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Brush the fire horse full of books.
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Ice Thunder Mage [Skill Point: 121].
Thunderbolt: lv20 lv20
Cryotechy: lv1 lv20
Fast Movement: Lv20 Lv20 (Gain 1 point for fast movement, and then refill when your attack skills are full).
Mana Absorption: Lv20 Lv20 (add to 3 points first, and then add it when the main skill is full) Spell Mastery: Lv20 Lv20
Spirit: lv20 lv20
Retarding: lv1 lv20
Skill points can be freely assigned: 19).
Feng-chan's personal suggestion: The Retardation Technique has a great effect in [Smash Bros.], and the Freezing Technique can be replaced by Ice Roar when it reaches the third turn. Retardation is recommended.
Ice Thunder Wizard [Skill Point: 151].
Ice Roar: lv20 lv20
Ice and Thunder Combo: Lv10 Lv20 (can freeze monsters) Thunder Gun: Lv10 Lv20 (can stun monsters) Mana intensification: Lv20 Lv20
Magical Fury: Lv20 Lv20
Fast Movement Mastery: Lv10 Lv10
Nature Force Reset: Lv10 Lv10
Ice Thunder Resistance: lv20 lv20
Sealing: lv20 lv2
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Feel free to add it according to your own thoughts!
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Feel free to add it as you like!
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Just change classes and first +1 point of fast movement, full of thunder and lightning, full of spell mastery, full of mental power, full of freezing, full of mana absorption, full of fast movement, and the last point is casual.
Attribute points are lucky enough to wear equipment, and all other intelligence.
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2**Teleportation 20 - Thunder and lightning 30 - Mental power 20 - Magic absorption 20 - Freezing 30 - Retardation 1 (waste wood skills, for entertainment, can be added last).
Three**Ice Thunder Resistance 1 - Magic Intensification 30 - Ice Roar 30 - Lightning Gun 30 - Sealing 1 (Waste Wood Skill, It's Useless, Add a Little) - Ice and Thunder Combo 30 - Fast Movement Mastery 10 - Natural Force Reset 10
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Upstairs, you're out, what age are you, and you're still laughing at that kind of addition.
Anyway, support skills like Holy Armor, Retardation, and Seal are given up first (because there are not enough points) and the order of adding points (my personal experience and decision).
Regardless of how many turns, in principle, group attack skills and leveling skills are given priority to full, and auxiliary attack skills (mental power of the second turn, intensification of the third turn, and spell mastery to increase their own attack power) are first completed after the leveling skills are full.
Why? Will you fight the boss before 120? Wouldn't it, right? Leveling up, right? OK、Leveling and boss skills? Well、I'll admit that this addition is trendy、Maybe I'm out!
Summary: Prioritize leveling skills, followed by auxiliary attacks, and decisively give up support skills (if there are not enough points).
I believe that no matter how many turns you take, after you give up one skill, all other skills can be filled up, and the above points are suitable for all professions (personal experience).
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I have a number game network.
Available free of charge. Adventure Island Gold Medal Fortune Card Number Pack 4 Intelligence.
1 Luck [often full plus intelligence].
Keep luck - level = 3
Or the minimum requirements for wearing gear.
All other plus intelligence.
Don't think about the 3 professions of the teacher, each has its own benefits, you can choose whatever you think is good My personal opinion, the priest is a popular profession, the priest's skills are very cost-effective, the disadvantage is that the attack power is not high, and the monster that fights the attributes is barely passable. 2 turns of blessing and group healing are popular skills, 3 turns plus flowers and doors are popular, most of the leveling requires sacrifices, but most of them have their auxiliary roles, so the sacrifice is not as suitable for single practice as you said.
I'm practicing Ice Thunder, and I think Ice Thunder is both suitable for solo practice, and the attack power is also good among mages, and it also saves money (because there is a group of ice) but Ice Thunder seems to be the most unpopular class when it turns 3, so it's hard to find a group, like you said, it's quite suitable for solo practice.
Fire poison and ice thunder are about the same, and there are more monsters, but now there is very little fire poison, and it is not necessarily more popular than ice thunder, and it can't be frozen, so it doesn't save money than ice thunder, I personally don't think fire poison is good, it's just a person.
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One-turn magician [Skill Points: 67] Magic Bullet: Lv7 Lv20 (Add 1 point in the early stage, and make up to 7 points in the end.)
Lv15 Lv15 Magic Armor: Lv15 Lv15 Second Turn Mage (Thunder, Ice) [Skill Point: 121] Thunder and Lightning:
Lv20 Lv20 Spell Mastery: Lv20 Lv20 Mana Absorption: Lv20 Lv20 (Add 3 points first, and refill at the end.)
The purpose of this skill is that it basically allows you to avoid having to wear blue. Mental power: lv20 lv20 wisdom inspire:
Lv10 Lv10 Quickly move Zheng Xiaodong: Lv20 Lv20 (Add a little more fun in the early stage.) Cryomy:
Lv1 Lv20 Retarding: Lv1 Lv10 (Which is better, Freezing or Retarding?) Actually, it doesn't matter.,Personally, I recommend slowing down.,One of the magic skills of the big brawl.。
When the cryotherapy reached the 3rd turn, it was completely discriminated against by the ice roar. (Freely allocable points: 19) Three-turn wizard (thunder, ice) [Skill points:
151] Ice Roar: Lv20 Lv20 Magic Intensification: Lv20 Lv20 Magical Fury:
Lv20 Lv20 Ultimate Mana: Lv20 Lv20 Ice Phoenix: Lv20 Lv20 Nature Reset:
Lv10 Lv10 Fast Movement Mastery: Lv10 Lv10 Lightning Gun: Lv11 Lv20 Sealing:
Lv11 Lv20 (Please choose according to the player's own preferences when choosing between the shouting stove draft of the lightning gun) (freely allocable points: 9) Four-turn Magister (thunder, ice) [Skill points: 243] Chain link lightning:
Lv30 Lv30 Mystic Sighting: Lv30 Lv30 Mana Mastery: Lv10 Lv10 MapleStory Warriors:
Lv30 Lv30 Ultimate Infinity: Lv30 Lv30 Ice Breaker: Lv30 Lv30 Ice River Chains:
Lv30 Lv30 (It's not bad to add a little pull monster in the early stage.) Frost Break: Lv20 Lv30 Genesis Break:
Lv20 Lv30 (Please solve the trade-off between Frost Ice Break and Creation Break, but I personally recommend discarding Frost Fall.) Warrior's Will: Lv3 Lv5 (Free distribution of points: 10).
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Chainlink Lightning--- Mystic Aiming --- Magic Mastery--- Adventure Island Warriors--- Glacial Chains--- Ice Breakers--- Ultimate Infinity --- Creation Breakers--- Warriors' Will --- Falling Frost and Ice Break.
That's how to add points.,My principle of adding points:Main attack skills--- auxiliary key to help attack skills--- other attack skills--- boss skills.。
According to the above points, sometimes it will be very difficult, mainly whether the skill book can be obtained and whether it can be successful. My Ultimate Infinity 30 has failed 4 times. Rulers.
Now full of chain link lightning The reason,The main attack skill of the four turns of the ice thunder,And it's a group attack skill.,The attack skills of the three turns are too low.,I have no love for the ice wind socks sleepy smart ball.,Super love ice roar.,The attack is high.,The range is super large.,It's still often used now.。
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I am also an ice thunder, and Gao Yinqing just turned 4 days before the collapse.
Add a little lightning first, then full of mana mastery (here skills can be + a lot of attacks), and then Qi grasp and add Adventure Island Warriors. Then full of lightning or out of the baby, the back to see if you have a book, I'm 133 now, that's how I rose ......
If you open a fixed point, it is good to use lightning ......
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If you want to upgrade quickly, first add Lei to the Tonghuai, and then add ice, so that when the ice is added to more than 10, go to brush centipedes to earn sedan money, use magic double hits or ice buckets to play about the same, and then add ice, first do not add the state, and then the wheel is round.
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I'm orange Qi 150 ice thunder. In fact, the + point is considered to be practical. You just need to know which skills are useful in Yuanhuling and you will know how to + points. Sometimes it's your own preference. It doesn't have to be a matter of what is done on the ** to make the eggplant + point. Remember to be practical.
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(((Ice Thunder))) The point at level 30 plus fast movement, this is the sign of a mage! There are 2 types of points:
1.A mage with no money.
31 40 ice is full, fight fire pigs, upgrade in general, and find money super fast.
40 50 thunder is full, electric crab or fire alone, the upgrade is super fast, and the money is like running water. With the money I was looking for in front of the fire pig, plus picking it up while fighting, the money for my own leveling is still enough, and if you explode the maple leaf cane, it will be a small fortune.
After level 50, fight the fire dragon, there is something to earn.
2.Have a tuba or have a rich friend.
Power on first, the early electric fire alone, the later electric crab, upgrade the faster you can't imagine, and then ice the points behind (there is a sequence):
Full of fast movement, full of mental power, full of slow movement.
It's best to move quickly, the distance to fill up is 150, and the blue only needs 13 points, as a mage, whether it's grabbing monsters or grabbing equipment, or in a hurry, there is a feeling of floating up.
Give up the absorption, the bit of blue absorbed is not enough to bump it, it is very small for the ice thunder, and it may not be useful to slow down 2 turns. The mage was hit with more blood than the blood that was attacked by magic, and after 3 turns, the attack speed of the ice thunder slowed down significantly, although there was rage, but it was still a relatively long process to fill up, with a slow move, comfortable! Especially when forming a team, the slow shift can be a great help to friends.
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After 1 turn.
Skill points first.
Mana Enhancement. If you fill up the attack skill in order to upgrade.
In the later stage, there will be less blue.
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1** First 1 point + magic bullet.
5 mana regeneration.
Reinforcement full. Double-click to full.
The shield is full. Full recovery.
1 turn perfect addition.
2**Teleport at 1 point first.
30 thunder full. 30 ice full.
3 points of absorption. Spirit 20 full.
Turn back and fill up the absorption.
Finally + full teleport and 1 reprieve.
3**Ice Mine Resistance: 20
Mana intensification 30
Ice Roar 30 Thunder Gun 30
Sealing 1 Magic Rage 10
Ice and Thunder Combo 30
First of all, fill up the Ice Roar, and then fill up the Ice Thunder Combo and Falling Lightning Gun, which are all Ice Thunder's signature skills, and some people ask: Why do you want to fill up the melee attack that the mage is not good at? Let's think about it, how strong the single body of the fire poison 2 turns is, and how strong the group of 3 turns is; How strong is the group attack of Ice Thunder 2 turns, can we not add a single body of 3 turns?
With an attack power of 170, it is a coveted skill for four classes. Fill up the magic intensification again, this is not controversial. Add 10 to the magic rage, it's useless to add more.
If you personally think there is a more perfect Ice Thunder skill bonus. Can be written.
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The luck of the ability value meets the equipment requirements on it.,1 turn will always be -.
2 turns to move quickly, thunder and lightning, freezing, magic absorption, and mental power can be filled.
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