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The fire man outbreak is relatively high, the AP bonus is also okay, the mid-term damage of a hat is very considerable, you can add a big mask and an ice staff, and the blood consumption with the fire man's talent is definitely very strong, and then there is a magic wear staff, and there is one more I generally have a golden body, depending on my hobby.
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Mage's Boots, Ice Staff, The Destroyer's Death Cap, The Staff of the Void, Landry's Torment, Hourglass.
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The faint fire man first came out of the mage shoes, then the ice staff, then the hat, then the void, then the hat, and then the madman Will you play with the fire man, I can't understand what the first floor says at all, and if you don't understand, you can ask again.
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Shoes in the early stage +3hp go out The suggestion is that if you can't kill people, you don't have to go out with Dolan No movement speed and no reply.
Medium-term method to wear shoes +2 Dolan hold the hat.
Late Wear Shoes, Hats, Hourglasses, Wear Battles, and other equipment can be seen depending on the situation, such as ice fights, vampire books, etc.
In the early stage, when the wind is downwind, you can directly come out of Meijia's soul stealing scroll.
Rune: Red Spell Piercing Blue Yellow Spell Strong Talent 21 0 9
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Great Rune Law Strong, Red Law Piercing, Yellow Mana Regeneration, Blue Growth Law Strong.
Or change yellow to armor and blue to magic resistance or grow magic resistance.
It's up to you to choose damage or survival.
Plus points are Mage 21 0 9
The attack system points out the damage caused by the strong law and the law.
The general system points out the duration of the rune, and if you add a point, w e to the point of the fifth level must have a little q and a big rise.
Keep grinding blood with skills on the line Looking at it almost E q w took it away The head of the regiment was obscene in the back row Let T eat a set of skills on the opposite side of the show up.
Equipment I recommend Shoes Three Blood Go Out Dolan Excessive Big Stick Turn Hat, High Law Qiang Wear a Void Wand and a Vampire Book Finally Hourglass Veil or something to improve survivability.
If you play it safely, you won't get out of the Dolan ring, and the lunch box will turn around time, and then the hat will be more controlled, and the mercury ribbon and veil will be added, and then the spell will be worn and the spell will suck blood.
It's in the order to publish the book of murder ==
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The big essence method is strong, the blue method is strong, the yellow method is back to blue, and the red method is worn.
Talent recommendation: 21 0 9 can be used to add a buff generally.
Equipment, go out, one shoe, three red, 2 Dolan, excessive, I suggest that the first thing is an ice stick, so that after the E is finished, W will hit the enemy and can't run.
There is also Q, which is also easy to live in, and the remaining w sub-point, e q, and finally learn to be full, and R has a point, which is basically E w Q R second people.
I forgot the name of the first piece of equipment out of the Codex It turned out to be a 20% reduction CD of the fire man's skill is a wave of streams Generally, there is a vacuum time of 6 with 8 seconds after playing all of them So it is recommended that you publish this kind of book He is not like other mid-laner mages who have a strong connection ability 6 to 8 seconds you can't second others Others can second you And then directly withdraw the last hat The output of the fire man is very high, so you don't have to go out of the hat so early.
If it's particularly tailwind, then 2 Dolan Murder Book Killing Armor is out of an ice staff, then you are super god, others don't kill you, you second others
Pay attention to a little bit, a person is finished, more than 200 factories, a note of the fire man, when the big team fights, keep the q, once the big group, there must be a second mage, when the enemy rushes in front of you, a q does not explain, so that you have time to escape, is not my most brilliant time is 26 points of blood, and the blind monk is full of blood, hehe, the rest is personal consciousness, work hard, guy.
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The soul equipment of the fire man is a hat, and the fire man must go to the middle lane in general, because the legs are relatively short, and his dizziness skills are not immediately available, so, survival is more important in the early stage, but sometimes it is inevitable that the opponent's jungler heroes, harassment mistakes are easy to hang up, then the survival of the middle lane is a little difficult, you must control the rhythm, you must remember that if the middle lane is not easy to mix, then the blue buff must not be less, because of the disadvantage, You can collect the soldiers with a set of skills. Then you can use skills to fight f4 and little wolf. You can also fight team battles.
As I said earlier, soul equipment is a hat, but when I first arrived at 6j in the middle lane, it was more advantageous, and it would be a pity not to catch people.
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Red Armor Piercing Yellow Fixed Armor Blue Growth Strong Essence Fixed Spell Impose Points is 21 0 9 21 Points Add Spell Class 9 Points Add Flash and Growth Blue Then Return Blue Talent Plus Movement Speed Points.
Go out and add 3 red shoes to buy Dolan support method strong when you go home, if you have a tailwind, you will directly have a hat If you go against the wind, you will have a few Dolan and slowly consume it.
Recommended outfit Hat, Ice Stick, Shoes, Staff, Vampire Book, and then Central Asian Hourglass or Spring Armor.
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Talent 21 0 9, point out the universal buff time, the rune red method wears, the yellow growth method is strong, the blue growth method is strong, the purple fixed method is strong, this set of runes ensures that the output is maximized.
When you go out, you generally choose straw sandals with 3 blood, or you can do it, depending on the situation;
The first level is to press people e, but in this way you have to ensure that you will not be pressed by others, obscene point w, main w deputy q, there is a big point;
Fire Man is 4 skills can be reorganized and, if you want to control the other party, first E and then Q, if you want to maximize the output, first E and then W, if you want to clear the line and push the line, first W and then E, if the opposite mobility is good, it is best to first W and then R, otherwise you can first R and then W, the output is the highest;
Finally, 2 to 3 Dolan in the early stage of the outfit, directly out of the hat, and then out of the wind to wear the staff or Central Asia, the headwind or out of an ice staff, if the early stage is more headwind, you can directly out of the time or ice staff. It's good to cut into more Central Asia on the other side.,In short, if you want to break out, you don't have to be afraid of death.,Before dying, a set of skills is enough to drink a pot on the opposite side.,The passivity of the fire man is destined to be a pseudo-late stage.,So no matter the before, middle and late stages, the fire man is the focus of the team battle output.。
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Rune essence fixed law injury,Red law wear,Yellow can grow with a little blood,Blue fixed law injury fixed magic resistance is OK,If you want to break out, then the law injury,Talent 2109,General buff time point out,Fire man still needs blue very much,Use w to grind blood on the line in the early stage,W how to put it has to practice yourself,At the fourth level, if the opposite side is dissatisfied with the blood**Ignite must die,Of course, it's not very easy to think about e+q,The soul of the fire man is his passive skill., Several other skills are required to be ignited by your skills before they will exert a higher effect, so it is generally used to ignite the opponent (E is a pointing skill), of course, there are special circumstances, such as the wild area team battle place is very narrow, you can first Q to a person immediately E let the surrounding people have a burning state, and then w, R can hit a very high damage. The fire man has to go in a good position, he has to put a round of skills to go, and when he waits for the second round of cd, he must never die after putting out a set, and the fire man's passive is a percentage of blood loss, so no matter whether the opposite side is meat or crispy, there will be very good damage. Equipment is recommended to wear shoes in the early stage and add two to three Duolan rings, and then as long as it is not a headwind, the hat will be out of the headwind, and the ice staff will be used if the headwind is against the wind, and the hat will depend on the situation, if the opposite magic resistance is very high, the method will be worn with the staff, and if it is not high, the ice staff will be released, and then a vampire book will be issued, or the opposite side will always set fire to you, depending on the situation, the resurrection armor or mercury tie will be released.
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Equipment I recommend Shoes Three Blood Go Out Dolan Excessive Big Stick Turn Hat, High Law Qiang Wear a Void Wand and a Vampire Book Finally Hourglass Veil or something to improve survivability.
If you play it safely, you won't get out of the Dolan ring, and the lunch box will turn around time, and then the hat will be more controlled, and the mercury ribbon and veil will be added, and then the spell will be worn and the spell will suck blood.
It's in the order to publish the book of murder ==
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Runes are all law wound runes. Talent is the talent of breaking out of the law... 22/0/8
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The fire man doesn't have time to die fast with the ice staff, don't just look at the output, the output is high and the ability to resist beating is still easy to be seconds.
Burning Man can come out of survival gear like this:
Go out 1 blue crystal + 2 red; Then take enough money to craft a lunch box, and then craft a staff of time.
And then there's the Mage Shoes. Hats can be out early, and if you want to live longer, ice sticks are recommended.
The Void is a good choice, after all, it works wonders for meat.
I don't recommend two hats, because the special effects are not stacked, if you want to get a more stable output, I recommend the abyss or the archangel, the archangel itself does not have a high attack, because there is a special effect, the increase is equivalent to the maximum mana.
Three percent of spell power. In other words, it is equivalent to special effects such as fanatics + atama.
Staff of Time, Mage Shoes, Hat, Ice Staff, Void, Archangel.
If there is a law resistance on the opposite side, you can replace the archangel with an abyss.
I'll tell you what the landlord doesn't want to come up with:
Staff of Time: How many mages can leave this thing? Without it, HP is very little, even if you have a high burst, what can you do? If you can't get the other party in seconds after a few moves, the other party can beat you in seconds.
Hourglass: If your skills are cooling, only the ultimate can be used, and after losing the ultimate, it will still be set on fire, at this time this hourglass is useful, and if you lose the ultimate, you will open the hourglass effect, and others can't move you within 2 seconds, and your ultimate's move is still beating people, and then the other skills are cooled down, and your teammates are almost coming to save you.
Cross: This thing is also very important, spell-resistant, blood-holding. The most popular special effect is the resistance skill every 45 seconds, don't underestimate it, sometimes it can save you from death in an emergency. Especially when the dead song is amplified.
Feel like the Archangels are useless? In fact, none of the 6 hats is as strong as the 5 archangels and 1 hat.
Lou mainly still feels that the law is strong and high is the first, and I can't help it
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The mainstream is like this. Hit well.
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Other technical terms or explanations are too cumbersome. I'll be simple and straightforward. It's the Fire Man (short for Vengeful Flame Soul, all of which are said below) that any skill that hits the opposite side will have a continuous damage that lasts for 4 seconds.
During this 4 seconds of damage duration, any other skill hit will have a special effect.
The first skill hits and stuns for 2 seconds. When the second skill is played, it deals 25% more damage. The third skill will cause a small area of 100% spread (from single damage to aoe), and the ultimate will increase the flight speed of the skill.
You can interpret it as being harder to dodge damage).
The fire man's skill combo is basically E first, and then Q, and if you stun someone, add w and ultimate. (This is the easiest to stun, and it is difficult to put W skills directly.) This is the basic order of combos, but special cases are treated specially, and the skill is dead and the person is alive).
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Q: Flame branding.
Cooldown: 8 Range: 1050
Blue Cost: 50 mana.
Brand throws a fireball forward, dealing 80 120 160 200 240 (+magic damage.)
If the target is already on fire, the Flame Stun the enemy for 2 seconds.
w: Pillar of Flame.
Cooldown: 10 Range: 900
Blue: 70 80 90 100 110 mana.
After a short delay, Brand unleashes a Pillar of Flame towards the target area, dealing 75 120 165 210 255(+magic damage) to enemy units in the area.
Ignited units take 25% additional damage.
e: Burning fire.
Cooldown: 12 11 10 9 8
Range: 625
Blue: 60 65 70 75 80 mana.
Brand detonates the target, dealing 70 105 140 175 210 (+magic damage.)
If the target is already on fire, the blaze will spread to nearby enemies and deal damage.
R: Firestorm.
Cooldown: 105 90 75
Range: 750
Blue: 100 150 200 mana.
Brand unleashes a firestorm that deals 150 250 350 (+ magic damage, up to 5 times.)
If the target has already been ignited, the Firestorm will be accelerated.
Passive: Blazing Flame.
Cooling: None. Range: None.
Consumed Blue: None. Brand ignites the target, dealing 2% of the target's maximum health as magic damage per second for 4 seconds.
The above is an introduction to all of Burning Man's skills.
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Ignites the target, dealing 2% magic damage per second for 4 seconds.
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Walk on the shoes 2 red and one blue, out of the way to wear shoes or cooling shoes, equipment on the hat, ice fight, hourglass, law wear staff, ancient will.
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Go out with three red shoes, go home and make up one or two Dolan rings, and then wear shoes, ice staff, tears of the goddess, archangels, hats, and wearing sticks.
Such equipment is not a problem with good operation seconds.
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When you go out, you will go out with a shoe, a blue and two red, a small stick, pay attention to the red and blue in the early stage of the mage's shoes, and take a big hat and a time.
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In the early stage, you can consider 1 shoe and 3 red for the first time to see the opposing hero, or the Dolan ring to go home for the first time around level 6 and come out with 2 or 3 Dolan rings, and the Dolan ring is the equipment with the best attributes and cost performance in the early stage. And most people come out like that.
Around level 12, you can hold out a piece of equipment for hats, sticks, or bursts, and upgrade shoes to wear shoes.
After you make a hat, you can consider making a magic book, and then you can make a magic stick, and then you can sell the Dolan ring.
Final Equipment: Shoes, Hats, Central Asia, Books, Sticks, Time or Ice Fights.
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