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.What are the disadvantages of our approach, and what should we pay attention to (our own shortcomings, opponent combinations......).)
Your combination has to find a flashpoint to rush out an opponent within a minute of the start of the fight, and once the thief's skills are used up and the FS is blue, then you have no chance.
You don't have to control each other's ** all the time, you have to wait until the outbreak to control it.
You can let the thief master dps, the mage summons the water element to be busy with dps, and fs himself controls the dps that chases ms. When it broke out, TS roared, FS sheep**, MS went up to fear, and the thief lost his blindness. After rushing one down, it's easy to protect MS with all your strength and stabilize the situation into a 3v2.
Now tactical virtue, war thief virtue, and thief law pastor are all very powerful combinations.
Playing tactics, FS controls zs, thieves output SS with all their might, MS finds the right time to fear XD, because XD can't sheep can't be interrupted (all instantaneous **), so only blindness and fear can be controlled, it must be connected, blind fear XD can't kill SS during XD, then gg.
Fighting the thief De,It's very difficult to do.,The opening fs will be stuffy.,Once the war thief on the opposite side is pasted on the ms.,The blood of the ms falls quickly.,And you can't catch the virtue for the first time.,It's easy to disappear when you catch the thief.,Fight the warrior is angry and ms dies quickly.。 But you can only forcibly rush the warrior.,Kill if you can.,If you can't die, you will immediately switch to attack XD.,The thief fixes the little D.,FS sheep play life output after a DPS.,MS forcibly burns the blue of XD.。 But for the most part, MS is too busy to take care of itself, hehe.
After hitting the back, the map and coordination are familiar, the situation will gradually improve.
On this basis, find 1-2 what professions are good with 5v5?
War Horse Thief Law Pastor, or Hunt Horse Thief Law Pastor.
War thieves are blessed with freedom, so generally freedom will be given to warriors, and thieves will be restricted.
If you are a hunter, don't be free, if you have a lot of cloth on the other side, it will be very comfortable.
Precept ms are hesitant to change to jjc** outfit or damage outfit, what are the suggestions, does dark m play a big role in jjc?
The precepts ms are the mainstream, change the ** dress. Your task is to MT, dispel, and burn blue. The first priority is to stay alive:
**The effect has a bonus to the shield and recovery, and now**The effect has a magic damage of 1 3, so there is no need to buy damage equipment. And the intelligence of the ** outfit is higher than that of the damage outfit, and the sustained ability is better.
Dark M is still quite useful in the Shadow Rush team, but its stamina toughness requirements are very, very high.
War Virtue Spell Shepherd, come up to death +10 DOT, change the target and come to another set, two warlocks Dark Burning + Dark Shepherd's heart violence + death instantly hit the target to 20%, zs up to kill. It is difficult for the other party to add two people who are bleeding at the same time, not to mention the silence interruption of Warlock Fear + Double Dog + Dark Shepherd**.
The other party will generally rush the dark herd, because the survivability is the worst. If the other party is dead and disabled when the dark herd falls, then it can basically win. Because no matter who dies in the regular team, it has a great impact, and the Shadow team, the magic pastor is dead, and the dot is still there, and it can also play a role.
Above, hope that helps.
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First of all, deny the idea that you want to form a 5v5 team, 5v5 if you bring 1 thief, you can still fight, but 2 thieves, absolutely not, the advantage of thieves is not in dps now, the main role of thieves is to control and harass, 5v5, thieves are the biggest gap, there are generally teams of thieves, thieves dare not show up to fight, they are all to run flexibly, and when the battle has completely begun, then look for opportunities to sneak attack the opponent's ** and long-range, and more control, not dps, Because it is impossible for a thief to kill an opponent in a 5v5 on his own.
Let's talk about your 3v3 configuration, you must be clear about the advantages and disadvantages of your dual thief and precept pastor.
I won't say much about the advantages, mainly in terms of control and overall control, make good use of the two blinding, suffocating sticks and first moves, and give priority to hitting the opponent's weak links.
The main disadvantage lies in the limitations of the rogue's survivability and the limitation of the rogue's purely physical attack.
Examples:1The opponent's double warrior knight team, there is no obvious weak link, and under normal circumstances, the stick's sacrifice is meaningless, the knight's sacrifice, freedom, and protection are fatal to the thieves, in addition, the opponent's double warrior cuts you double thieves, your priest will definitely not be able to add, and the knight will always pester your priest with confession and sanctions, so the team's configuration is estimated to last less than 1 minute.
2.The opponent's dual mage shaman team, is it feasible for the two thieves to control the opponent's shaman? Not feasible, because the double mage, adding the water element and extreme cold, a total of 8 consecutive ice rings, the double mage followed the shaman to advance, released the poison totem plus the earth binding plus the mage's ice ring control, it is difficult for the 2 thieves to do anything to the shaman, but your precept priest estimates that in the case of double countermeasures, it will not last long.
There are also Zhande Cavalry, Thief Zhansa, 3 Category Knights, etc., your team will have a hard time doing.
Personally, I originally formed a team of knights and double thieves, and it feels a little more reasonable than your team, but when it comes to more than 1700 points, it is more difficult to improve, so I am now playing warriors, double warrior knights, very good, I just started playing this week, and now I have 14 wins in 16 battles.
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3v3 starts with a rebounding king, a scoring guard, and a small forward. The rebounding king can be a power forward, and preferably a power forward! Because the power forward can both attack and defend, so it's better to do it!
If you are defending, you should adapt measures to local conditions and do a good job of distinctive defense; If it is an offense, you must give full play to your advantages: for those who are worse than yourself, you can use the jump shot of a shooting guard, or the basket ability of a power forward, and the small forward will participate in the organization; But if the opponent's ability is stronger than your own, you must have the strong breakthrough ability of the small forward to force the opponent to foul!
The big forward is mainly defensive, grabbing rebounds, he can cooperate with the scoring guard, but the small singles under the basket are also very important, so the ability of the big forward cannot be bad!
The most important thing is to cooperate, as the upstairs said, when defending, you must cooperate in defense; When attacking, you have to throw open balls, and that's it!
5v5 play 2 3 joint defense.
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It is enough to use the blocking and dismantling tactics well, which requires the passing awareness of the ball holder and the air cutting awareness of the blocking and dismantling person.
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Whether it's a few v or few, it's all about coordination and technology.
Cooperation is an expression of tacit understanding.
You can't practice.
You can only talk about the understanding of the heart.
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Simple and effective; Small ball tactics, run and bomb.
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A few upstairs say 2v2 mages and restore virtue? Newly popular? Is Mage Blue enough to fight consumption?
Mage as a violent DPS, has a strong output ability and explosiveness, but endurance is a problem, in time to have 2 or 3 stones and wake up, in today's more than 5 minutes of the game is still a little stretched.
The 2v2 Thief Method is an old and powerful combination, and it is completely dependent on the two classes to each have a set of explosive skills. What you want is to **want to add the capital back to the sky. The skills have been used before I can kill people.
The 3v3 Thief Law Pastor is an easy-to-use combination, and the 9-city 3v3 offline champion is also this combination. It is also relying on the strong dps of the thief law to put pressure on the opposite **, and his own pastor finds an opportunity to draw the blue of the opposite **, and you are not far from victory in the opposite blue sky. Of course, the specific confrontation must be analyzed in detail.
There are many combinations of 5v5, and the mage can be found in various combinations such as the recognized strong 2345, 2 skins and 3 cloths. What the? 5v5 is not short of mages?
You can even find a few like-minded mages to form a "5 mage" team, 5 gas and flame explosion + fire rush, Buddha block and kill Buddha.
The above are some of my personal meager insights on the road to the Mage Arena, and I hope it will be helpful and reference for the landlord to find a team!
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。。。22 fs and dz can be played, the other? You can fight when you're equipped, and you're a bento in other cases.
33 The best way to fight is the thief and the shepherd, and this configuration depends on the cooperation, the others are not so easy to play, and 33 There are more high-end configurations like this.
55 。。55 is too complicated, casual haha.
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2v2 is now a war or a war horse, and the warrior has three forgings that basically have a strong attack power, mainly blood and multi-plate armor, and cooperate with the two **professions that are difficult to kill (both are main**talents)
3v3,It's basically a**2dps,I think the thief is stronger.。
5v5 is now three cloth and two skins, Warlock (EVA Burning Flow) Ice Law Precept Pastoral Recovery Virtue Shadow Thief, 5v5 pays attention to control and fire, which is combined with blowing the fear of sheep stuns, and the control is first-class.
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There is no such thing as ...... the most powerfulOnly more powerful ......
This game is about manipulation and coordination.
The more mainstream 22 are war horses, war virtues, thief methods, and magic herdsmen.
The more mainstream 33 is the war horseman, the thief and the law.
55 is very selective, and there is no fixed collocation.
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22 Shude Two Hero Classes.
33 Thief Law Shepherd High fault tolerance.
55 Thief Virtue Spell Shepherd Strong control, high requirements for dly.
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33 The other is war plus punishment, riding and restoring virtue.
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It's not just tactics to win
Sometimes there are a lot of subjective factors, such as whether you are desperate enough, whether you are ruthless enough. How much desire do you have for victory? At the same time, the state is also more important, when you are out of shape for a day, what kind of role can you play when you are not in shape and the pitch is not accurate!
The tactics of 3v3 are simple. The file dismantling fit is the most practical! From the file dismantling tactics, you can change a variety of tactics!
Don't tell me, you don't understand the file demolition. You shoot accurately, you can let the big man dismantle me, you run the empty position, and then the other pass gives you a shot, or you and the big man split the two gears, and the other one breaks through or shoots! Tactics are not dead.
You need to observe the situation on the field and play different tactics! Don't shoot randomly if you don't feel it, play the success rate! Don't waste the big man, you can cooperate flexibly with you when you are dismantling, score a few goals from time to time, attract the opponent's defense, and let them not know the main vitality of your attack!
Can you understand?
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It's only 10 points!
3-on-3 don't have too many tactics, simple scoring and playing, and blocking and dismantling, if you add some air cutting and running, it would be great.
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Anti-triangle tactics, this kind of defense, in fact, pays more attention to defensive counterattacks, two people defend with W at a 45-degree angle on the perimeter, and don't let people in, because inside you are just a brother standing under the basket to defend, and he has to defend to give people a "hot pot", and he has to have a strong rebound, which is very hard. So you have to guard against it, try to force the opponent to shoot and interfere with the opponent. This is the brother on the inside, and he has to be strong enough to rebound, so he has to be worthy of the brother on the outside.
After that, the perimeter shot, the mid-range shot or the 3-pointer, it's just that. It's actually a defensive counterattack, and the key is to avoid the opponent's inside breaking through and rebounding inside. However, this tactic can be used as much as possible to score points when you are behind, but he is like flipping a coin, and if you defend it, it will be fine, if.
This kind of defense is suitable for the combination of c g g and f g g and must have strong interior rebounding and perimeter accuracy.
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First of all, you have to remember your strengths, speed!
Generally, the speed is slower for the larger ones.
Second, pass! You have to get out of the space and then solve the passing problem and get the ball to the ball. As long as the defense is not too strong, this should not be difficult (the average amateur defense is not very strong), of course, this should be practiced more appropriately.
Third, shooting, the first choice is a mid-to-long-range shot with space. If you don't have a pitcher with a high shooting percentage, you're going to have to go to the blue.
There are a few points to pay attention to when breaking through the blue: First, you must open the gap under the blue and then break through, don't all three people squeeze under the blue, remember, the more you pull away, the more difficult it is for them to defend! The easier your breakthrough!
Look at the Suns' style of play, look at Nash's assists. Second, constant movement, only continuous interspersed running will there be a neutral gear! Third, don't be nervous about the big man under the blue, the blue is the easiest way to score, and you should be stable.
Don't be afraid of tall people, because capping is actually a difficult thing to do, it is very physically and mentally demanding, so there are very few amateur golfers who are good at blocking, even if they are taller! Understand, as long as you rush up to the blue, most of his blocks can only be exchanged for fouls! So you can make free throws!
The blue board is your big problem, and there is only one way to rush and get stuck, which requires cooperation, find the other party to grab the stronger person in the blue class, send someone to jam him, and then rush to grab the rest of the people.
For defense, you don't need to block, but you can grab short, you can't prevent the upper handicap, you can prevent the lower handicap, prevent the footsteps, and their shooting percentage can't be high all the time! Try to defend as much as you can, at least you can interfere with his shots.
One more point, play with momentum! Victory just got easy!
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