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One Turn Flying Man [Skill Points: 61 Points] Double Flying Slash: Lv20 Lv20 (Double Flying Slash has a very good output in the early stage, but it becomes a chicken rib after the second turn.)
However, the early upgrade is still worth relying on. Concentration: lv20 lv20 curse:
Lv10 Lv10 Stealth: Lv10 Lv10 Double Hit: Lv1 Lv20 (According to most members, the second combo has a disabling effect on the training of the Rogues) Ranged Hidden Weapon:
Lv0 Lv5 (Freely Distributeable Skill Points: 0) Chivalry[Skill Points: 121 Points] Roundabout Slash:
Lv30 Lv30 Precision Short Knife: Lv20 Lv20 (After the accuracy is increased to 5 points, first fill up the fast short knife, and then fill it with light work) Fast short knife: Lv20 Lv20 Light power:
Lv20 Lv20 Shadow Resistance: Lv20 Lv20 Magical Powers: Lv11 Lv20 (Skill points can be freely distributed:
0) Lone Traveler [Skill Points: 151 Points] Clone Technique: Lv20 Lv20 Fallen Leaf Slash:
Lv20 Lv20 Shadow Clone: Lv20 Lv20 Money Bomb: Lv20 Lv20 Transformation:
Lv3 Lv10 Money Shield: Lv10 Lv10 Wealth Accumulation : Lv10 Lv10 Shield Defense Mastery:
Lv10 Lv10 Double Jump: Lv20 Lv20 (You can consider adding 1 point first) Dark Juggling: Lv18 Lv20 (Skill points can be freely assigned:
0) Rogue [Skill Point: 243 Points] Double Tap :lv30 Lv30 Assassination:
Lv30 Lv30 Adventure Island Warrior : Lv30 Lv30 (If you don't have the ability to fill up, add it to 10 points first) **Use Venom : Lv30 Lv30 (You can consider adding 1 point first, it will kill monsters a lot.)
Feints : Lv30 Lv30 Greed: Lv10 Lv10 Smoke Grenades :
Lv30 Lv30 Provocation: Lv30 Lv30 Ninja Ambush : Lv20 Lv30 Warrior's Will:
Lv3 Lv5 (Freely Assignable Skill Points: 0) Ability bonus points are 4 luck and 1 sensitivity If you still have questions, please continue to ask, I will try to answer your questions, and it is my greatest honor to be able to help you.
Trouble, thanks!
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The assassination is going to be picked up, and it is OK in 2 seconds
Provocation is troublesome with smoke, you need to do tasks, especially provocation, you have to find someone to team up.
If you click on the quest, you will see that there will be a quest in the [Career] column that you need to do skills.
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Pirates have 2 seed classes:
Fighter and captain.
Boxer] 1-4 to Title:
Pirates - Fighters - Fighters --- Stormtroopers.
Sharpshooter] 1-4 to Title:
Pirate - Gunner - First Officer --- Captain.
Create a dice suggestion for a character:
If you're going to play regular pirates:
Intelligence 4 and Luck 4
That's it. Strength and agility are the pirate's main stats. Fighters use strength as their attacking power.
Agility is to assist in wearing equipment; The captain is agile-oriented. Strength Agility is a support for wearing equipment. If you're going to be a bloodbathing pirate, focus on intelligence.
For the specific method of blood washing, please refer to the blood washing topic of this site.
Ability Value Assignment:
Fighting type (boxer):
4 forces and 1 sensitivity per level. Agility is equal to level (equipping needs to be similar to mage's luck effect) Firearm type (Sharpshooter):
4 min and 1 force per level. Strength is equal to the level (equipping equipment needs to be similar to the mage's luck effect) Fighter One Turn Class Skill Analysis Suggestion:
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Melee Warrior Pirate.
I'm a three-turn fighter.
I only know the skills before the 3rd turn.
That's all there is to it.
Sorry hah.
Cooldown Attack Skill: Return to Horse.
Holy Dragon Combo. Piercing bones and smashing stones.
Comparatively speaking, most of the skills used by pirates are used to fight monsters by rapid punches and holy dragon combos, if it is a group attack, use half-moon kicks and bone penetrations, and the general garbage monster can be completely solved by the holy dragon combo, and the pirate profession has the shortcomings of the lack of skills before the 4th turn, and the skills gradually increase until the 4th turn, and the 2nd turn of the skill is mainly used to fight monsters when the 3rd turn, and it takes 10 minutes of cooldown time to start superhuman transformation, which is relatively long, but due to the high attack of the gravel (970%), it must be added.
It is recommended to top up. Wait until it's full, then add Superman transformation.
It is also full, because after 4 turns, the signature skills Calling Life and Gold Finger need to be carried out in the transformation state, and Superman can be added for 4 turns to increase the level.
In this way, there will be no problem with long cooldowns when used together.
There are no combos before 4 turns.
But there are a few tricks.
For example, at the beginning, use the Holy Dragon Combo to stun monsters.
In this way, it is more convenient to attack.
Or hit with a piercing bone.
After the fight, your people will also teleport next to the monsters.
This is where you immediately go back.
Charge up as you go.
As soon as the qi is full, hit it with the piercing bone.
Repeatedly, you can fight a bunch of monsters without hurting blood.
The Horse Return skill is also very useful in fighting monsters.
Specifically, you have to experience it in the game.
I Pearl Harbor. Lv77 Fighter.
1** [Health Recovery] 5 (in order to increase your health) [Life Enhancement] 10 (must be full as soon as possible, it is related to your HP) [Powerful Full] 20 [Group Attack] 20 [Recovery] 3 [Holy Armor] (3 or do not add, if you plan to make up for 2 points here, just add, 2 points plan to make up for life recovery) 2** 1. >>>More
Pirate. Add point method, strength = progression.
Say so much though. >>>More
Crossbow hunting is recommended! First of all, I played both! >>>More
Actually, all you need to do is copy these three words - the demons. >>>More
One-turn Mechanic [Skill Points: 65].
Metal Mecha: Prototype: Lv10 Lv10 >>>More