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I like a single brush.,Or turned to a pharmacist.,The output is still good.,It's like Thor.,It's not easy to die.,But the single brush is slow.。 Let's order it. If you add a point, the sacrifice is full, the cocktail is full, the EX is squirted, the ice is all out, and the mixed infection and poison gas are full.
At the moment I'm out like this, it's extreme, it's not very mainstream, first.
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There are very detailed plus points for more play, and there are no perfect plus points in Dragon Nest, it all depends on your hobbies, only a few skills that must be full, don't add mistakes, and the others don't have so many requirements.
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1. Career Brief Analysis The so-called knowing oneself and knowing the other is invincible, and the player's first task is to have a certain understanding of engineers and alchemists, so as to bring the most benefits, as follows:
1. Engineer.
As a scholar-turned-career, the engineer is, as the name suggests, a profession that prefers to make a profit through various engineering skills.
In the combat phase, engineers can summon powerful summoned beasts through various abilities to help in the battle, and then play a high amount of advanced benefits in the combat link. In addition, because it can be used to generate benefits through ranged artillery skills, it is not easy to be taken away directly by the enemy during the combat phase. At the same time, because it is a medium and long-range class, if the player can do a good job of the corresponding position in the combat phase, then it is not easy to be eliminated.
Of course, the individual profession is still relatively crispy, and the player needs to pass the level in positioning and operation, otherwise it is easy to have accidents.
2. Alchemist.
Unlike the Engineer, the Alchemist is a melee class that is more resistant to hits and attrition.
During the combat phase, the individual can use various alchemical abilities to force the target into a state of poisoning, making it unable to go all out, and use it to inflict attrition. And, because it has a certain melee strike and defensive handicap ability, it can have a good performance both in output and self-protection. Of course, the profession also has a higher overall fault tolerance.
2. Career recommendation.
Now that we've seen the difference between Engineer Tanxin Bridge and Alchemist, which class is better for players to choose? Here it is recommended:
Basic, if the player takes the PK competitive route, then it is recommended that friends give priority to the engineer, after all, the profession has long-range consumption and output bursts, and it is not easy to be taken away in the combat phase. At the same time, if the player takes the middle-of-the-road and balanced route, then it is recommended that the player give priority to the alchemist, so that he can also make a good profit.
Of course, the above is just a personal opinion, and specific partners can choose the configuration according to their needs.
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How to choose Dragon Nest 2 Alchemist 2 turn? Alchemists in Dragon Nest 2 need to change jobs when they reach a certain level, and many friends are very entangled in which one to choose, today I brought you the Dragon Nest 2 Alchemy Friend Town Priest Second Turn Selection Strategy, and the little friends who are still struggling come and take a look.
First, the direction of job transfer.
At present, the alchemist has two options for changing classes, namely the pharmacist and the alchemy saint, and the differences and advantages and disadvantages between the two are as follows:
1. Pharmacist.
Apothecary, a profession that is biased towards support, has a good ability to regenerate health for individuals, and can create a worry-free attack environment for the team when fighting, reducing the probability of elimination. At the same time, this class is a ranged class, which can create good individual and group damage to the target during combat, and the consumption intensity is high.
2. Alchemy Saint.
Contrary to the Lead Apothecary, the Alchemy Saint is a standard output character with a tendency to strike at close range, with a very good burst effect. At the same time, this profession can control the target through skills during combat, and then create output benefits for subsequent combos, which is suitable for PK competition.
2. Recommendation for job transfer.
After understanding the alchemist's transfer class, let's take a look at how to choose the transfer class, that is: if the player's positioning is PK combat, then the first choice is the alchemy saint, through close movement and operation, and then hit the explosion; On the other hand, if you are used to teaming up with your teammates to tour the world and clear the dragon book, then it is recommended that you have a pharmacist so that you can implement the support.
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In the Dragon Nest mobile game, alchemist is a scholar's profession with terrifying explosive abilities. So, when the player meets the requirements, how to turn the second turn, and what are the advantages and disadvantages of the second turn professional pharmacist and alchemy saint, let's take a closer look.
1. Pharmacist.
Apothecary, one of the Alchemist's second-turn classes, is biased towards support, but can be exported. The auxiliary is because: the pharmacist is able to perform all kinds of **, so as to play a huge role in the team.
The output is due to the fact that the Apothecary retains the advantages of the Alchemist and strengthens the ability to use poison, so that he can use the procrastination trick in battle, thus consuming the enemy's avoidance to death.
2. Alchemy Saints.
Alchemy Saint, a powerful fire-based output ability, can cause huge damage to the enemy, and can burn the enemy in battle, so it can be said that it can be consumed, and it is a very powerful profession. Secondly, the Alchemy Saint has a certain range of output, so it has a special role in the dungeon group battle. In addition, the Alchemy Saint is also very good in terms of control ability, which can freeze the enemy, thus creating conditions for output.
Summary: Apothecary and Alchemy Saint are the second class of alchemists, if the player is positioned as a support, then it is recommended to be an apothecary, and if you like violent output, then it is recommended to be an alchemist. Of course, both are able to deal damage to enemies in combat, so they need to be handled with some skill.
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The early stage of engineering is good, and the later stage of alchemy is good.
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Engineer, I'm a North China one, an old player.
Just out of this profession, I played, playing and researching, a month ago 60.
Master of Mechanics. Brushing is good. My personal summary.
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The Alchemist of the Dragon's Nest is a subclass of Lori's turn, and the other is an engineer. There are two turns in the later stage of alchemists, which are divided into pharmacists and alchemy saints, and the methods required for different second-turn professions are different.
There are many ways to add points, such as partial nests, partial dungeons, partial pvp, partial ladders, etc., so the most mainstream plus points for the second turn profession, and some skill analysis.
1. [Skill Bonus Points] Alchemy Saint Ordinary Type.
This type of bonus is suitable for ordinary players, whether it is PvP or PVE, whether it is farming dungeons or lairs, or protecting the captain's lost temple, this bonus point can be perfectly competent.
2. [Skill Plus] Pharmacist Ordinary Type.
This kind of bonus point is suitable for ordinary players, whether it is pvp or pve, whether it is farming dungeons or lairs or protecting the captain's lost temple, this bonus point can be perfectly competent, and theoretically the most perfect bonus point for potions.
3. [Skill Bonus Points] Alchemy Saint Water Fire Flow Violent Output Bonus Points.
Suitable for PVE players and PVP protection captain players, this kind of bonus point plays the water and fire attribute attack of the alchemy profession as much as possible, alchemy can be used as a first-line output in the water and fire attack team, and it is also a plus point to maximize the ability of the output maximization team.
The above dots are all filled up in the second-turn interface, so I don't put the dot diagram up.
The dot diagram is just a reference and suggestion, the key is to look at your own understanding of skills and usage habits, and the most suitable plus point is the most suitable plus point.
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LZ didn't say whether PVP or PVE points.
So I'll start by simulating a PVE.
A few notes: The first page is purely for making up points. After learning the key skills (waxing, sky fission, levitation, evasion, power mastery, etc.), the remaining points are piled up on the first page to make up at least 45. If it's a PK party, pile up points for the stun grenade.
The Alchemist page, if it is a PK party, please save points to fill the mixed infection points. Just take the 6-11-16 route to add points.
If you don't understand, please ask.
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Brush the picture: Poke 11 out of EX, cocktail wax power mastery tumbling floating full, Dementor +2, stun thunder 1, bombardment bubble fission these depending on your preference, can not be ordered. Alchemy Magic Grass +1 sacrifice points, the rest will be given poison blast, the second turn alcohol +2ex + 1 laser +1, and the rest will be distributed according to your preference.
PK's words don't learn cocktails and magic grass, high-point poisonous explosion wave flow, bubble bombs, and the rest are the same as the previous ones.
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