-
Jumping Knife Dark Kill BKB Butterfly If you play well, you can actually come up with anything!!
-
If you go to the middle single, you will have bare shoes, and if you have a lot of pressure on the line, you will first make a bottle, and then the shoes.
I prefer to play the Phasing and the Medal of Courage, and then the Jumping Knife.
The Templar hero mainly has certain requirements for speed.
In the general jump knife range, first throw a trap, add shading, and then jump over, and then use a medal to reduce the room for the other party, and then use the concealment, and then use the right mouse button to click on him.
After jumping the knife, you have to look at the lineup. If there are things like sacred cows, blue fat, and loin on the opposite side, they will go out of BKB first. If the control is not very much, it is recommended to make a dark annihilation, and then attack.
-
Bottle, Phase, (Medal), Jumping Knife, (BKB), Desolation.
Selected equipment is in parentheses.
-
Personally, I like Tranquility Medal Magic Wand Aquila (out of the field) This equipment is definitely enough to fight in the early stage Make up a war drum against the wind Then it is difficult to cut in and jump the knife If you want to output, you will be destroyed in the butterfly Assault casually out.
-
Generally single or unilateral, phase, bottle (the ultimate control is extremely strong), badge (while reducing the defense of that), and then desolation, yaksha, and then all kinds of violence, PA is the master to the hero, the king of the ultimate counter-kill.
-
The outfit is alive, the tailwind is directly Yaksha is darkened, the balance of power ** time can be medallied phase jumping knife with crit various grasps, the martyrs don't say much, support the meat to find a way to open 5 to grab the opposite core, and then update the equipment.
-
Phase: Jump cutter bkb
Assault Butterfly doppelganger axe.
-
The traditional pre-phase bottle is an Aquila ring. The mid-dark Nakshatra chooses whether to black or yellow depending on the face of the facelift. Late stage is all kinds of DPS equipment. There are also violent points, direct phases + madness + yaksha and then various dps.
-
Outfit: Prosthetic leg or phase, jumping knife must be out, obscure.
Control more out of BKB, and attack the butterfly heart casually.
-
Personally, I like the medal, the annihilation, the violent flow of the jumping knife and the prosthetic leg attack, but it's a bit brittle. Reducing nails once is more than twenty, and it is quite enjoyable to fight.
-
First of all, the Sanctuary is a hero who has a high physical burst in the mid-game by relying on his own skills, and his main positioning is gank. In the later team battles, due to the short hands, the power of armor reduction and fixed damage is reduced (the overall armor is higher), and the injury-free effect of refraction is easily negated, and the Sanctuary can only be a 2 and 3 hero who cuts into the back row of seconds mage and uses armor reduction to cooperate with teammates. Coupled with the fact that the Templar lacked the ability to make money, he couldn't be counted on too much in the real later stage.
Equipment is also killed, not brushed. Therefore, if the Templar kills the other side, it may retreat directly, and if it doesn't go well, you won't be able to hit the Dragon's Heart Cannon.
You can choose from the basic outfit in the early stage: magic wand, phase (or prosthetic leg, I personally like phase heirs to chase and kill), medal of courage (this version is most suitable for the Templar's stuff, and the effect of darkness is played early), magic bottle (if you are in the middle of the single, it will come out, I think the Templar can only play a role, and the Templar has a trap charm that is more stable.) Double, acceleration is especially useful for the Templar), thin belts or bracers (one or two depending on the situation, not out), urn (if no one is more suitable, the Templar can also be out, providing health, mana regeneration, and also suitable for the positioning of the main Templar ganker).
The Sanctuary with the basic outfit has a very good killing ability, and the next step is usually to choose the jumping knife first. For short-handed, high-output Templars, it's important to cut through the enemy's side quickly, allowing you to bring out the high-burst effect. Here are two examples:
Half-blooded vs is running away, you run over to hit someone, although there is a slowdown, the person's control skills will still block you, and then chase it far. If you have a jump, acceleration + jump + concealment may be a second or two, even if you are controlled, the distance of chasing is closer. Another example:
The team battle started, and the jumping sanctuary hid, and when he saw that the opponent's Lion's control skills were finished, he immediately jumped over and killed him in seconds. It's much more difficult to run through. After jumping the knife, it is generally out of the dark, and if it is against the wind, it will be bkb first to ensure the ability to stand on the pile in the team battle.
If it's smooth, it's dark and then bkb.,If there's no control on the other side or it's too smooth, it's okay not to bkb.。
Jumping Knife, Darkness Annihilation, and BKB are considered luxurious equipment for the Templar. After that, there are really not too many situations where you need more equipment from the Templars, and then you can consider Butterfly (miss is very important, comprehensive late output outfit), Assault (strengthen armor reduction), Heart (Templar blood is less, and the heart is also good), Golden Hoop Stick (restrain the opponent's hero with miss), Cannon (I don't think the role of the cannon is really big).
As for the red cane, it's completely nonsensical abusive equipment. You can win the situation with the red staff, and it is estimated that the faint hammer, the wind staff, and the ethereal spirit knife can all win...
It's right to add 1 or 2 points to a passive skill first, and then fill it up when the concealment + refraction is full.
-
Templar Assassin = God of Abuse.
The jumping knife is only out under Dashun, and it is only used to abuse vegetables.
Bottles are not needed, as the wear is low, so it is better to give the bottles to teammates who need them, up to 2 bottles in the team.
Cannons, butterflies, it's not cost-effective for the Templar, the Templar is still an auxiliary gank in the early stage, and the meat is relatively strong in the later stage, so it can't be the position of DPS, and it doesn't control skills.
In the early stage, the Psionic Blade increases the range by 1 point to facilitate the replenishment of the knife, and it is also convenient to break the hidden strike, otherwise the range is too close.
-
Personally, I think that the Holy Church should go out with a poor ghost shield eating trees, and then depending on the situation, the branches and medicines will be transported. Mend your shoes first, and if you are confident in yourself, you will have a prosthetic leg, and if you are not confident, you will be out of phase. 875 on the line, and then make up for the void gem.
If you can't make Lincoln, you should go out of the Yaksha first. Then there's the doppelganger axe and Lincoln's ball. After these are out, and then make up for the dark extinguishment, the game should basically be almost over.
If I play by myself, I usually go out of control first, waiting for the opportunity to make up for the ice eye, although it is good to destroy the darkness, but it is still much inferior to the bloodsucking and ice eyes. After that, it will be butterflies and radiance.
Like you said, the assault, butterflies, cannons, and dragon cores are all very good, the key is that you can figure it out, and each one is not smooth. And even if you have these equipment, you will still be killed by the skill in seconds. So Lincoln was a must.
If you feel that you have a good chance of playing money and don't need to recover online, BKB can also consider it.
In terms of skills, the skills of the main 3 must be affirmed in the early stage by 1 point each. There is a big rise, and then the refraction is filled, and that can be defended. Actually, it's okay to go up first.
-
The jumping knife came out with a tailwind, and the range of the Templar was a little embarrassing, but the skills were not bad. The Templars don't come out of Dagon (except for the Sadists), the Templars are a powerful gank-type hero, and the bottle is crucial. In terms of equipment, if the opponent controls more, you can make a BKB.
Of course, in the later stage, you can also have a dragon's heart. In terms of skills, I also like to add it like this, mainly because of explosiveness, but sometimes it doesn't go well, and adding skill points is not static.
-
1.The jump knife can be out under any circumstances, mainly depending on the operation.
2.The opponent has long feet, you have a big one, what are you afraid of? What are the cannons and Dagon doing here? Useless.
3.The situation with the bottle is that you have to gank in the early stage of walking, take f to swim, and then come out.
4.As long as you have money, it is better to come out. Downwind and upwind, it's okay.
5。In fact, it doesn't matter about the skills, mainly look at the opposite side, if you have difficulty mending the knife, or if you are a rookie, it is better to have more, generally two points are enough. Good killing.
-
The mechanism of action of refraction is divided into two parts:
The part that blocks damage is a pseudo-evasion, and the part that increases damage is a buff.
These two parts are independent of each other, which means that when you take damage and disappear after turning on Refraction but do not attack, the damage buff will remain until the end of its duration.
Let's take a closer look at the damage resistance of refraction. As a false evasion, the nature of the refraction is similar to the Void's Return to the Past, the Spectre's scatter, and the Helllord's Aphotic Shield, etc., and is triggered**. Refraction has a 100% chance to deal damage from 3 4 5 6 spells or normal attacks for its duration.
This trigger is checked each time the Templar Assassin takes damage, and if the damage is at least 5, the damage is **, and the counter is reduced by 1; If the damage is less than 5, refraction is not triggered. As with all false evasions, Refraction cannot deal more than its maximum HP, and therefore cannot withstand Axe's Knockout Blade. Damage is determined after all magic resistance and armor reductions have been passed.
For normal attacks and Nuke skills, Refraction triggers on a per-damage basis; For compound skills that deal damage with damage during attacks, such as magic orbs, passive stuns, and blink raids, refraction is triggered separately; For Damage Over Time (DOT) skills, Refraction triggers each time damage is dealt. In addition, if there is a control effect in an attack or skill, only ** damage, the effect will still exist. Thank you.
It can only resist damage, but the skill effect is not, just like the void going back to the past, the damage is not, but it will be controlled.
-
Both physical damage and magic damage are resisted for 17 seconds, which means that it can resist all damage, but it cannot resist effects, such as being thrown a hammer, no damage, but it will stun.
-
Blocks both physical and magical damage.
Eat and drink, fist gloves, branches go out. Ashes、BKB is a must.,If you get used to it, you can drum with the ancestors.,It's better for this hero to play gank.,Don't play the late stage.,It's a little empty.,After all, you have to have residual blood to be powerful.,It's easy to die.。
There are several ways to play the electric baton.,Generally, it's to support the meat so that you can output more on the battlefield.,And it's a great improvement in combat ability.,After gnke, others are red-blooded, and you're still very healthy.,So the opponent has a fear of you.。 It is not recommended that the prosthetic leg is recommended to be phased, and if you kill a single person to chase someone, you will open a big while pumping an attack, no matter who you are, you will not dare to fight a because you have a pumping attack, so he only has to run, so you can open the phase to keep up. First straw sandals turn phase,And then challenge the vanguard (now it's all about playing gank, how to reply.,And if you have a good recovery ability, you can take the initiative to trouble them.,So the electric baton is generally used as a meat beating) The output is loaded with a yaksha turn a doppelganger butterfly.,There's no money to make a small piece of loose blade armor.。
It's a matter of personal preference, so you might as well try both. Choose what you like to better experience the joy of the game. >>>More
Outgoing equipment: magic wand - 3 branches - eat tree - ointment. >>>More
You can only go to the map to brush it out.,I'll tell you a few maps that are easy to drop good equipment.,It's easy to drop good equipment in the zombie picture.,It's easy to drop good equipment in the air.,Both of these pictures are hidden maps.,You can take on the task to open.,One task is called Xinda's hammer.,There's also a thing called the Repair Big Magic Array.。 Thank you.