-
Some sage friends like to wear flails. Say the output is high. Critical hits are also high. I admit it. But the rhythm of the combos is hard to find. Friends who often break off halfway through a combo.
I'm one of them. After my sage was transferred, I took the flail, and I regretted it at the time. The flail burst rate is high. Not denying. But vertigo is high when the scepter is high. Year-on-year. Personally, I prefer vertigo.
And. Some of the Sage's abilities are linked to magic damage. Comparatively. Personally, it is better to bring a scepter.
It doesn't matter if you are an old player, you can log in and remove the """).
Be sure to see clearly] is not free to bind high-quality factory pushers, and there is no reward for random binding.
Click [Bind Designated Pusher].
You can also get the same reward after filling in the ezvip in the factory manager pass and successfully binding!!
Oh. Say add points.
Priest: Shield: Lv3. Front-loaded. It has a good effect on its own. Level 3 lasts for 12 seconds. Conscious friends know how to cherish these 12 seconds. Because the CD time of the shield itself is a bit long.
Can be compared to the CD time of the previous 32 skills.
Chain Lightning: Lv5 front. The Priesthood says. The output is objective. And there is a certain amount of hard stun for a certain amount of time. So very good skills. It depends on the individual's application.
Holy Blaster: Lv3. Front-loaded. It has the effect of trapping people. Although the sleepy time is a bit short. Overall it's good.
Holy Streak: Lv1. A must-have move in combos. Because the output is not very high. But the stitches in combos have a great effect.
There are not many that are not controversial. The old rules. Look at the picture. It's not that I'm lazy. It's really not necessary to bring it up every time.
Sage: Holy Cross: Lv3. Sage has several ranged skills (medium range) that output higher skills. And. I've found that encountering undead types of monsters like skeletons in FB has a damage bonus.
Holy Hammer: Lv3. Like when the twin knives of the berserker inside the DNF. It's crazy, it's overbearing. It also adds a stun effect. If you bring your scepter. The result hey, hey, hey. faint you ...
Lightning Strike: Lv3. I don't know how to evaluate it. --It feels so weird.
Slide Step: Lv1. Suitable for chasing people.
Auto Block: Lv4. Skills that individuals really like. Level 4 has a 16% chance to block. It's still good. The only deficiency is the CD time. --
After holding down the spacebar, it is defensive. As long as the other party or the monster beats you. It will give backlash.
Divine Assertion: Lv3. It's the equivalent of parrying a counterattack. The CD is short again. Very practical.
Holy Vengeance: Lv 1. Another parry counterattack. You now know that most people say that the sage is the king of the single p...
Blood thickness is his capital. Blocking is his ability.
At last. We're going to say to those who deal with the professions or weirdos of the sages. sorry,sorry。Because of my strength, it led to your death. So sorry.
-
Are you a cross or a paladin?
-
This depends on whether you play the cross or the Holy Knight.
-
Dragon Nest 2 Sage Skills Plus Point Recommendation, the Sage in the game is liked by many players, but many players don't know how to add Sage's skills well, so how should they add some good? Now Lingheng is taking a look with me.
Dragon Nest 2 Sage Skills Plus RecommendedMain tank: Paladin.
Master PK: Crusaders.
Lord**: Saints.
0 Krypton Suggestion: Thor.
Sage brush picture plus point recommendation
1. Skills that must be full of skill points: Escape Skills, Thorns, Thor's Hammer, Holy Cross, Lightning Impact, and Heavy Attack.
2. Only 1 point is required to return to the pre-assigned skills: Divine Hammer, Falling Thunder, Slippery Swing, Divine Combo, Piety, Divine Punishment, Wheel of Steel, Divine Incarnation, Slippery Twist Down, Divine Assertion, Provocation, Judgment Aura, and Shield Rush.
Sage PK plus point recommendation
1. Skills that must be full of skill points: Escape Skill, Divine Hammer, Thorn, Piety, Holy Punishment, Wheel of Steel, Divine Incarnation, Holy Cross, Thunderbolt Leak Finger Impact, Heavy Attack.
2. Only 1 point of pre-loaded skills are required: Chain Lightning, Falling Thunder, Thor's Hammer, Sliding Step Swing, Holy Combo, Sliding Step Spin Down, Divine Assertion, Provocation, Judgment Aura, and Shield Rush.
-
I found a few sages who blocked the harmony of the sage to add points, I think PK is the majority, and the points are not suitable for me, I will now show you my own points, I hope to give more valuable advice!
I left 3 points in the end of the bonus points, so I can consider adding them to the shield block or **. The following is an analysis of each skill bonus (more details).
Shield Strike Front (there are many people who choose to fill up, I don't think it's necessary, it's enough to have armor breaking).
Shield +6 (+1 is also 15 seconds, +6 can block 7 times, there is no need to fill up, you can add 3 points to the rich +1).
Float adjustment + full (after harmony pastor everyone feels easy to lie down?) Topping up is good)
**Hand +1 (does not consume SP, does not add white).
Chain lightning + full (super strong attack on single monsters, especially deadly sage).
**+1 (3 deer is 3 deer is also 3 deer when filled, you can choose to change +1 to 2 deer).
Thorns + Full (the sage's divine skill, not explained).
Side kick + flying leg + direct hit (finally leg sage players must add, all +1, see if there is a direct hit on the Internet, I'm not used to it anyway).
Holy Blaster +3 (pre-ability, not explained).
Power mastery +2 (+4% blood, the future sage is the meat shield daredevil, more blood, more blood).
Side Slide + Full (Skill of all classes, not explained).
Spiritual mastery + spiritual training = all + full (I personally think that no matter how much the sage heaps blood and attacks, the blue is still very little, + there are benefits).
Holy Cross + Small Golden Hammer = Pre-skill (Judgment Sage may be added, I am the main physical sub-judge).
Lightning Shock + Full (Divine Skill, not explained).
Heavy Attack + Full (Divine Skill, no explanation).
Provocation +1 (some people say that they are afraid of death and will not come out, what to say, the team is very important, understand it yourself).
Slide Hang +2 (Pre-Skill).
Armor Piercing + Full (Divine Skill, not explained).
Shield Charge +1 (Escape Skill, not explained, especially after harmony).
Auto Block +1 (Front-Facing Skill).
Piety +4 (Hide from the Apocalypse and spit out the magic skill).
Area Block +2 (Pre-Skill).
Wheel of Steel + Full (Divine Skill, no explanation).
Divine Incarnate +1 (Superman!) Altman! Kesai ).
Divine Assertion +2 (Pre-Skill).
Holy Vengeance +1 (Successfully block and shock the earth, attack high and die).
Judgment aura +2 (this skill depends on personal preference, after all, a team has to have an open,)
North China Netcom 4 Little Sage Physical Attack 3600 Secondary Attack 2000, Fatal 1w, still working hard!
-
Is it a two-way development is 40 big moves out of the holy shield to rush out 1 escape and then hit hard with lightning impact priest class chain point full.
-
You can add it as much as you want.,Anyway, it's going to die now.,As long as you can make a big move.,But I still added a little trial myself.,After all, it's good to play remote calls differently.,Besides, everyone has their own preferences.,Add points or the most suitable for the best.。 A game.
-
I've read your question, friend, but I want to warn you that you're in the wrong place. This is the DNF's zone.
-
If you play the national server, you don't have to think about the 40-level plus points.,That's at least half a year later.,Sage PK and brush are not very well balanced.,I'm a set of 32-level brush plus points.,Single brush team is very sharp.。
-
PK, the shield rushes 1, and the slide hangs 2, Holy Vengeance 1, Shield 4, Slide 4, Cross 3, Armor Piercing 3, Holy Combo 1, Levitation Adjustment 1, **1, Lightning 5 front point Heavy Attack 1. Holy Attack 1, Passive Shield 5, that's pretty much it.
<> there is nothing controversial about the rest, it is not necessary to shield this, depending on each person's habits. , there is a shield that can not be avoided when necessary, and most of the priests are hard to resist, and there is a shield that is foolproof. Plus level 2 shield block 3 times, that's enough times. The flow of operations can be ignored. >>>More
If you play Dragon Valley then adding a point emulator is essential, Dragon Valley's G+ has this feature, you can try it when standing on the street. There are posts on the dot chart and major forums, and those are the latest popular dots. >>>More
LZ is talking about the card dog ticket and the dark ticket, right? >>>More
It seems that the sage or the arrow god is more suitable for you, the shield sage, the king of PK, the single brush is strong, the team is not bad, the operation is not difficult, but the output is low, and the equipment is good; Magic Arrow God, PK Brush Map is correct, high explosive and high damage, the king of kite flying, but PK operation requirements are higher, and those with poor prediction and aiming ability are forgotten.
The Holy Knights do not explain, and the auxiliary cost itself is not large. >>>More