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The Ranger has two transfer directions, namely: Windranger and Shadow Dancer.
1. Windranger.
Windranger has a decent damage bonus and can deal super damage in combat. In addition, the profession has strong flexibility in combos, is not easy to be predicted and captured by the enemy, and has a lot of room to play in actual operation, as long as the player can master a certain position and combat awareness, then it is easy to seek benefits.
2. Shadow Dancer.
Unlike Windranger, Shadow Dancer has transformed into a melee class, with decent melee abilities and increased attack and sail strikes. However, in the face of range targets, it is easy to be kited. At the same time, the shadow dancer has good control and survivability, coupled with relatively powerful operation, suitable for PVE mode.
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Don't think about being a happy parrot.
If it's windy, it's almost impossible to fly, and if you can't fly, you don't even have the meaning of selling cute, and you don't have a bloodthirsty frenzy, and you don't have a parrot's hurricane dance, and it feels good.
I'm just the wind and I'm ready to change to a parrot.
To tell the truth, the popular brush map is not strong enough to **, so it's better to be a parrot from the truth.
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If you re-pk, you will turn to Shadow Warrior, and if you re-brush the picture, you will turn to Windranger Actually, the difference is not very big, and Shadow Martial Pk is powerful.
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There are more shadow dancers, the skills are highly practical, and the hurricane dance is very sharp.
The Windranger ability is difficult to control, but it is particularly mobile.
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PK's words are still better than shadow warriors, but it's just a little better, because they are all rangers' PK thoughts, first move, body, defensive counterattack, and combo.
But if you say that the Windranger is 1v1 against the Shadow Warrior, now that the blade skill is short, the Windrunner has a higher win rate, and the higher the damage that the Ranger does to the Ranger at one time, the easier it is to win - it is impossible to add the right points, don't tell me about abuse.
Generally speaking, the current high-level PK2 profession is about the same, but if it is not high-end, it is still parrot strong.
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Shadow Dance doesn't explain.,His sister's arrow god is now turning to Shadow Dance, what do you think =w=.
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I like PK and shadow dance
If you like to brush the picture, it is popular
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If you ask for it, it's a shadow dance, but you won't regret it if you play it, Feitian is domineering, and I can't beat you even if I die when I pk
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Shadow Dancer, it's better not to turn the tide.
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Parrots are more powerful than Wind, mainly because of a bug skill -0-, which has a fairly invincible time
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According to your requirements, you can turn to the shadow dance, but the popularity is a little more playable.
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The paladin is the main t.,It's the commander of a team.,The main t is a must if you go to the dragon's lair.,This profession is very popular.,But it's very weak with a single brush.,There's almost no output.。 Fix physical attacks. Paladins have to pile up blood and defense, and the attack can be slightly lower.
Crusaders are extremely survivable outputs. It is called less than DPS. The Crusaders have to stack magic attacks or light attacks. Crusaders are more expensive.
There are three skills of the paladin - Guardian Stance Auto Block ex Righteous Impact Guardian Stance is a pretty good skill that can make the whole team dominate + reduce damage CD How much I forgot about it. Actually, you can see it when you do the job transfer task.
Crusader Judgment Force Judgment Hammer Holy Cross EX
It is recommended to turn the cross, because the paladin is relatively boring, and a good paladin cannot point any magic output skills, but can only be added to the shield and armor-piercing shield. But the cross is more expensive, after all, there must be a deadly demon attack and a light attack.
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The second turn is the crusader that is most used by the player, his damage is extremely high, and the holy cross EX is the player's most optimistic skill. His level 50 skill is also very powerful, it is the sacred earth, which will cause multiple small damage, and it is very effective against a large number of people. Paladin is rarely used, mainly because his EX is a support skill, and he automatically blocks EX.
It's relatively poor, and the level 50 ultimate is not very damaging, and then it depends on the player's preferences and usage.
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The cross is mainly a magic g, majoring in light g enchantment. The Paladin is a thing g, which mainly pushes health and defense.
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Crusaders are more expensive... Each has its own benefits ... Paladins are more meaty... The cross output is more powerful...
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Played upstairs?? The big 50 one is called the Judgment Hammer Paladin is t a must-have elemental aura for brushing the dragon plus water and fire attack and elemental teaming up nb and the cross is the output of the judgment aura plus the light attack and the pile of light power It's very money-burning But the ladder PK cross is very sharp Hope There are also holy knight skills are magic attacks and physical attacks There are not obvious points as a front.
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Crusaders are difficult to raise. Because it is difficult to pile up the sage demon attack and light attack. But the cross attack is high, and the PK is fierce.
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Moonlight fragments or something, roll or jump (moving) to dodge.
The Water Moon God Dance can use the Nebula Chain to dodge the last + flames (maybe you can hit = = during this period is invincible, and it moves fast, and the opponent is not easy to aim (but the best thing to dodge the Water Moon Dance is the triangle of the arrow god, and it can also knock others down).
It's more painful to fight with the sage.,Old open the shield.,Give him 2 arrows when he enters the range.,And pay attention to a certain skill of the sage (name forgot) is invincible in the process.,If the whirlwind kicks the last time you miss or are blocked by the shield.,Immediately press the space column + nebula to run.。。。
The most important thing to fight with the arrow god is that the distance must be close.,The triangular arrow is a dead angle below the arrow god.,Although the subsequent flying continuous shot may not be able to dodge the envy of the wide yes.。。。 After approaching, you have to keep pressing the arrow god to fight.,When you encounter tracking.,When it's expected to hit you, the nebula dodges.。。。 If you get close, the vortex is the best, and it is difficult to observe the sky above, and you can also use the eagle to hit the sky, and if you hit, it is the beginning of the combo.
Playing with the elemental wizard is obscene, two-in-a-row, through, magic bow and arrow, spiritual flame, CD should be enough, be careful of the transmission of elemental fireballs (tumbling) and magic guides (arrow rain), and fire paths (nebula chains + flames + vortex, the farther you escape, the better).
Of course, if you have the confidence to suppress them, it's no problem to hit close-quarters, if you're a shadow dance, make good use of kick and shoot EX, it's easier to turn in the process of kicking after the distance is lengthened, and the opponent is less likely to escape, in fact... The mage kicks with a lot of feeling = =
But the most important thing is awareness and understanding of each profession, first check the skill attributes of each profession, and then experience it yourself, I believe you can find various ways yourself, after all, you can train the ranger to the second faction, what is definitely lacking is PK experience.
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Ranger PK is indeed very powerful, but other professions also have their own advantages, and it is unrealistic to hide or something, the most important thing is to control the field.
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Hide from the moonlight. Suffice it to say it's simple, dodge with a roll.
Accurate news,Specifically, my guild's transient magic guide is mysteriously pitiful to the output bonus egg.。 I specifically looked at a lot of experiments about the second turn of the magic guide and the guild mice.,It's better to turn the dark queen.,The same can be accelerated.,The skills are also good-looking.,There's also that I want to take my magic guide to pk.,So decisively turn the dark queen.,And the output of the dark magic guide is higher than the light.,This is personal experience.,I was the first to be a light magic guide.,After playing for a while, I found that there are a lot of drawbacks.,It's a fatal flaw.,The skill release can't be broken halfway.,So weigh the pros and cons.,Decided to turn the dark queen.,I hope it will help the landlord., Give me some points, I typed so many words, thank you.
Upstairs seems to have misunderstood, it's a comparison between the ranger and the elements, to be honest, the ranger is a little easier to raise, and the equipment is relatively cheap As a civilian player, it's not easy to get a ranger with output, and if you want to have the same output as the element, the equipment still has to be relatively good. Ranger is the most flexible profession.,As long as the technology is practiced at home, you can play cool.,Brush the picture PK is powerful.,Elemental skills have changed a lot.,Sometimes it's discriminated against.,If the equipment is not good, it won't be cool to play.。
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