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The ability value of the magician only requires luck to be added to the equipment that can be worn, so it is best to know how much luck the equipment needs when you add the ability value, for example, if you are a level 25 magician, you can update the equipment at level 28, so you need to understand how much luck is needed for the equipment of the level 28 mage when you are level 25, and you can just wear the equipment, and if you add it to just enough equipment, it will be wasted, and generally there will be no equipment to wear when you reach level 88 mage, Therefore, it is generally recommended that the luck required for the mage equipment when the luck is added to level 88 can be added without luck, the most important ability value of the mage is intelligence, so it is intelligence to be added, and the luck is only added to the equipment that can be worn, and the strength and agility are washed to 4, which is the most perfect mage ability value point.
It's best if someone takes you to level up as soon as the magician is turned, because it's best to fill up the magic intensification first, if you don't fill it up first, your future blue will be shorter than others, but the contradiction is that if you add the magic intensification first, leveling is very hard, because the magician is not as good as the warrior, and the warrior can use ordinary attacks to upgrade without skill attacks. So how to solve this contradiction, one solution is to have a friend to take you to level up, you give her money or bonds, and another solution is to exchange things for experience, such as using zombie teeth to go to the sky for experience, 100 zombie teeth for 500 experience, and increase the magic power and magic double tap by exchanging experience, which is the best. Therefore, the order of skill addition points for one turn is: 5 mana recovery - 10 mana intensification - 1 magic bullet - 20 magic double tap -16 mana recovery (that is, to fill up the mana recovery) -20 magic shield.
The order of adding points to the second turn skill (priest's) is: 1 point of fast movement - 30 group ** - 20 blessing - 20 magic absorption - 30 holy arrows - 20 fast movement - the rest of the god's protection (God's protection is very rubbish, adding 40 points of physical defense has no effect, and the blessing is 20 points of physical defense and 20 points of magic defense, and at the same time, God's protection and blessing cannot overlap, so I strongly abandon God's protection, and after the third turn, this little defense of hitting the big monster has no effect, and it can be ignored)
The skills of the third turn are (Priest) 1 magic resistance - 2 points of the door - 3 points of purification - 30 points of holy prayer - 30 points of holy light - full of purification - 30 points of holy dragon - full of time and space gates - the rest plus magic resistance (voodoo is not effective against the boss, so it is strongly abandoned).
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One turn 31 points First full 1 point magic egg in addition to 5 points of mana recovery in full mana enhancement full double tap full magic shield in full magic recovery without adding magic armor useless to the late stage Blame 1000+ only +40 defense in the late stage is useless 2 turns The real quasi-fire poison is about to be born A total of 121 points Add 1 point of teleportation full of rockets in full mana absorption Full teleportation Full spirit Full slow 11 points left Add to the poison bomb 70 level 3 turns, a total of 151 points of real fire poison came out hehe!First 1 point of resistance and then here If you first full of fire, you can only fight in the snow Fight some ice-type monsters If you are full of poison first, you can go to the toy to brush the red boat Group a sacrifice and Feifei Release group poison and then give Feifei a fight Very soon Some of them are full of magic first It is difficult to practice in this way Add 1 point of resistance first in full of poison In full of fire Poison is put away and use the fire to explode in full mana Intensify in full mana In full combination Hit full resistance The rest are added to the fury Friends who like to play with fire poison You can refer to it.!3 turns another plus skill plus point method 3**
Magic Resistance 1 Mana Exacerbation 30 Doomsday Flame 30 Sealing 17 Poison Mist 30 Magic Rage 13 Fire Poison Combo 30 Fire Venom Another Skill Bonus 1 Magic Bullet 5 Mana Regen 10 Mana Boost 20 Mana Double Tap Full Mana Regen Full Magic Shield 2nd Turn Plus Point Move 30 Rocket 3 Mana Absorption 20 Mental Power Full Move Full Mana Suck Three turns plus points There are two ways to add this!! Pick it yourself!! Type 1 1 Fire Poison Resistance 3 Aggravation 30 Deadly Poison Mist Full Aggravation 20 Magic Rage 30 Doomsday 30 Combo Full Resistance 1 Seal 2nd 30 Doom 20 Aggravation 20 Rage 30 Combo 30 Deadly Poison Mist 20 Resistance 1 Seal Fire Poison Another Skill Plus 1 Turn Skill Name Should add points Full Mana Regeneration 16 16 Mana Enhancement 10 10 Grinding Shield 20 20 Grinding Armor 20 20 Grinding Egg 1 20 20 Grinding Double Tap 20 20 Second Turn Skill Name Points should be added Full Points Mana Absorption 20 20 Psychic Power 20 20 Fast Movement 20 20 Slow Speed 20 20 Fire Arrow 30 30 Poison Mist 0 30 Triple Turn Skill Name Points should be added Full Points Fire Poison Resistance 20 20 Mana Intensification 30 30 Doomsday Flame 30 30 Deadly Poison Mist 30 30 Sealing 1 20 Grinding Rage 20 20 20 Fire Poison Combo 20 20
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Four Wisdom and One Luck 1**I believe everyone knows how to add magic recovery 16 magic power enhancement 10 magic shield 20 magic armor 0 magic bullet 1 magic double click 20 At the beginning, it was all 1 magic bullet added first (because it was going to level up), and then the reinforcement was full. Some people say that it will be strengthened at the beginning.,That will add dozens of MP.,But I didn't have to change experience when I played.,Want me to hit the snail to level 12.,Just kill me and count me =.
However, now after level 8, you can take the task from Hans and get a ticket to the sky to exchange experience, which is much better than before. I have filled up all the skills of 2**2 turns, because I think these skills are well absorbed by magic 20 Fast Movement 20** Technique 30 God's Protection 20 Blessing 20 Holy Archery 30 Some people say that the skill points are not enough, I added the skill points of the 3 turns, and many people are reluctant, haha.
The most controversial skill in the 2nd turn is the Holy Arrow. Actually, I think the holy arrow was used well before the holy light.,The attack is much higher than the double-click.,The main thing is that some monsters will retreat if they hit with the holy arrow.,It won't be with a double-click.,It's a lot more convenient.。 But before I was level 70, I was sucking ghosts (at that time, I was still a zombie), and basically I used holy arrows.
= I didn't have a team mission when I played, so I maxed out my mana absorption first, and I only added 1 point to my movement. Now there is a team mission, it seems to be full of moves, so you can fill up the move first, and absorb it later, and then add 3**
Magic Resistance 20 Purification 20 Space-Time Gate 2 Holy Prayer 30 Holy Light 30 Voodoo 0 Holy Dragon Summoning 303 Turn Needless to say. It's all full prayers first, and then follow others to mix experiences, haha. In the past, as long as the magic resistance was added, you were not afraid of the monster's magic attack.,You can add 1 point first.,And then fill it up at the end.,But now it seems to have been changed.,It's up to you to decide when to add it.。
Some people say that the space-time gate is only 2 o'clock, in fact, I think 2 o'clock has 40 seconds, and if the speed is fast, it is enough to go back to buy medicine, and if you pick up people, it will cost a few more stones at most, and you won't even be able to afford stones. I don't think voodoo is useful, because it doesn't work against bosses. When leveling up, they are all in a team, and others only require that you will add blood and bloom, and who cares if you can do voodoo.
Haha,I'm a typical dropper hoho) In this way, the extra 19 skill points are just enough to fill up all the skills of the 2nd turn.
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Told you. Please, give me some points! This makes my hands sore...
Attributes: Mage 4 wisdom and 1 luck.
Skill: Phantom Fighter.
One-turn Phantom Fighter [Skill Points: 65 Points].
Fast Movement: Lv15 Lv15
Three-stage impact: lv20 lv20
Dark Aura: Lv20 Lv20
Punishment: Lv10 Lv10
Freely allocable skill points: 0).
Second Turn Phantom Fighter [Skill Point: 123 points].
Chains of Darkness: Lv20 Lv20
Four-stage impact: lv20 lv20
Precision Staff: Lv20 Lv20
Quick Staff: Lv13 Lv20
Damage Absorption: Lv10 Lv20
Blue Aura: Lv20 Lv20
Yellow Aura: Lv20 Lv20
Starry Sky and L's suggestion: Abandon the Quick Staff because of the Precision Staff plus Critical Hits. If you feel that the fast staff is too little, you can divide some skill points from the damage absorption.
Ice Phoenix Thunder Frost Break (306760097) 10:33:40 Damage Absorption 13 Quick Staff 10
Ice Phoenix Thunder Frost Break (306760097) 10:33:52It makes no sense to suck 5%.
Ice Phoenix Thunder Frost Break (306760097) 10:34:004% has overflowed the upper limit.
Freely allocable skill points: 0).
Triple Phantom Fighter [Skill Point: 153].
Death Shock: Lv20 Lv20
Combat Mastery: Lv20 Lv20
Advanced Dark Chain: Lv20 Lv20
Hegemony: lv20 lv20
Advanced Blue Aura: Lv20 Lv20
Dark Lightning: Lv20 Lv20
Transformation: lv10 lv10
Fast Movement Mastery: Lv10 Lv10
Rebirth: Lv. 13 Lv. 20
L's personal advice: Dark Lightning and Rebirth are both forsaken and abandoned. There are too many skills that Phantom Fighters use to level up.
And these two skills, one has a cd and the other has a low probability. It's all abandoned.,But the 4-turn dark creation has an improving effect on the dark lightning.,Personally, I think it's better to give up rebirth.。
Freely allocable skill points: 0).
Four-turn Phantom Fighter [Skill Points: 243 points].
Vitality Intensification : Lv10 Lv10
Critical Impact: Lv30 Lv30
Advanced Dark Aura: Lv30 Lv30
Dark Genesis : Lv30 Lv30 (If you don't have the ability to fill up, add it to 20 first) Stable as Tarzan : Lv30 Lv30 (you can add a little in the early stage) Adventure Island Warrior :
Lv30 Lv30 (if you can't fill it up, add it to 10 points first) Advanced Yellow Aura: Lv30 Lv30
Hurricane : lv30 lv30
Evacuation shelter: lv20 lv20
Warrior's Will : Lv3 Lv5
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How many turns? One turn magic bullet 7 points other full
2. What profession do you turn to Each profession is different
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Are you talking about evoking spirits It is recommended to go and see it.
I hit 10 with 1 turn and 2 hits
The second turn is accurate 19 (20 and 19 are the same as the fast track fruit, which is more bad talk hits), three consecutive full, fast first 6 points (one minute). >>>More
Skill points? Level 71 3 purification.
72 first 1 point of magic resistance, don't doubt it, yes, 1 point of resistance can cancel 12% of the magic attack, 1 point of the door (convenient for yourself and others), and 1 point to add prayer, and then upgrade all the skill points to add prayer, until the prayer is full. >>>More
1**Upgrade form: Magic Bullet 1 - Mana Recovery 5 - Mana Enhancement 10 - Double Tap 20 - Shield 20 >>>More
The second turn is to add a little teleportation first, then to fill up the rocket, and then to the mental power (so that the magic attack is high) You can add poison or teleportation, and then fill up the magic suck, and the last point is casual. You can also add 11 poison to top up the retardation. >>>More
Look at what you're turning First of all, it's the shake point, and the strength and agility are all 4 (I don't know why this is the perfect mage's point?!).And then it's a turn. >>>More