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Skill Icon: Level, Type, Skill, Description, Usage.
10 Fight Valiant Fight Ink Beginner Attack Skill, Deal a small amount of damage to a melee single target Normal Physical Damage Skill.
10 Support Sage Unleashes an aura that increases the potential of allied targets within range Team support skills, which can target various classes.
15 Spell Wind Gathering Absorbs the power of the wind, turns its normal physical attack into wind damage, and increases its attack by a small amount Attacks monsters with high physical defense, but low wind defense.
15 Support Hero's Walk Unleashes an aura that increases physical damage to allied targets within range Team support skills, targeting physics-based teams.
20 Support Purification Releases an aura, which removes a debuff from allied targets within the aura's radius every once in a while while a teammate is receiving a debuff.
20 Spells Gathering Earth Strength Absorb the power of earth, turn your normal physical attack into earth damage, and increase a certain amount of attack Attack monsters with high physical defense, but low earth defense.
20 Support Brave Will Unleashes an aura that causes allied targets within range to gain Spell Defense Boost Leveling PK
25 Fight Silver Spear Flying Ink Warrior Advanced Attack Skill, dealing a lot of damage to melee single targets Leveling PK
25 Spell Devour instantly removes all positive effects pk from the target
25 Support Bash Unleashes an aura that increases the physical and magical critical hit chance of allied targets within range Team support skills, targeting all classes.
30 Support Wind Fury Unleashes an aura that increases attack speed on allied targets within range Team support skill for a physics-based team.
30 Spells Gathering Fire Absorbs the power of fire, turns its normal physical attack into fire damage, and increases a large amount of attack Attack monsters with high physical defense, but low fire defense.
30 Support Mystic Unleashes an aura that increases the Magic Attack of allied targets within the radius Team Support Skill, targeting a predominantly Magical team.
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There are two ways to add points to the ink attack line.
One is to upgrade and the other is to add PK.
Let's talk about the upgrade plus points first Exciting 1 Gun ** Mastery 1 Spell Weakness 1 Marksmanship Mastery 6 Erosion 7 Entanglement 6 Combat Transformation 8 After 60, add the Ink Master's Will and Marksmanship Mastery, and then come back to add Marksmanship Mastery Combat Mastery Erosion and Entanglement.
Because of the erosion, coupled with the mz high defense, the simple monster fighting upgrade can be completely without red medicine, and it will not be any problem to find a place to throw it for a few days.
pk plus points exhilarating 1 gun** mastery 7 spell weakness 1 erosion 1 marksmanship mastery 6 combat mastery 8 entanglement 6 60 after the same inker will and marksmanship master and then come back to add marksmanship mastery combat mastery entanglement and gun ** mastery.
As for the benefits of MZ.
To illustrate with PK ink attack MZ data: Level 74 MZ (without any cultivation, specialization, emptiness) without anything Attack is 665 with a +15 purple spear (attack 638-956) Gun**Mastery 8 can increase **40% attack (893-1338) Total attack can be 1558-2003
Let's just say that a 74-level MZ can have specialization and add points (the data that rookies also play to analyze).
Inspiration1 Gun** Mastery8 Spell Weakness1 Erosion1 Marksmanship Mastery6 Combat Mastery10 Entanglement6 Ink Will6 Marksmanship Master6
If you bring a +15 garbage purple gun with no useful attributes, (attack 638-956) gun**mastery 8 can increase **40% attack (893-1338) plus 6 points of the effect of the will of the ink (increase strength by 90 points and increase your base physical attack by 20%), first add 90 points of strength, then the attack will be 1918-2363 (1 point of strength = 4 points of attack).
Add a level 60 (very common ys), melee qualification 4, full soul ys (attack bonus 863), according to the general's level 5 (it seems to be very common), plus 400 attack, if you count it, it's 3181-3626, and this value is increased by 20%, that's 3871-4351
In a word, the Ink Attack Line Specialization is all plus percentage points, that is to say, the better your equipment is done, and the better the Genshin Smash, then the higher your attack will be.
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I think that the ink artist has always been bland, and I can't say it's too good, and I can't say it's too bad. However, his Tong Shubi advantage lies in three points: local celery blood, defense, and attack attribute transformation! Assists in hand-to-hand fighting.
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Awesome p! Single Lose WS! Qunou also loses! 11111111111111111111111111111111111111111111
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1500 (underestimated) Physical Defense, Holy 6800 + Reduction 680, Ink Attack Damage (Normal), Ink Attack, and Holy + status are all 5900 (slightly underestimated).
Fifth, the choice of route The ink includes two routes: sacred, ink attack, my opinion: sacred is stronger than ink attack! Plus point analysis:
Ink Attack: Heroic Fight All the Way No Points, Heroic Fight + Combat Mastery Level 10 Attack Power = Silver Gun Level 10 Attack Power, There is no point in adding points, spell weakness + angry attack, who can fight it? It's better to give up altogether.
Stealing the dragon and turning the wind all the way to entanglement plus 1, the will of the ink is full, and the rest are random (and basically full). Gun martial arts all the way to ensure that the marksmanship master is full, and the rest can be slightly less. Ink attack all the way, if there are other better ways to add points, I would like to hear.
Hallow: Quick Cooldown +1, Aura Extension +2, Attack Boost 7, Defense Boost 5, Halo Master 6 This ensures that the Holy Individual Combat Power is not reduced. If you have a "sacred" skill, you can consider adding a point of sacredness, but consider that the cooldown time is too long, and the ink god only adds a cap, and does not replenish blood at the same time, so you can leave it at the time limit.
I will analyze the difference between the above two routes, and other methods of adding points, without discussion. Health: Obviously, there is less blood all the way to the sacred, or that sentence, how much is 2500 at most, the worse the number plays, the smaller the difference in life, because of the transformation of power, the power is less, and the natural blood is slightly less.
However, it is not the same as the divine disadvantage, he has 1400 HP recovery every 2 seconds after taking a critical hit, which is more than enough to offset the lack of maximum HP. Attack Damage: There is no difference in attack power, and the above bonus attack.
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