds extra defense to nearby team members. Use this aura when multiple players are attacked in battle.

Aura of Punishment-Deals holy damage to any monster that attacks a teammate.

Sacrifice Aura-Sacrifice the land under the paladin's feet, causing X sacred damage to enemies who enter the range within y seconds.

Aura of Fire-Increases the fire resistance of nearby teammates by X points. Players can only be influenced by one paladin aura at the same time.

Shadow Resistance Aura-Increases the X-point shadow resistance of nearby teammates. Players can only be influenced by one paladin aura at the same time.

Frost Resistance Aura-Increases frost resistance of nearby teammates by X points. Players can only be influenced by one paladin aura at the same time.

Blessing of strength-increases damage. Used on teammates who use physical attacks to cause damage to the enemy.

Blessing of Wisdom-Increases mana regeneration speed. Used on spellcasters, such as priests, wizards and so on. You can also exchange this blessing for your own mana and help yourself recover your mana after the war.

Blessing of Protection-Protect the target from physical damage. This blessing only applies to team members.

Blessing of salvation-reduce the hatred generated. This blessing should be applied to spellcasters such as priests or wizards to reduce the threat when facing monsters. Monsters usually stop attacking them, and this blessing will allow the caster to complete more tasks without becoming the main target of monsters.

Blessing of Light-Blessing a friendly target, increasing the holy light effect X and the quick healing spell effect Y on the target. For z minutes. Players can only be influenced by the blessing of one paladin at the same time.

Blessing of Freedom-Releases a blessing to a teammate, protecting him from movement restriction skills/spells for x seconds. Players can only be influenced by the blessing of one paladin at the same time.

Sacrifice Blessing-Release a blessing to your teammates and transfer the X damage caused by each blow of the caster. Lasts y seconds. Players can only have one paladin's blessing at a time.

Quick Heal-Heals the distance from X to Y of a friendly target. ..

Holy Light (Healing)-Paladins can be good auxiliary therapists by using holy light. You may prefer a master healer like a priest or a druid, but a paladin can help if it can't be treated for a while. Paladins are also good at keeping those real healers who are exhausted and dying alive. Use holy light to avoid the death of team members. Use holy light to heal yourself or other players after the war.

Divine protection-you are protected from all physical damage and spell damage for x seconds, but you cannot attack or use physical skills during this period.

Divine shield-Protects paladins from all physical damage and spell damage for x seconds, but slows down their attack speed by X%. This will replace divine protection, because it allows you to attack while casting spells, unlike divine protection. You can treat yourself when you use aegis! This ability slows down the attack speed of paladins.

Divine intervention-the sacrificial caster removes the player from the battlefield, protecting him from any harm but preventing him from doing anything at the same time for x seconds.

Seal of Justice-Fill the paladin with holy courage for 30 seconds, so that every melee has a chance to cause additional holy damage from X to Y. The paladin can only use one seal at a time. Releasing the energy of this seal will do sacred damage to the enemy.

Seal of the Holy Light-The paladin is filled with the holy light for 30 seconds, so that every melee has a chance to heal the paladin's Y point. Paladins can only use one seal at a time. Releasing the energy of this seal will give you a chance to judge the enemy and treat the attacker at Z, and each paladin can only use one trial at a time.

Seal of Wisdom-Fill the paladin with divine wisdom for 30 seconds, so that every melee has a chance to restore the paladin's mana X points. Paladins can only use one seal at a time. Releasing the energy of this seal will judge the enemy for 30 seconds, giving the attacked enemy and spell attack a certain chance to restore the mana of the Y-point attacker. Each paladin can only use one trial at a time.

Take disciplinary measures against

Holy wrath-releases the energy of the seal to the enemy. Refers to the trial effect of each seal.

Seal of the Crusader-Fill the paladin with the courage of the Crusader for x seconds, generating Y attack energy. Paladin attacks are accelerated by Z%, but the damage per attack will be reduced. Paladins can only use one seal at a time. Releasing the energy of this seal will judge the enemy for one second and increase the sacred damage to point B. Only one trial can be used at a time.

Judgment-release the energy of the seal to the enemy. Depending on the seal, the trial effect will be different.

protect

Seal of wrath-fills the paladin with divine wrath for x seconds, making melee attacks an additional threat. Paladins can only use one seal at a time. Releasing the energy of this seal will judge the enemy for y seconds, which will pose an additional threat to the sacred damage spell used by the enemy. Each paladin can only use one trial at a time.

Seal of Justice-Fill the paladin with the spirit of justice for x seconds, so that every melee has a chance to stun the opponent for y seconds. Paladins can only use one seal at a time. Releasing the energy of this seal will judge the enemy for y seconds and prevent them from running away. Each paladin can only use one trial at a time.

fair

Hammer of Justice-Stuns the target for x seconds.

Immortal tool

Once you see the undead monster, use all the undead skills that the trainer can train you. Start using these skills now (by constantly using them) so that you can use them more skillfully. Ask around and see where you can find the undead monster.

Exorcism (direct damage spell)-This direct damage spell is very useful for ending undead monsters or "pulling" them.

Turn the undead-let the monster escape. This is useful when dealing with multiple monsters. Choose a monster that has not been attacked and let it escape. Then you can focus on attacking the rest of the monsters. This is still a good escape spell. Another use can be to let monsters escape and treat themselves. However, this kind of law book is likely to expire early.

Blessing of Justice-Used against the undead.

Holy healing (extremely long cooling time)

Use 100% mana. Healing a friendly target is equivalent to the paladin's maximum health and restoring X mana. When used, it will exhaust all the remaining mana of the paladin. This is one of the best skills of paladins. Use this skill in special situations, such as when you are dying or trying to save a team member. Make sure you don't waste it, save it for when you really need it. However, if you never use it, you are wasting it.