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Different heroes have different efficiency, so you don't have to force yourself to make up how many in 10 minutes.
When playing with people, it's not that you can make up the knife, you need to make up for it, and you have to kill people, and you have to not let others catch it, even if you can't make up it, it will affect the opponent's ......... to make up the knifeIn short, the computer is a computer after all, and the feeling of simple practice and correction is okay, but it is still not good compared with the confrontation strength of people in general.
Before you want to mend the sword, you can tap the opponent's hero to make the opponent's soldier go to you, everyone knows, so your opponent will do the same, but the computer won't.
Now go to the platform to practice.,The situation on the side and the middle lane is also a lot worse.,The combination of opposite heroes also has a great impact on your mending knife.,The computer is just for novices to practice and get started.,If you want to improve your actual strength,Then it's better to practice with people.。
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I can make up 40 of my own pawns in 25 minutes.
It's different when I fight against people, once I met a master, I was simply overwhelmed to death, and it took 30 minutes to make up 20 soldiers.
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Don't play AI.,Go to Haofang to fight with others to make progress!
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It's not improved just to fight with AI.,AI is just a good timing to replenish troops.,But AI is just AI after all.,It's far from catching up with master players.。
Let's go to Battle.net and fight with human brains.
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1 against two AIs, 20 or so can be made up in 10 minutes, and 30 is already very good.
The AI has a very strong ability to make up for the knife, especially when two AIs are together, and the ability to cooperate with the knife is very strong. When you meet two long-range AI, just wait for depression.
It is recommended to go to the platform to practice, you don't have to make up the knife yourself, it is more effective to suppress the enemy's knife, and you can't do less to make up for the positive and negative, and choose the focus according to the characteristics of yourself and the opponent's hero.
For example, when playing against the Shadow Fiend, you have to suppress his mending knife as much as possible, even if you hit him twice, you can't let him hit it. Shadow Demon is a hero who becomes more and more fierce, if you can't suppress his mending knife, try to harass him.
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Look at the heroes at least 20 ranged.
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Can you make up to 40 in every 10 minutes? What kind of heroes are you using? I'm here to show off, what a consultation!
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Let's practice with someone. You can only practice basic techniques with computer matching.
The computerized touch-up technique is okay, but that's about it.
There is no strict limit on how many can be made.
Early laning, if you are grinding out a lot of blood in order to make up for a pawn.
Clearly not worth it.
If you're a DPS, you'll have to figure out how to spend the least amount of blood to get the most pawns.
If you are strong online, you can appropriately give up the mending knife to suppress the opponent.
When I use support, I make up as much as I can, and I make up for DPS
Touch-up is an important part of the line, but it's more than just touch-up.
Fight with people of a similar level. 40 in 10 minutes is already very good, provided that the experience and HP are suppressed by the opposite side.
In melee combat, draw the pawn to the side by the opposing hero.
Remotely pressing S to make up for cramps are all tips to improve efficiency
I hope you find it helpful.
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Combine A and S, look at the trajectory, and then start, practice.
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Let's practice hard, some skills, and some feelings.
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Early mending: long-range mage, a one, the tower can be made up after two hits, and the short-range creeps also need a one, and the tower hits four or five times to receive it. The projectile is the cast delay, which is usually 1 second.
Those who have practiced have felt it. The car was only received after three hits. It's easy to make up for it in the middle and late stages.
What you need to know is what your attack power is, about 50 in the early stage, and about 60 if you weigh the attributes. The amount of blood of the creeps, the melee creeps seem to be 500, and the mage is three hundred, which will increase over time, and the short-range mending knife axe is beneficial to mending the knife. Adds 32% damage.
You don't have to go out remotely, because only 12% is added. Over time, there will be feelings and experiences. That's all there is to it.
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There is no way, only practice, this ...... without shortcuts
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AI practice that version of the AI is more powerful.
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There is no fixed saying about the lane between melee and range, if you are late, when you have teammates to help you suppress when you are on the side, you can just make up for it, and don't easily enter her range when you are alone in the long-range situation, if you enter, you must do something such as positive or counter-supplement, here is a small trick is to right-click on the opponent's hero, attract the hatred of the minions, and pull the enemy's minions to the side closer to you, so as to facilitate the replenishment of the knife. You also have to control your blood volume, so that you can't be hurt too much.
The long-range process is to use the range advantage to rub blood, and if there is a chance, the opponent will be pressed out of the experience zone. If it's a support, go to counter and harass more, and don't just order creeps, which will disrupt the rhythm of your teammates' replenishment.
If you harass it, if you fight more, you can only eat experience obscenely, you have to think about money, and living is the most important thing. If there is an equal number of people, find an opportunity to gank with teammates from other lanes once, and you can turn it into an advantage and suppress them. The key position should not be too forward, otherwise it is easy to be set on fire.
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In melee vs. range, I think it's better to make up for it, because it's always going to be pointed, and if you make up one, you may be disabled, let alone denying.
Long-range vs long-range, I don't think there's a problem of main positive complement and main counter-compensation, the comparison is the basic skills, the comparison is the trajectory, when there is no soldier to make up, just point people, if there is a positive supplement, there is a counter-complement, there is a counter-complement, the solution to harassment is that you also harass him, of course, when harassment, it will pull the hatred of the creep, so try not to be hit by the creep If your trajectory is worse than his, just rely on the position Sometimes, he is crippled by the creep in order to point at you, so it still depends on the basic skills.
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For example, when a melee hero is languished against a ranged hero, is it better to primarily deny or make up?
It depends on what type of melee you use, if it's like clockwork goblins, Daredevil, and other early gank heroes who mainly rely on levels in the early stage are mainly counter-denying to suppress the opposite level (of course, they can make up for it or make up for it), and get money by killing people (when the opposite side is soaking in the water spring, it is also when you make up for the economy).
If you use a monkey, PA and other late-stage heroes, you have to make up for it, and you have to make up for it to your teammates (if you can do it without pressure, you can make up for it, you still have to make up for it), this kind of hero basically has no head in the early stage, and you still need money, so it's mainly a positive supplement.
Remote-to-remote, depending on whether you are secondary or late, late primary positive complement, secondary primary counter-denial.
For example, if you use melee and the opposite ranged match, you can point at the opposite hero, and the opposite creep will come up and hit you, and you run in the direction of your own tower, and you will probably form a layout like this: your hero - the opposite creep - your own creep - the opposite hero.
If the opposite hero is still a you, he will inevitably be attacked by your minions (what I said is suitable for the early stage, most process heroes are more resistant than ranged heroes), the early minion attack is still very high, you can also use more skills to consume the blood of the opposite hero (clockwork missile, Daredevil's slowdown, etc.).
Long-range to long-range, you can be okay with him, interfere with his rhythm of replenishment, and when you use skills to drain blood, it's best to make up for a pawn (for example, if you use a demon wizard and there is a creep on the opposite side that has residual blood, you can insert the opposite hero and this creep together, so that you can not only replenish the pawn, but also consume the blood of the opposite hero, and when he is stunned, you can make up for him a few times, and he will not dare to be too unrestrained when he has less blood).
I hope it helps you.
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Melee: Control your HP When the soldier is dying, he will be along. Generally, the other party himself also wants to play money, if he is soy sauce has been a you, then it depends on the situation, if he moves very forward, and his teammates do not keep up or teammates do not cast spells from a distance, then follow him, do not touch his blood He will not give up, and secondly, the position is very important, there are too many things to say about the position, and the needs of the opponent's different heroes are not the same, try not to be in the range of his attack when the soldier is not red, but it is also to ensure that you can make up for it immediately when the soldier is almost red.
Remote: This is a problem with the line. Stick the attack distance of each hero.,The best time for a person is at the moment when his A soldier's bullet just goes out.,Because each hero has an attack interval.,So he won't have time to fight back.。。
After a, run back in the same straight line as you and him, that's all there is to say, I hope it will work for you!
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Truth be told, the question you're asking doesn't make any sense. Because melee is a disadvantage in the face of long-range. But the recommendation is to make up more, try to control the line in front of your own tower, and the meaning of making up is to get money and experience, so that the opponent does not take money and experience.
However, due to the line of troops, it is not advisable to blindly make up or counter-compensate.
As for the melee anti-harassment method, the way to make up for the knife is to kill the opponent, hit it red, or send it home. Otherwise, let's honestly mix up the experience in the back.
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In the later stage, the heroes are more positive, and the soy sauce is more counter-supplemented. Control lane multi-denny.
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If the hero wants to suppress the opponent's level, he has to make up for it, and if he wants to make up for his own economy and level, it depends on your positive supplement, which is not divided into near and long-range ones, depending on whether the supplement is sharp or not. If you're a melee hero fighting from along, you can a hero of the opposing side and then slash out, attract the hatred of the opponent's soldiers, and the opponent's soldiers will come to your side, but pay attention to the position and don't be touched by the creeps. If you are long-ranged, you can a's hero if you have a chance, and let the opponent have residual blood to get a good replenishment space.
In the early stage, it still depends on your own ability.,The corresponding outfit of your outfit should bring more supplies or add more attributes is all measured by your own ability.,It is recommended to bring more supplies in melee.,Or it's easy to be suppressed.,If there's no supply.,Use chickens to transport.,Try not to go home to replenish.。 The equipment should also be determined according to the situation. It's OK to play more.
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Is there any more nonsense upstairs Melee combat and long-distance combat will definitely shrink Try not to spend too much blood on the knife, what is there from far to far It depends on personal skills.
In the face of harassment, you can only endure it.
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1.If it's carry or need money, make up for it, and help teammates press or assist to make up for it, which is a bit stressful.
2.The attack is high, you can point more to him and then make up the knife.,It's basically the first to make up for 3.Lewd turtle tower,If it's in solo, mix experience。
4.You click on it, add the nuke skill, and he will escape.
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Near to far: The main relies on counter-compensation, let the line go to their own tower, and then make up for it themselves, and take more groups to eat trees.
Far to far: see whose range is long, the trajectory is good... It is better to be a positive complement to peace ...
Dealing with harassment can be wild on the dominant road, but there is nothing to be done on the disadvantaged road.
The harassment of far to far is to click twice, just bring more food and drink, and see that you are replenishing your ability, and supporting the equipment, it will hurt to point people.
It depends on the RP.
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