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Thunder Strike (c) The Seerer curses an enemy target to be struck by lightning. Lightning strikes the target 3 times in 4 seconds. If other enemies get too close to the target, they will also be struck by lightning. AoE: 200; Cast Range: 800
Rank 1: Deal 50 damage per strike Cast Time: 16 seconds Cast Cost: 100 mana.
Rank 2: Deal 75 damage per strike Cast Time: 16 seconds Cast Cost: 110 mana.
Rank 3: Deal 100 damage per strike Cast Time: 16 seconds Cast Cost: 120 mana.
Rank 4: Deal 125 damage per strike Cast Time: 16 seconds Cast Cost: 130 mana.
Evil Glance (d) The Prophet passes through the Psionic Rift, forcing the target to return to where they were 4 seconds ago.
Rank 1: Cast Range 600 Cast Time: 60 seconds Cast Cost: 160 mana.
Rank 2: Cast Range 1000 Cast Time: 50 seconds Cast Cost: 130 mana.
Rank 3: Cast Range 1400 Cast Time: 40 seconds Cast Cost: 100 mana.
Rank 4: Cast Range: 1800 Cast Time: 30 seconds Cast Cost:
70 mana: This skill does not teleport the target, but instead has a certain speed and movement duration. Kinetic Field (e) The Prophet uses dynamic energy to create a spherical barrier that prevents enemies from entering or leaving. Scope of effect:
300ï¼›Cast Range: 900
Rank 1: Lasts seconds Cast Time: 14 seconds Cast Cost: 70 mana.
Rank 2: Lasts 3 seconds Cast Time: 14 seconds Cast Cost: 70 mana.
Rank 3: Lasts seconds Cast Time: 14 seconds Cast Cost: 70 mana.
Rank 4: Lasts 4 seconds Cast Time: 14 seconds Cast Cost: 70 mana with a cast delay of seconds.
Enemy units inside and outside the field can be dragged in and out by displacement abilities (e.g. Vacuum, Fire Shackles). Static Storm (R) The Seerer creates an unstable storm of electrical energy in the target area, dealing damage and silencing enemy units in it. Storm starts with low damage, but gradually increases over 5 seconds.
Radius: 375; Cast Range: 800
Rank 1: Deals up to 170 seconds of damage Cast Time: 60 seconds Cast Cost: 125 mana.
Rank 2: Deals up to 210 seconds of damage Cast Time: 60 seconds Cast Cost: 175 mana.
Rank 3: Deal up to 250 seconds of damage Cast Time: 60 seconds Cast Cost: 225 Mana starts with a low dps, then the dps will continue to get higher thank you.
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There are actually two kinds of prediction skills, one is trajectory prediction, and the other is range prediction. However, range prediction is more common, and some skills can be pointed or changed. Let me give you an example of what you generally need to predict.
Trajectory prediction: the hook t of tf; The arrows of the white tiger; clockwork's ultimate T and missile R; Batrider's r; Beastmaster's Throwing Axe; Ice Soul's ultimate T; Sea Folk Ice Cubes; t of the optical method; Karl's meteorite D and B shock waves;
Range prediction: t of the fire method; the tormented soul's t; Warlock's ultimate R Giant; Shadow Fiend's Shadow Pressure; Karl's Skyfire T; the captain's water column e and the ghost ship t; V of the Mountain Giants; Dragon Eagle's ultimate move
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That's a lot. I think there are three main ones: 1:
Ignores terrain: Pointing or non-pointing skills. (Representative:
TF's Hook, White Tiger's Arrow, Sacred Cow's Ravine, etc.) 2: The long-range cast time is relatively long. (Representative:
Tormented T, summoned Heavenly Fire, Ice Soul's Great, etc.) 3: Jumping and dodging skills. (White Tiger Jump, Enemy Law Flash, Little Fishman Jump, etc.).
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Skills that ignore the terrain need to be predicted.
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The fire girl's light strike array The old deer's tearing earth.
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The Captain's Water Fishman's Jump Summoner's Skyfire.
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The characteristics of the prophet are strong suppression in the early stage, strong control in the middle and late stages, and in the later stage, it restricts the multi-skin and is too brittle, and the fate of the second is inevitable.
It can be equipped with a prosthetic leg bottle or secret shoes. It is recommended to have secret shoes with an urn, and the blue Sal is extremely violent.
In terms of play, you can play in the single solo and the pressure on the line is not great.
In the medium term, we will organize small-scale team battles and actively promote them.
The obscene skills of the later position must be put in place, and it is best to be in the backhand.
There's actually nothing controversial about the Prophet on the outfit, and there is almost no potential to be a meat and master output, just a gank and a field-controlling mage. Big roots, necromancy, sheep knives, siwa, and blowing wind are all good.
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Bottle, Arcane, Temple, Shiva or Lincoln.
As a super all-round hero with blocking the road, silence, output, and pursuit skills, but in view of his crispy skin, I generally go to the back row of team control and output,
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I've played Chenghai 3C, DOTA, my bureau is similar to the Three Kingdoms, relying on a single PK team to cooperate with the money, etc., mainly relying on personal training.
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Thunder and thunder as the main injury skill, no need to ask to be 7 levels full, the next two levels, just point 1 level 3 Okay, but don't fix it, you have to look at the opponent's lineup to decide, but the seventh level is absolutely right to thunder.
Early stage: Eat trees, big medicine, intelligence cloak (ethereal pendant is the best branch, every hero has to come out of the branch, add attributes, of course, preferred.)
Mid-term: Secret method prosthetic leg (choose yourself, look at the other party), Temple, Macon (many intelligence heroes want, to survive), wand, this kind of equipment is not very enough, it is best to get BKB, red rod and other items in the middle stage, Sal's strength growth is not very high.
Late stage: Flying shoes, sheep knives (which mage doesn't come out?) ), Lincoln, Aster, BKB, Refresh Ball Red Stick, in the late old stage, the big CD is too long, and the CD of the Red Rod (full level) is only 24, and it won't be a big problem if you don't refresh it (excluding special cases).
This is the outfit route of the group, roughly like this, if there is trouble in the middle of the pursuit, you can consider adding a jumping knife.
Hope it helps.
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The Prophet's combat rate is very low, so don't practice.
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