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Wandering runes Ah, I can only say what I think, because wandering is a late stage, and the increase in the magic rune on him is not large, so the red still has to be worn by the law, and the yellow can be returned to the blue, and the essence of not growing can be selected to move or suck blood, and the blue magic resistance growth is fixed depending on personal preference.
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Red Magic Piercing, Yellow Growth Mana, Blue Fixed Magic Resistance, Essence Growth Mana.
Red Piercing, Yellow Growth Mana, Blue Growth Mana, Essence Movement Speed.
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How much heaps to get,,How to understand.。。 Is it about how much damage you can do? Specific data is not available.
Let's put it this way, I usually play, Time 80ap Archangel 140ap Ice Staff 80ap Abyss 70ap Void 70ap Method to wear shoes.
Well, the burst is about 6 seconds, refresh the ultimate twice, kill the prince and adc for 10 seconds, and then kill the support, they are not badly equipped, full blood.
The bald head has a burst of damage, and the damage over time is high. It's a very traditional rolling keyboard.
It's okay to outfit Ice Armor Ice Fist and Green Armor instead of the Abyss or Void. Let's see how it hits.
The mana value of the general bald head will definitely be guaranteed to be above 3000.。。 Basically, time and archangels will come out. I'm going to come out anyway. The law strength will not be too high, generally about 400, as long as it is worn by law.
Those who come out of hats. I really don't understand.
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There's no highest.,Keep out magic damage equipment or magic ceiling.,The damage will not stop**.,Of course, there is a 6-grid limit.。 There shouldn't be anyone who will count the highest, because it doesn't make sense, and generally after a few big things, the game is basically over.
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The highest 5 archangels and 1 hat of the law are strong, and the blue itself plus the passive increase is more than 3,000 for you to calculate 4000, (45 5 140 4000 3 5). How did it get 1600 upstairs, I don't know how to get it, I knew that Xiaofa could stack so high.
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Don't be strong The law is too weak You know that the key damage prop of wandering is the magic cut, of course, if you just test it, 1 magic cut, 5 archangels.
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The skills of the wandering mage are all mana bonuses except for the ultimate passive The more mana you have, the higher the damage Even if your mana is only 100, but the mana is 4000 The damage hit is not lower than the damage of other AP heroes with five or six hundred mana strength Ruiz's AP bonus is generally only That is to say, your 500 mana is strong, and the AP bonus of each skill will not be higher than 300 But the higher the mana, the damage added is definitely not lower than the addition strength The output of the wandering 5 hats is definitely not as good as 5 archangels.
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Although the outbreak is very high after the revision of the wanderer, it is still worse than some heroes (the wandering second man relies on two sets of skills to quickly play worse than those heroes who die in 1 second), and the wanderer is not blindly pursuing high output, and needs to be fleshed out at the right time.
Now the return of the hat in the late stage of the wandering is definitely the highest, and the current law imposes a bonus very well.
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I don't know, you take 5 archangels and a hat to try it out, and finally out the hat archangel is going to be full.
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If you wander, it depends on how you play If I play with friends in a team, I'll play Fatan solo is generally profitable Fatan's words Go out shoes 3 red Excessive goddess (can be out of the archangel) Look at the opposite ap Time will come out I will come out of the abyss Because it's a team battle If it's still a poor survival Ice staff If it's a person, it's also a goddess Time I must not be an angel I'll make a hat At this time, if the opposite side comes up, I'll set fire to you and make an hourglass! 2 seconds of time for you to see clearly the form of the battlefield!
21 0 9 is the spell column full of an output full of universal is mana straight remaining a little back to the city plus the summoner skill plus also the middle plus the movement speed finally increase the buff time.
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x's current Ruiz AP bonus has also increased, so it's no longer the same crazy pile of demons as before, and now the outfit can be considered Time Ice Staff Frost Heart Archangel Hat Law Shoes.
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There are actually all the strong ones. I played more than 200 wanderers in a row before, and I have matched several sets of runes to the wanderers, the first set: pure first striker stuffy mana, a blue crystal at the beginning, a Q, and the chrysanthemums on the opposite side are tight.
The second set: the same as the first set, but the red color was replaced by the method to wear, and several sets were used after that.
There are more and more hits in the back, and the last one is used: the red method is worn.
Essence movement speed.
Yellow health.
Blue growth magic resistance, I think this set is more ideal.
The law wears no need to be explained, the essence moves: the skill cd of wandering is very fast.
When I play the wandering output, there are some ADC slashing operations in it, which is to adjust the position immediately after the skill, so as not to have enough distance from the second skill.
Or be hit by a non-pointing ability on the opposite side.
In addition, it can also increase the ability to chase and escape.
Yellow Health: If there is a lot of fight before level 6.
It is recommended to fix health if you replenish peacefully in the early stage.
Then bring growth, this one bends to look at the choice of personal style.
The blue base debates the color with the growth of magic resistance, and the growth of magic resistance is still better in the middle laner. Talent recommended 9 tried 21
Personally, I feel like it's still 9
21 is more suitable for vagrancy. Regarding the talent plus points, the landlord can try different additions by himself, and this does not cost gold.
You can try different points according to your style.
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