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Double cultivation is actually not like the little pig said that there is no future... But a mage with a low rank will definitely have no future.
Generally, a double cultivator recommends about 160. If you turn the attack early, you won't work.
Huo Feng personally doesn't think it's very good, and generally the double cultivation of senior mages is Fengdi. Because the wind's skills cool down quickly, they often interrupt the attack, and the ground's skills are fought on both sides, so it is a good choice to combine it with monster farming or PK.
If you choose a wind place, it is a major wind minor land. The fire wind is the main fire and the auxiliary wind. If the landlord chooses the wind land I said, then 80 turns will be fine, first repair the wind all the way, and it will be OK to double repair the land at the advanced level.
But if the main fire is auxiliary wind, then it is recommended to turn it after 125. It's early.,Only the fire skill can't be connected.,Farming monsters will be exhausting.。 Although the fire is high, but the cooldown is too slow, and the short distance of the skill is a hard injury, rather than pursuing a high attack, I personally think it is better to be like the wind method, the speed is fast and hit a few more times, and the skill distance will be better.
And then there's the dot:
Add points method: 5 points 10 points 10 points for the proficient primary intermediate level of the fire attribute, a total of 25 points in terms of skills: four old skills 3 + 3 + 3 + 6 four new skills 6 + 6 + 9 + 9, a total of 45 points.
The level limit for skills is 80, 95, 110, 125The final new skill will take 125 to come out.
Other columns: 10 points for the first row of elves affinity, 10 points for elven guard, and 10 points for elf mastery. Here and in terms of skills, add a second row.,Magic enhancement 10 points, magic perception 10 points, elf potential 3 points, one layer,A total of 9 points, elf wrath 10 points。
In addition, about the buff, the buff of the wind method must be learned, a very practical skill, and the others can be considered by themselves.
Magicians want to double cultivate.,It's recommended to think about 160 or so.,It's not interesting to repair early.,It's not interesting to be a skill point.,It's going to be very weak.。 Personally, I recommend the dual cultivation of wind and earth. Wait for the landlord to add it above, and then consider going to double repair.
The low-level proficiency of the wind must be full, which is 5 points, and then it will be full of 8 skill points, so it is almost the same.
If it is a dual cultivation of wind and earth, then it is the proficiency of the wind that is full, and the other columns are the same
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The wind method is fast, the cooldown is fast, and the long-distance attack is not high, but the attack power is not high, the water method is average, the cooldown is slow, and the attack force is large, and the attack power can be similar to the ground law and the water method, and the fire method is slow, the cooldown is slow, and the attack distance is short, but the attack power is very high, you can choose one, if you like pk, it is recommended that you choose the wind method, and if you level up, turn the fire method.
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Personally, I think: The mage has a good point of playing with knives in the early stage, it is easy to upgrade, and the attack is also good.
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First of all, I despised the guy upstairs who copied my friend. That little pig is me. That answer was also sent by my friend a long time ago.
Then send my answer again Water is always garbage.,The attack is super weak In addition to the vertical can card the monster Ice shield reduces the speed of the monster This buff is slightly useful Everything else is garbage.,After the full-time in addition to the attack range is large, the attack power is still weak and the wind is not good before the full-time garbage, The attack is extremely weak.,It's lower than water.,Miss is a lot.,But the buff of the acceleration of the wind slash is very useful.,The skill moves quickly.,The cooldown is the best.,The skill can be connected to the distance second only to the ground law.。 After the full-time attack power increases, plus the speed advantage, the overall power is the first. Ground attack second equipment is still very NB, the attack distance is super wide, in addition to the dragon Yellow Dragon can fight the monsters on both sides, Earth Dragon and Double Dragon can bomb all the monsters on half of the screen.
After the full-time attack, it goes up to a new level.,But cooldown and slow moves are shortcomings.,It's easy to grab monsters.。 Fire is a stunning series of legendary equipment with slightly less attack and critical hits that are amazing. PK second people hang up second monster after two turns It's too powerful.。。
The 10j high ones come to rob the monster.,Don't shhh.,Because you can't grab it.。。 Equip yourself well, see the strange second, I'm afraid of who will grab it. The disadvantage is that the cooldown is too slow, and the fire mage can't even connect the skills before 125j.
But after 125J it's NB. Recommended: Fire Earth Wind (only one repair, no 165j double cultivation magic will be wasted).
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Actually, all four attributes of a magician are good. Fire method: high violence, high attack, but CD is slow, and the move is not very fast
Fast speed, fast moves, suitable for long-range attack method: close attack and long attack, waterproof method: medium and long-range attack, mainly freeze the opponent's action to see lz, your own choice to pull.
High-level, good fire, low-level first choose the wind handle, cooling fast The equipment of the ground method is cheap, such as the cuteness of the PF water method, and the cooling is average.
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Magician** problem, the early monster farming recommendation is still to use the green dragon plus Barbie.
Shield plus defense, not easy to die. In the later stage, it is recommended to use a flower stick or a magic ball. Magician's plus points:
If the mage wants to change to a magician, it is recommended to transfer it after 110+, especially the earth law and fire law. Transferred to the mage, instead of magic balls, or continue to use a dagger and a shield. After the job change, I generally don't consider double cultivation, the skill points are relatively tight, and after the job transfer, I have 8 skills, so I don't have to worry about the skills being incoherent.
Add points method: 5 points 10 points 10 points for the proficient primary intermediate level of Sun Pao Xiang, a total of 25 points in terms of skills.
Four old skills 3+3+3+6
Four new skills 6+6+9+9, a total of 45 points. The level limit for skills is 80125The final new skill will take 125 to come out. Other columns: Mana boost by 10.
Magic Perception is 10.
Elf potential is 3 points in one layer, a total of 9 points.
Elven Fury 10 points. In this way, a total of 39 points. After adding here:
With two different additions, those who focus on PK can go to the buff, 2 points and a layer, for a total of 20 points. Note that the buff is one out of four. It is more recommended to learn the style of cutting if not, then it is recommended to add the first row of other columns.
Elf affinity 10 points, elf guardian 10 points, elf mastery 10 points this Zheng.
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I'm a mage.
I'm playing the wind method. Every law is the same.
Put all the skills first.
Add 2 points. Afterwards.
Shadowless Wind Blade and Shadowless Wind Blade II are topped up. Because the wind law relies on this attack.。。 Somewhat.
You can fill up the Popularity II to the top. Ordinary ones are not needed.
Before. Proficiency.
Fill it all up. Then the black hole and the rain of fire, the wind woman. There are also AP skills.
Afterwards. It's in the other columns.
The first. Definitely.
The power of the wind. Every profession.
Point out your own skill that adds attributes.
After that, the first mana enhancement. Top up. That's 30% mana.
And then. The first in the second row. Physics doesn't know if it's magic evasion. Add 5 points. And then there's the elven rage. A total of 3 points. Adds 3% magic critical strike chance. Then continue on. Top up. All the way up.
until all magic attribute +3 is maxed out. After the other columns.
Complete.. equipped.
Dagger and Barbie, of course. Dagger.
Fortunate. Physical strength and magic. Barbie, you have the money to engage in avoidance. I don't have the money to get physical strength.
Equip. A set of Enchanted Colosseum.
Tops and bottoms. Helmet you casual、
The glove has the money to do magic crit (it's not like a puzzle at all.) There's no money to get magic hits, shoes.
Of course, the speed of the roll is bright, the nucleus is more than and the evasion.
Enchanter. The most important thing is the elf stone. The Mermaid Colosseum is whatever you want. Merman.
High violence. Fighting beasts.
Gao Gong. Wind properties are maximum and minimum. (This puzzle is also difficult to receive) if you can't receive it, you will have physical strength or luck.
A set of Dou's dust beast field jewelry.
Cloak Elf cloak.
That's it for the earrings. 120j.
Speed earrings. Lucky stamina.
Mana. Ring.
Choose one of 2. Seal Ice Ring +9 (Mage).
Or. Jane's ring.
Magic. Physical.
It's all mage-specific equipment.
Next. District 8 Drunken West Lake.
Hello
Come and play when you have time. Welcome.
There is no understanding plus q1203626202 to ask me.
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It is not recommended that the mage study the law department in the early stage is more suitable to learn the dagger. If you play alone, you won't be able to reach level 80 at all, because the first stage is very wasteful. Don't turn to a mage, the first stage is okay in various classes, but the later stage is very wasteful, especially the deputy class.
It is recommended to turn the guitar (the first stage belongs to the auxiliary type and is very wasted, and the latter stage is very dragged).
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If you play as a novice, add points as you like.,Add points before level 80 are all up to personal preference.,After level 80 turns, the point will be added again.,At this time, you have to refer to the route of the old player.,If you keep taking the route of the old player, what's the point.。
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I can double cultivate, but after the transfer, I will take a single break. A skill that adds water as long as you have skill points. Fill up the skill in the dagger.
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