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3. Far from it, there must be two mines to fight people and one mine, and the most important thing is the economy and the speed of replenishment. The blowing wind is a single mine, relying on the containment of DH in the early stage and the operation in the war.
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Pure blowing lacks effective attack output, after three distances, you can consider constantly contacting the firefight, and at the same time to fight for the economy, if you can't grind to death, you have to upgrade three books, out of the air force, of course, according to the opponent's troops. There are no absolute tactics, only flexible play, and if you can't say anything, please correct.
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The blowing of the wind is mainly aimed at restricting the enemy's troops, and the three distances are fought by relying on long-range troops to pull the distance, and both tactics must have a good formation, especially the blowing of the wind, the bird virtue cannot be too close to the bull's head, and the three distances are the troops, and the three distances have little blood, and they cannot help fighting.
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How to fight the beast clan for 3 yuan, either bear deer, or blowing wind, the operation of 3 yuan is too complicated, theoretically, 3 yuan is very good, but I'm afraid that lz apm is not enough.
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DH start,Out of 3 to 4 HT steal the mine out of the panda,MF,Mainly look at the harassment and suppression in the early stage,Resist the strong period when the ORC just came out of the white bull and the wolf ride,It's good if the mine steals out.,But the problem is that the map is more restrictive.,Only TM can be used this way.,And the mid-term mine can't be stolen and basically hanged.。
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The essence of ne3 fighting any clan is to open a mine and then change troops.
However, the current tactical trend seems to be less limited to heroes than blowing the wind - the win rate is much worse.
DH and BM have more options, you can suppress 2 building caves in the middle of the period, and you can also play the high-level of high-level mining and late playing.
DH+NAGA is extinct, because you can't stand up to BM+Wolf Riding SH, let alone suppress it.
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Introducing a previously popular style of play, which is called"Cramming stream", out of a very small number of deer, a large number of bears, and do not rise to attack and defensive, do not suppress the population, open a lot of mines, the other party has Kodo for it to swallow, Kodo swallowed it is no attack power, the fawn point Kodo, so that you are not afraid of orcs exploding Kodo.
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You can fight any way. NE hits orc depending on the operation.,The map is medium and the operation is good.,Blowing and three distances are good choices.。 The blowing molding is slow, and the three-distance molding is a little faster. It's not very easy to fight if you fight a bear deer.
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It's either blowing the wind or a buck, and the blowing is suitable for the minimap because it takes shape quickly. Big maps like TM GW, try your best.
Don't use the blower, so that the efficiency of the opponent's old bull leveling is very fast, recommend the bucks.
In the past, Moon used to use the first Beastmaster to explode the female hunt to fight the orcs, and it was also on the big map with many mines.
Moon also used to use or WD's first hair dryer, and the effect was almost the same, but the other party's BM had a headache when he saw it.
Basically, it's a move, as long as the other party doesn't steal, it must be BM's starting Ultraman, and you will train more.
Practice Saiyan.
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First, the advantage of the three distances lies in the timing of the formation, the three distance troops are all vulnerable unarmored troops, but a bit cheap, rapid formation, cost-effective, and excellent point firing ability.
Second, among the mid-term troops, the Sanyuan troops are the best troops, with high mobility, strong burst shooting ability, and auxiliary abilities such as the poison of the deer and the spirit fire of Fengde are very headaches.
Third, pay attention to the fact that the Sanyuan troops are powerful in the medium term, and what is needed is to suppress the ORC, and when the hero level is relatively low and the troops are not fully formed, they will fight the ORC, and at the same time of suppressing the ORC, even if the troops are replaced, once they are leveled, you will earn, compared to the soldiers of the ORC, the Sanyuan troops in the dark night are cheap to build and account for a small population.
Fourth, operation, because of the fragility of the Sanyuan troops, therefore, at the same time of macro operation, the subtle pull is very important, although the formation is smaller than the Fengde troops, but it also needs to be operated, the group supplement is the key, the point shooting ability is excellent, must be played, the Sanyuan troops are the number of troops.
Fifth, transformation, the essence of the Sanyuan army lies in the suppression ability in the medium term, while limiting the size of the ORC troops, you can put the mines, after the two mines are put into operation, the three of the riot soldiers at the same time, if the ORC withstands your three distances in the medium term, if you do not transform, in the later stage, the ORC troops 60 to 70 population is formed, plus the hero level is high, the three distances can't be moved at all, so the riot suppresses at the same time, after the ore is put down, the three books, out of the bear is very necessary.
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Guarantee the number of AC in the early stage to avoid the loss of AC that is not formed Drag the ORC It is best to have a group supplement when fighting, and it is invincible.
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The main thing is formation! This tactical formation is very demanding! The second is group supplement! Units are all vulnerable, and group compensation is the key!
Of course, the hero's position and the guarantee of the number of troops are the most basic! That's all!
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It's better to pay attention to the heroes, especially the goblin house, which must play the role of blocking the road.
In addition, the team can't be messed up, pay attention to buy group therapy, in fact, that's all, you still have to play more by yourself.
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The most important thing to pay attention to is to fight on the side of the road, and not to let the beast get close.
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It's all about the big truth
Since you are walking wolf and riding and fighting, then you must produce a lot of white bulls.
And it's to use the white bull to disperse, don't put it as an ornament.
White bulls can ride more than wolves.
You can also take non-main line tactics and two-soldier violent trolls. 2 Ben as soon as it arrives, call on the neutral or small y and go directly . Generally, the speed of 2 books is about the same as that of elves. At that time, the dark night was very empty, and the Beastmaster level 1 was not particularly strong
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In a word, you operate very well, you can hit ne can get to 34 or 44 Now it's a matter of the details of the details The first night everyone knows a lot If ne seals the house is equal to 2 can't harass the other party's building The first time reconnaissance is important The first hard worker's pathfinder will tell you that 2 Ben is not a big g can go to the building together Can't you can only defend the right to put the store in the tavern After the shoes are ready, I don't have time to say I can't I'm sorry.
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Join the headhunter! (The number is a salvo that kills a wind).
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In the early stage, BM followed the opponent closely, harassed MF, and the second was out of the bull's head, BM still followed the opponent closely, so that the bull's head practiced to 3, and it was no problem to cooperate with the army to blow the wind.
Note that when the second book of the NE is completed, BM will cut down the opponent's wind tree to slow down the blowing speed.
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I think you may not have a good rhythm, and upgrading base technology is a bit slow. Usually you and him should be upgraded to 2 books at the same time, and then you can directly buy the Beastmaster and he needs 1 minute to produce 2 heroes, and at the same time, you are putting 2 buildings at the same time in this 1 minute. You should make the most of this minute to let your DH and the Beastmaster take the pig to his house, focusing on attacking his 2 buildings or buildings under construction, which can delay him for a long time.
If he comes to your house, make full use of the well water and the barracks for defense, and the elf pulls out the magic of the Shadow Hunter (he is out of the Shadow Hunter?). Can this blow the wind? )
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Well, the first floor said pretty much the same, I'll add.
The opponent just depends on you to blow the wind, seize the vacuum period of the blowing force, if you resist for a long time, even if the wind blows well, it will be forcibly demolished by catapults + towers because there are no soldiers.
When you encounter a particularly tight ORC 2 front supplement store The position of the hero should be bloody Moon Stone is used if you have it Be sure to make good use of ** After he 2 heroes come out, don't fight with him in the field, try to play at home The best group supplement Invincible 3 could have been upgraded slower If there is a white bull, it is best to make up two more elf ps: If the ORC operation is stronger than you, the above is useless (own experience) It is actually better to play a small y 3 far away You can turn 3 far to play.
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Hehe...
The 1st floor is not wrong.,I think NE2 should have been faster than ORC.。。。 DH then harassed the practice.
I should brag about it.
The 3rd floor says 3 far?
The last practical tactic and to build three different barracks to waste money hungry...
And it's not practical ...
The wolf of the ORC rides the white bull stream... Kill your three distances... It's like cutting tofu...
Three long journeys are different...
NE still has to use a regular blow dryer to play ORC.
But remember to pull the elf when you fight...
Dlight the touching of his ox and the white ox...
Basically, there is no suspense...
It's in the bag...
Hehe... I think the blowing of ne is very much in need of apm。。。
apm should be high, and the war tree built in the early stage should be closer to home after practice, and seal the home. . .
Don't let his big g affect it...
Anyway, it's to suppress more...
It's always right to be fast...
Don't be idle about anything.
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3 The far fingers are the archers, the fawns, and the birds.
Demon Hunter + Beastmaster + Goblin Tinker.
No one says you have to do this, fickleness is king.
3 Far is most afraid of the enemy's high-level area kills, as well as catapults. If the enemy has an Area of Effect skill, end the battle as soon as possible after the team is formed, and you must bring at least 2 full repair scrolls.
The level of the Beastmaster mentioned upstairs is really important, but if the other party is a Minotaur Chieftain + Prophet (or a panda or the like), don't train the Beastmaster and let them level up, if the opponent's double heroes reach level 5, your team is countless experience books.
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The worst thing about ORC is the blowing!! Because the blow wind was invented to fight the beasts. It's best to rush him off.
Because TR is notoriously fast and ruthless, and NE is also notoriously weak in anti-TR ability. If he gets up, either change homes with him, and the wolf rides that is called a fast. Either change troops, that's how Grubby won.
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I'm a master of the night, fight with me and see if you can prevent my blowing?