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My wife and I are both elves.
1.Magician-Sorcerer-Warlock-Bishop-Destruction.
2.Magician - Wizard - Warlock - Magister - Cardinal.
This is the route between my wife and me.
I'm only talking about the Warlock skill here, because it hasn't been opened yet.
Fireball - full. Thunder and lightning - full.
Smart - full. Witchcraft - full.
Life - full. Poison - full.
Storm - Full or +1
These skills are enough for you 59
Don't add other skills first, it's useless.
Let's start with that. No. 1 transfer method.
40 warlocks before this fast 40 after everyone is the same, for 75 turns 4 turns bishop There is a thunderbolt at the time of the crossing spirit + 3 turns It is very easy to use + status + invincible + blood + cast speed + movement speed.
The attack is not bad, and the group of monsters can be destroyed in 5 turns, and the mage's follow-up transfer is two thunder and lightning skills, and in addition to other high-damage skills, it is enough for you to play.
No. 2 transfer method. 40 before the warlock is so fast After 40, everyone is the same, for 75 turns and 4 turns of the magic guide At this time, it is the skill of a pure mage, at this time, the damage is high, the attack is high, the skill is more, and the blood is less.
But after 5 turns and turning into a cardinal, 2 lightning + the highest level of the spirit + more than 9 seconds of invincibility + the highest level of cast speed + HP increase and the highest level of detection It's hard to die if you want to.
A 30-second detection Anti-any stealth +9 seconds of invincibility (whether it is a group of monsters or a must-have for killing) Then the spirit of the crossing +2 thunder and lightning (all are released in about 1 second) + equipment ** + cast speed + the highest level of singing.
It's definitely fast enough, ruthless enough, and dizzy.
These two professions turn 4 times when the magic guide advanced group monster skill + bishop low group monster skill double cooperation bishop is invincible and can also help others add absolute efficiency.
My wife and I are both pure turns before 75 105 are mixed turns This is better to cooperate 70 105 Two invincible What is the concept? You are surrounded by monsters + invincible for more than ten seconds, which is enough for you to put your skills several times without running in position.
To put it simply, the benefits of these are the benefits that everyone has experienced for themselves, and I have firmly believed in this since the initial closed beta, and now the public beta is over, and the public beta is still like this, which is the way out for mages.
Someone asked why he didn't choose a human to turn a monk.
Equipment Problems When you become a monk, what about after 75105? It's not light, it's +cast, and the defense is not much higher.
The problem of skill points can't even be fully filled with the state of the bishop You also turn to a monk to waste learning light equipment Then it will really be a waste of people After 75, you still have to learn mage skills How many sp points do you need Absolutely absolutely not enough.
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1 turn [Mage].
Fireball Level 5.
Smart Workout Level 1.
Luck pranayama level 5.
2 turns [Wizard].
Fireball level 10.
Luck pranayama level 10.
Smart Workout Level 2.
Witchcraft Level 2. Health Conversion Level 5.
Magic Burst Level 5.
3 turns [Warlock].
Fireball level 15.
Flame Coil level 10.
Blizzard level 1.
Lightning stun level 1.
Luck Defeat Dig Level 15.
Smart Workout Level 4.
Witchcraft Level 4. Magic Burst Level 10.
Life Conversion Level 10.
4 turns [Bishop].
Advanced Wheel Mitigation Therapy Level 1.
Holy Protector Level 5.
Rapid** Level 1.
Accelerated chant level 3.
5 turns [Destruction Spellmaster].
Fireball is level 15.
Thunder and lightning stun level 20 Some people say that gf can learn level 30!
Blizzard level 20.
Advanced Lightning Strike Level 20.
Crazy Tornado Level 20.
Flame Coil level 10.
Witchcraft Level 8. Smart Workout Level 8.
Life Transformation Level 15.
Magic Burst Level 20.
The Spell Barrier is said to be very bt! How much you can add depends on personal preference to reduce magic damage!
All that remains is SP's Pillar of Fire.
Death is cold. Add as much as you can!
There is also passive staff training.
Needless to say, the ripe wax mold is practiced in robes.
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Fireball level 5, smart workout level 1.
The Spell Barrier is full (the higher this level is, you will know how important it is).
2 turn monks. Fast**Level 1, Divine Light Protector Level 1, Spell Barrier Point Full, Wind Blessing Level 1 (This depends on your preference, add 10% of the speed cover late shouting pants!) Save the rest for later!
Let's get to this Zheng stuffy Jane first! After 3 turns.
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Mage, Sorcerer, Warlock.
How Skills are Assigned Method:
Mage: Gale Lv1
Fireball LV5* Smart Forge
Lv1 Luck Pranayama Lv4
Wizard: Gale Lv1
Fireball lv10
Smart Forging Lv2
Luck Pranayama lv4
** Lv2 Atmospheric Bondage Lv1
Sorcery Lv2 Health Conversion Lv10
Poison lv5 * magic burst lv5 spell barrier lv 10 (wait for more SP to do more).
Warlock: Gale Lv1 * Fireball Lv14 (expected to complete the course) * Smart Forging Lv4 Luck Pranayama Lv4** Lv2 Atmospheric Bondage Lv1 * Witchcraft Lv4
Life Conversion Lv15 * Poison Lv9 (Expected to be completed) * Magic Burst Lv10 Spell Barrier Lv10 (wait for more than SP to do more).
Wind Blade Lv1 (mainly used for slowing), Blizzard Lv4 (expected to complete), Lightning Stun Lv1, Flame Coil Lv3 (expected to complete).
Skills with * tags should be preferably full.
Character Matching: Full Intelligence.
Equipment Selection:**:
Lv5: Staff (Shiitake Guard) Lv18: Fierce Kneecap (Red Brown Leopard) Lv27: Staff of Glory (Gargoyle).
Lv33: Crystal Ball Staff (Devil Archer) Lv51: Holy Staff (Desert Lihzahmon) If you don't have a ferocious kneecap & Glory Staff.
You can choose the staff sent by the transfer class or the parrot staff with lv27+ intelligence to hold up to lv33
Armor: Lv1 20: Nameless Outfit.
Lv20 40: Mana Set (Make your own.) Mainly with INT +5 6, the whole set is full of INT +18).
Lv40 : Dark Outfit (Make your own.) Mainly with INT +10 12, the whole set is full of INT +36).
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Sorcery] consumes sp:108, gold: 2446000 [smart exercise]8, consumes sp:
108, Gold: 2446000 [Life Conversion] 15, Cost SP: 30, Gold:
293500 [Divine Light Protector]5, Cost: 45, Gold: 125500 [Accelerated Chanting.]
3, consume sp: 36, gold: 2446000 [fast**]1, consume sp:
1, Gold: 300 [Advanced**]1, Consumption SP: 1, Gold:
300 > [Passive Skill] [Spell Barrier] 15, Cost SP: 20, Gold: 40000 [Magic Burst] 20, Tell Cost SP:
210, Gold: 877500 > [Single Attack Skill] [Lightning Stun].
20, Consumption SP: 210 Rows of Clusters, Gold: 877500 [Fireball Technique] 15, Consumption of Potato Sakura SP: 120, Gold: 293500 > [Group Attack Skill] [Advanced Lightning Strike].
20, cost sp: 310, gold: 35339211 [blizzard] 20, cost sp:
210, Gold: 877500 [Crazy Tornado] 20, Cost SP: 250, Gold:
38568900 [Flame Coil]10, cost SP:55, gold:80400 Total cost SP:
1714 Consumes Money: 84712111
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I'm also a mage of the elves, and it is said that mages are meant to be mixed.
1 turn [Mage].
Fireball Level 5.
Smart Workout Level 1.
Luck pranayama level 5.
2 turns [Witch Bend World Trapped Division].
Fireball level 10.
Luck pranayama level 10.
Smart Workout Level 2.
Witchcraft Level 2. Health Conversion Level 5.
Magic Burst Level 5.
3 turns [Warlock] return.
Fireball level 15.
Flame Coil level 10.
Blizzard level 1.
Lightning stuns and buries at level 1.
Luck pranayama level 15.
Smart Workout Level 4.
Witchcraft Level 4. Magic Burst Level 10.
Life Conversion Level 10.
I'm working on it myself, and if I'm satisfied, I'll give it a point.
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Race Selection: Elf Character Attribute Points Plus: Full Intelligence Career Direction: Mage - Monk - Warlock - Bishop - Destruction Spell Master.
1-5 turns) Skill Points: >Support Skills] [Witchcraft].
Cost: SP: 108, Gold: 2446000 [Smart Workout].
8, Cost SP: 108, Gold: 2446000 [Life Conversion].
15, cost SP: 30, gold: 293500 [Divine Light Protector].
5, cost SP: 45, gold: 125500 [Accelerated chanting.
3. Cost SP: 36, Gold: 2446000 [Fast**].
1. Consumption SP: 1, Gold Grip Money: 300 [Advanced**].
1. Cost SP: 1, Gold: 300 > [Passive Skill] [Spell Barrier].
15, Cost SP: 20, Gold: 40000 [Magic Burst].
20, cost SP: 210, gold: 877500 > [Single Attack Skill] [Lightning Stun].
20, cost SP: 210, gold: 877500 [Fireball].
15, Cost: SP: 120, Gold: 293500 > [Group Attack Skill] [Advanced Lightning Strike].
20, cost SP: 310, gold: 35339211 [Blizzard].
20, cost sp: 210, gold: 877500 [Crazy Tornado].
20, Cost: SP: 250, Gold: 38568900 [Flame Coil].
10, cost SP: 55, gold: 80400 Total cost SP: 1714
Gold Consumed: 84712111 The above is my skill addition, many people will begin to question why the flame coil is only +10, because the internal test of this skill has been changed, 3 turns can only be up to +10, 4 turns mixed bishop can't be added, and 5 turns of destruction spell master has canceled this skill. (Flame Coil has been moved to the Necromancer's skill list.) , so Fire Coil can only gain +10. Additions to this profession: The introduction of detailed skills has been explained in previous posts, so I won't repeat it here.
LUNA Mage Group Monster Method: When you are low-level, you can't group monsters, you can only rely on fireballs and lightning stuns to fight monsters, Learn to blizzard, when the flame is entangled, you can appropriately group some low-level monsters, skill release order [Blizzard]-[Run Away]-[Blizzard]-[Flame Winding End], Flame Wrap is only used when there is not much strange blood, and the lack of skin is cut to pay attention to the distance between the ambush and the slippery monster and you. Mage Peak Pack Monster Method:
Divine Light Protector None]-[Crazy Tornado]-[Flame Wrap Finish] [Crazy Tornado]-[Divine Light Protector Blizzard]-[Advanced Lightning Strike]-[Flame Wrap Finish] The mage wants to be a group of monsters, and the Divine Light Protector requires at least 5 to learn. [Invincible Seconds], the cast time of group skills in the later stage will be higher and higher, so you need divine light to protect yourself, as well as speed up the chant to increase your release speed. Total consumption sp:
More than 1700. A total of 1738 SP points can be obtained at level 115, so the rich SP can be distributed according to their needs.
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Mage, Wizard, Sorcer, Magician.
All-Wise One: Fireball+5 Smart Exercise+1 Luck Pranayama+5 All-Wise Two Smart Exercise+2 Sorcery+2 Fireball+10 Luck Pranayama+10 Health Conversion +5 Magic Burst +5 All-Wise Three Fireballs+15 Fire Coil +10 Health Conversion +10 Luck Pranayama +15 Magic Burst +10 Sorcery +4 Smart Workout +4 All-Wise Four Fireballs +16 Fire Coil +14 Meteorite +11 Impotence +11 Mana Burst +15 Magic Barrier +10 Smart Workout +6 Sorcery+6 Priest Bonus Points: All-Wise One: Holy Attack +5 Luck Pranayama +5 MP Amplification +5 Wisdom +1 All-Wise II MP Amplification +10 Resurrection +1 Quick**+1 Group**5 Holy Judgment +10 Wisdom +2 Spiritual Blessing +2 Asylum +1 Luck Pranayama +10 All-Wise Three Fast** +5 Group**+10 Holy Curse +5 Spiritual Blessing +3 Ascension +3 Wisdom +4 All-Wise Four Divine Curses +6 Soul Crossing +5 Swarm**16 Wisdom +6 Asylum +6 Holy Attack +2 Spiritual Blessing +5
Mage, Monk, Pastor, Bishop.
Priest Bonus: All-Wise One's Holy Attack +5 Luck Pranayama +5 MP Amplification +5 Wisdom +1 All-Wise Two MP Amplification +10 Resurrection +1 Quick**+1 Group**5 Holy Judgment +10 Wisdom +2 Spiritual Blessing +2 Asylum +1 Luck Pranayama +10 All-Wise Three Quick** +5 Group**+10 Holy Curse +5 Spiritual Blessing +3 Asylum +3 Wisdom +4 All-Wise Four Divine Curses +6 Soul Crossing +5 Group**16 Wisdom +6 Shelter +6 Holy Attack +2 Spiritual Blessing +5
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