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Level 10 class transfer requires 20 agility.
Agility = Level +5
Punch infiltration hand recommended skill point addition.
One turn. Half Moon kicks 20
Quick action 20 hundred crack punch 20
Double Bounce Kill 0 Gallop 1
Two turns. Strengthening the body 10
Precision punch 20 Rapid punch 20
Ascending Dragon Combo 20
Back to the horse 20 through the bone hit 20
Life Diversion 10
Oak camouflage 1 triple turn.
Confusion Attack 20
Energy gains 40
Energy blast 30
Superman Morph 20
Gravel Strike 30
Energy consumption turns 11
The strength and level are the same.
The gunman pushes Cong Xian to recommend the addition of skill points.
One turn. Double shell shot 20
Quick action 20 hundred crack fist 0
Half Moon Kick 20 Gallop 1
Two turns. Fast Gunner 20
Precision gun 20 rapid fire 20
Light Feather Shoes 10 Sharp Shot 20
Bomb Attack 20
Bewilderment shot 11
Three turns. Flame Burst 30
Triple shot kills 20
Ice Spray 26
Octopus Fort 30
Navigation 30 Seagull Air Strike 15
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Excuse me. I only have 1-2 turns.
Fighter is a BT class of Pirate 2 turns.
Right now. Talk about the addition method.
At 1 turn, increase Min to 35
At level 20, you can add Min to 55 and you can t crow collapse.
The fighter hits low.
So Gamin. But after 2 turns, the trembling dust force is added.
Add to Min is five years higher than himself.
No sensitization during the period.
Because there is fast movement and precision punch support.
The ability is just like that plus -3-
As soon as you turn around, the skill plus points will have technical content.
Top up first.
In addition to the ruptured fist.
Full. Then add 3 gallops.
The last 18 fast.
Half moon t full, broken fist full, gallop 3, fast action 18].
2 turns, first strengthen the life to full 10
Then add 5 points of precision.
Then hurry at 6 o'clock [just 1 minute] and then add 1 point to return to the horse.
1 point through the bones to gather monsters.
Then it drops 20 exactly
Add 10 points to the shunt.
These 3 eggplant Zen are in casual order
Rush 18 [3 minutes].
2 quick moves.
1 o'clock to gallop.
Haste is also possible
10 Reinforcement. Full Ascending Dragon 20
Full return horse 20 slam bone 20
Full precision 2018 rapid.
2. Fast action. 1. Gallop].
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1 turn 61 o'clock.
20 fast action.
20 Hundred Crack Fist.
20 half-moon kicks.
0 double bullet shots.
1. Gallop].2 turns at 121 points.
10 points of physical strength (in any case, you must complete this skill at the beginning of 2 turns) 20 precision punches.
20 Rapid Punches.
20 back horses. 20 liters dragon combo.
20 bone strikes.
1. Life diversion.
1 oak barrel. In this way, there are 9 points left on 2 turns to make up for the gallop of 1 turn.
Don't throw the eggshell when you see this, some people are against galloping, but please listen to me say it all.
3 turns at 151 points.
20 Confusion Attack.
40 energy gained.
1 Energy Blast.
20 energy consumption.
20 Superman deformed.
30 gravel strikes.
In this way, there are 20 points left after 3 turns.
So fill up the 2 rounds of life shunt and oak barrel.
There's still 2 points left, whatever you want.
The last way to add points before level 4 to 120 is.
1 turn 61 o'clock.
20 fast action.
20 Hundred Crack Fist.
20 half-moon kicks.
0 double bullet shots.
10 gallop. 2 turns at 121 points.
10 points of physical strength (in any case, you must complete this skill at the beginning of 2 turns) 20 precision punches.
20 Rapid Punches.
20 back horses. 20 liters dragon combo.
20 bone strikes.
10 life diversion.
10 oak barrels.
3 turns at 151 points.
20 Confusion Attack.
40 energy gained.
1 Energy Blast.
20 energy consumption.
20 Superman deformed.
30 gravel strikes.
As for the rest, you can add it to the energy blast or the 1-turn double bullet to play.
The main reason why it is so added is because Energy Blast is a completely garbage skill.
The 4 turns of super energy completely replaces it, and the energy blast not only works when the energy is abundant, but also has a cooldown of about a second!!
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Gunslinger: At levels 1-10.
4 Min 1 force. It remains after job transfer.
4 Min 1 force. Guns:
The fast action is full. Crack Fist 0
Half Moon Kick Full. Double projectile kills.
Gallop 1 one turn plus point suggestion 2:
The fast action is full. Crack Fist 0
Half Moon Kick 11 double bullets to kill.
Gallop full. Two turns.
Precision guns. One word: full.
Fast gunner. One word: full.
Rapid-fire. Two transfer plus point suggestions:
Accurate guns are full. Fast gunner full.
Rapid-fire full. Confusion shoots full.
Light feather shoes can be full at 5 o'clock in the early stage and more in the late stage.
If you don't add more points in the early stage of the bomb attack, you can add points to play.
Shoot back and shoot full.
Three turns plus points suggestion:
Triple shot to the brim.
The octopus battery is full.
Seagull air strike 15
Flame Burst 28
Ice Jet 28
Navigation is full.
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But that's 100.
But it doesn't have to be that high.
It's good to add it to 70 or 80 Other equipment can make up for 100 points, such as piercing, which is The basic attributes are 15 power, 15 sensitivity, 15 wisdom, 15 luck, 150 defense, and 150 magic defense.
20 hits and 20 evasions, so it's enough to add strength to 70 or 80.
If you think it's good, give a point!
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There are two additions to the character. If you want to practice a gunner, add 3 force and 2 min. If you practice a boxer. Just add 4 forces and 1 min.
Gun: Fill up (double bullet shooting) punch full (Hundred Split Fist) If you practice one of the classes, you need to fill up the left skill.
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One turn plus point suggestion:
The fast action is full. Crack Fist 0
Half Moon Kick Full. Double catapult kills full gallop.
1. Suggestions for adding points to the second turn:
Accurate guns are full. The fast gunner is full of rapid fire.
Confused shooting. Full light feather shoes.
5 o'clock in the first period. The late point can be full.
Bomb attack. Not added in the early stage.
If you have more points in the later stage, you can add a little more to play.
Shoot back. Full three turns plus points are recommended:
Triple shots. Full octopus battery.
Full of seagulls air raids.
15 Flame Spray.
28 Ice Spray.
28 navigation full.
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1.Half Moon Kick Full.
Double Bullet Kill + Full Gallop 2Precision Gun + Full Fast Gunner + Full Gunner.
Rapid Fire + Full Confusion Shot + Full 3Triple shots.
Full octopus turret + full.
Seagull air strikes. 20 Flame Spray.
20 Ice Spray 20
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Half moon t is absolutely useless against gunners.
No need to top up. Gallop is always needed to be used to fill up.
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Fighters add points. One turn.
Half Moon Kick 20 Fast Action 20
11 double bullets to kill 0
Gallop 10 two turns.
Strengthening the body 10 precision punches 20
Rapid punch 20 liters dragon defeat combo 20
Back to the horse 20 through the bone hit 20
Life Diversion 10
Oak camouflage rough withered notice 1
Three turns. Confusion Attack 20
Energy gains 40
Energy blast 30
Superman Morph 20
Gravel Strike 30
Energy consumption turns 11
Gunners add points. One turn.
Double shell shot 20
Quick action 20 hundred crack fist 0
Half Moon Kick 10 Gallop 10
Two turns. Fast Gunner 20
Precision gun 20 rapid fire 20
Light Feather Shoes 10 Sharp Shot 20
Bomb Attack 11
Bewildered shot 20
Three turns. Flame Burst 30
Triple shot kills 20
Ice Spray 26
Octopus Fort 30
Navigation 30 Seagull Air Strike 15
The fighter majored in strength.
Agility and level are the same.
The Gunners major in agility.
The strength and level are the same as Iwaaki.
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The gun's first add 2 consecutive orders, and then add the rest of the gallop Zheng He, depending on how you Liangyu wants to add it (this can not be used as a reference, I think I'm not sure).
The fist first sped up the action, then added the half-moon Jingcong rolling kick, then added the hundred crack fist, and then galloped.
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Offensive skills are topped up first.
Add the skill of the fluttering master later.
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1.Confusion Attack maxes out 2060% chance to add 60% damage (must be full).
2.Energy gains max level 40 for 50 seconds when activated, and increases Accuracy Evasion Rate by 20, Physical Attack by 20.
Add. This skill is full. The trouble though. You have to fight monsters to activate it. It means to fight monsters. It can only be used when it is gathered into one.
3.Energy blast full level 30 damage 420% up to 4 attacks, this skill must be full of energy before it can be used.
It's a bit like a silver chain of lightning. Top up.
4.The energy drain max level is 20, but I only added 11 points. Because only he can give up in 3 turns.
11 o'clock. Damage 315%, damage 16% recovery stamina, this skill can only be used if the energy is full.
5.Superman transforms at full level 20 and consumes MP60Only some of the skills can be used when using this skill.
Most of them don't work. However, the skill must be full. Because the 4-turn skill super transformation can only be achieved with 20 points of this skill.
Add. So the skill must be full.
6.Gravel Random Hit Full Level 30 Cost ***8Attack 700%, up to 6 attacks.
This skill can only be used in conjunction with Superman Transform Super Morph. But the power is really good, so it's full.
Skills: Cool, handsome, especially transformation.
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The ** above is definitely for you.
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Health regeneration is 5 points first, then health enhancement is full, and then strength is full, and the group is full of other random. It's 1 turn, 2 turns. Take the direct 3 points of rage on the route of the golden man and then add **.
Carnival route. Accurate 5 points. Fast 6 o'clock. Precise top-up and quick top-up. The ultimate is 1LJ skills, and it's useless to start adding them. The rage is full and the shield is full, and then the skill points are kept until level 70 to add the ultimate full.
3 turns. Vindictive. The 1st is full. And then go berserk. Breathless. The tiger's roar is used to play ==, and the rest is whatever.
4 turns. Advanced vindictive. Full of light dances. Ten thousand Buddhas. Warriors, it's not bad if you have money to point to 20 == Tarzan can also add gaga.
That's it
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Add points to 766 for reference, there is no need to add these nonsense according to what others say, depending on your own requirements to distribute, just like such as dragoon, double rest, single rest, it all depends on personal preference to how to distribute!
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I'm depressed, 1 turn don't recover and Holy Armor, health recovery: add to 5 points first, and then add to 11 points when other skills are full.
I don't want any axes that turn 2 times
3 turn axes and defense collapse don't. , Madness first add 20 points, and then add 10 points after the qi is exhausted, and then add 4 turns to rush forward and Taishan should add a little bit each, and then it is the fighting spirit and light dance Come in and see it yourself, dizzy.
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