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In terms of skills, the main skills Tiger Strike and Dragon Tail, Dominating Claws +10 or so, accelerating the spiritual detonation one point each, and other passes. 66 points.
Choice of remaining skills:
You can choose one of the cultivations of Poison Fang, Phoenix Attack, and Domination Shadow. The Dead Ward can be obtained with off-hand equipment, one point is sufficient, and the damage type is the same as the main one, so it is not recommended.
There are a lot of skill points left, so you can add them according to your hobbies.
The shield is still the storm, and this thing is also one of the best shields in 110. The Sanctuary of Rune Language is also very worth considering, it should be cheaper than the storm, and the choice of shields is also very lenient.
It's also okay to use a double grapp, but it's best to think about resistance first, and Jade Talon jasper claws are a great choice.
The shoes use the upgraded version of the Flesh Eater Knight or the Shadow Warrior, and the reason should be clear to everyone.
There's nothing else in particular to recommend.,Giant skull This hat is actually pretty good.,If you like high damage, you can try it.,There are two holes.,There are still variables.。
Evaluation of this practice: safe and efficient, low demand for equipment, and basic killing of mobs (the object is ineffective, and the fire is slow). It's just that the boss is slower.,There's no advantage in one-on-one with strong monsters.,It's better to deal with them and don't use dtalon to release gathering qi.。
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I haven't played for a long time.,Tell me first, do the skills in it have mutual bonuses?
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I also took the first floor of the game happily
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The first floor is so detailed, I admire, I wish the landlord a happy game.
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If you are a one-clawed assassin, the tiger strike must be full, and then the phoenix strike will be as full as possible, and the flying dragon will escape a little in the sky, and the domination must be full, and the soul blast will be a little higher, or you will be dumbfounded if you don't encounter the **, mercenary I still like the archer mm in the first act, so I'm not afraid of encountering a doom knight or something like that.
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The character of the assassin is rubbish.
Tiger Strike and Dragon Tail Swing are full, Phoenix Strike can also be added, don't worry about the rest, Dominating Claw and Shadow Master should add some, and speed should also be added, and the trap system should not be practiced.
Attributes: The strength is enough to equip it, the agility is increased as much as possible, the block is 75%, and the rest can be physically strengthened.
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Assassins, tigers, snakes, and phoenixes are all full, and you can carry the boss hard. The shadow will max the claws, and the block will also max, plus a little acceleration. It is best to wear gear with shadow skills.
The strength can afford the equipment, the agility is also, the rest adds physical strength, the law is not added, and the martial arts assassin method is not needed.
As for the mercenary, the defensive pikeman in ACT2 is recommended, he has a defensive aura.
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There are n more introductions in the official website forum.,Personal practice is to crush the double claws and increase the attack speed Assassin is to fight the dark and break the banquet bad god where the small state closed the monster tragedy sail crack point.,When I hit it, I accidentally hit the curse (** damage),As a result, I hung up.,Other basically no pressure.,Equipment has to rely on others to brush.,And then relieve it.,Otherwise, it's easy to die if the equipment is not formed.。
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It's up to you to tell the Assassin to wear it.
Focus on agility, and the rest is enough to wear the standard of suits.
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It's a big question, look at me slowly.
1. Dragon and Tiger Martial Thorns:
Skills: Dragon Tail and Tiger Strike Max. After that, MAX Phoenix came to break the exemption. After that, Max Dragon's Tooth comes to fight the boss. Finally, consider Max Shadow Master. All skills in the shadow system are 1 point.
Attribute points: Since strength has a very large impact on kicks, and with the right equipment, health regeneration is not a problem. So, after guaranteeing 2000 lives, full strength.
2. Elemental Martial Thorn:
Skills: Phoenix Attack, Lightning Claw, Double Dragon Grab, Claw Domination Max, and finally Shadow Master Max, Shadow Department Poison Fang Removal All 1 Point Left, Dead Guard Point Out.
Bonus points: Strength agility plus enough to wear equipment, and the rest of your life.
3. Trap Assassin:
Skills: 4 Electricity and Fire Resurrection Max Blade Fury and Shadow all 1 point, the rest to the Shadow Master.
Attributes: Strength agility plus enough to wear equipment, and the rest of the whole life.
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Attribute points: Strength is increased according to the current equipment requirements.
Agility can be done without worrying about the spine.
The rest of the whole plus life.
I don't want mana at all.
Skills:Practice a vertical skill on the left side of the trap system,Because 4 have to be practiced,So it doesn't matter how many skill points you add to a skill,Adding skill points also requires a level,For example, the blizzard that the mage can only learn at level 24,You can only add a little when you upgrade to a level.,Even if you left a lot of points before, you can't add them all at once.,So you don't have to keep the skill points.,At present, you think which skill is easy to use and add which one (referring to the 4 trap skills just mentioned)
Trap is an addition to the Assassin's skill points:
max: The trap is down to the left, a fire.
Detonation. Adds only 1 point: Speed Burst, Psychic Detonation (used to stun approaching enemies) Shadow Warrior. Better than Shadow Master).
Counting the skills of crossing the road, it is basically the same.
The above is the practice of trap assassins. The stand-alone machine is more suitable for practicing the Sakura imitation trap system, because the equipment requirements are not high, and the operation is relatively easy. When it comes to the later stage, use it first.
Thunder light. The guards kill a few monsters and then use the corpse explosion trap. Megaspace.
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The Assassins were divided into martial arts and traps.
Martial Arts Skill Bonus;
Physical Attack System: Tiger Strike 20, Cobra Attack 10, Dragon Tail Swing 20, Wyvern in the Sky 1 Elemental Attack System: Phoenix Attack 20, Dragon Claw 20 (Single Claw Exclusive), Double Dragon Claw 20 (Double Claw Exclusive), Wyvern in the Sky 1
Shadow Training: Domination Claw 20, Grid 15 20 (Dual Claw Exclusive), Shadow Warrior or Shadow Master, Energy Consumption 10, Speed Burst 5 10, Poison Claw 5, Psychic Detonation 5.
Trap system: 20 Flame Burst, 20 Electric Ward, 20 Dead Ward, 20 out of 20 for Flame Revival or Inferno Revival (you can also choose 20 full for the Blade Guard or Fury Blade that you can drop into the Physics trap instead of Fire Trap).
Shadow Training: Energy consumption 10, Shadow Warrior or Shadow Master and choose a full, Mind Detonation 10 attribute bonus: strength agility enough to wear equipment, the rest of the total strength (strength +2 agility + 2 physical strength +1).
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