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In terms of ability, if you want to train a full intelligence mage, then add all 5 points of upgrade to intelligence.
If you want to practice the wisdom of the mage, then just 4 points of intelligence and 1 point of luck are added, luck is 3 points higher than your level, and luck is generally increased to 90 points, but it depends on what clothes you wear in the end and what kind of battle you take, for example, if you want to wear level 88 clothes in the end, then luck can be increased to 90 points.
If you want to have skill points, it's best to add them like this:
Immediately after 2 turns, add 1 point to move quickly, then add 3 points to God's protection. Then fill up the group**, then fill up the blessing, then fill up the protection of the gods, then fill up the magic absorption, then add 11 holy archery, and finally fill up fast movement.
Done.,Hopefully.,It's hard to type.。。
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The priest is actually nothing.,,If the equipment of the store whiteboard goods,Luck is generally added to meet the ** on the line.,Go to him all intelligence,,Of course, the skill point is to fill up the ** technique first.,Then it's the blessing of God.,,Teleportation you can learn 1 point first when level 30 turns.,Nothing else.,,Holy archery is a garbage skill.,You can learn it last.。。 Probably.
Teleportation 1 point - ** full of magic - full of God's blessing - then you can add whatever you want, God's protection, magic absorption or teleportation can be.
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What's the use of saying so much?
2 turn skills except for holy arrows, the others are full, the ability will be added with the level, the luck is 3 points higher than the level, first add **, and then magic suck, and then Shun, other arbitrary.
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Magic Potato Stool Mage's Priest Skill Bonus:
2 turn skill points;
Mana Absorption - Full.
Fast Movement - Full.
Group ** - full.
God's Protection--Full.
Blessing - full.
Holy Archery - Give Up.
The skill of the Adventure Island Priest class - Holy Archery is better to give up.
After all, you can't use the Holy Archery technique after 3 and 4 turns, and you have the skill - Holy Light after 3 turns.
4 turns have skills shirts. Both Radiant Light and Radiant Arrow can be used in place of Holy Archery.
However, the biggest reason to abandon this skill is the reason: Priest is not an offensive class. And 1 turn skill. Magic double-taps can be used as a substitute for holy archery.
Please see the comparison ---
Magic Double Tap: Use magic to attack an enemy or hand-to-hand fighter 2 times.
Grade. lv20
Consumes MP-20
Attack -40
Proficiency - 60%.
Holy Archery: Unleash holy arrows to attack enemies. (1 time).
Level: Lv30
Consumes MP-24
Attack -80
Proficiency - 60%.
By contrast. It can be seen. Holy Archery only has 40 more attack damage than a magic double strike. And the priest is not an offensive mage per se.
Therefore, you will not use Holy Archery that adds 30 skills for 40 attack damage.
Therefore, those who practice priests can completely give up the 2nd turn skill-Holy Archery.
Thus using magic double-tap to 3 turns.
Fire Poison Mage 2 turn skill;
Mana Absorption - Full.
Mental power - full.
Fast Movement - Full.
Retardation - Full.
Rocketry - full.
Poison Mist 1.
3 turns skill points;
Fire Poison Resistance - Full.
The magic intensifies - full.
Magical Rage - Full.
Sealing - Abandon (or 1 point).
Doom Flame - 21 points.
Deadly Poisonous Mist - Full.
Fire Poison Combo - Full.
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2 to pastor. ** Full of Travel.
Blessing - full. Sacred Cave Huai is blessed.
Teleport is full. The Demon God Trembling Book Method is fully absorbed.
Adds 1 point to the Holy Arrow.
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Magic Sucker. You can go up to the sky to fight, suck ghosts, !
You won't die, you can make money, and you can level up!
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As a pastor. Group**:
The skill of adding blood must definitely be topped up.
Moreover, this skill can also be used as an attack skill (300%.)5 monsters) Mana Absorption:
It is a good skill to reduce the amount of mana used when the mage attacks (40% chance of activation.)Absorbs 30% of the MP of the attacked monster).
God's Protection: The Pastor Saves His Life. Skill that reduces physical damage very well (lasts 300 seconds, i.e. 5 minutes.)
Reduces physical damage by 30%)
Blessing: A strong support skill for the priest.
Basically all stat increases (duration 200 seconds.)
Hit. Avoid. Physical defense. Magic Defense +20).
Now all that's left is the controversial teleportation and holy archery.
Personally, I think it's more practical to fill up the teleportation.
Because put. Holy Archery.
Filled: Damage 70
Proficient 60%), wait until 3 turns, the attributes of the Holy Light are better than those of the Holy Arrow.
It can also attack 6 monsters.
The stats are the same as those of the Holy Arrow.
As long as you add 6 points, it is level 2.
It can have the same damage as the Holy Arrow. Whereas.
Teleport. Fill: Travel distance 150
Consumes mp13) This skill is unique to mages.
Add a little to move 130 distance.
but they want 60 of the law.
When filled, not only does the distance increase.
And the usage is less.
For example: travel distance.
Level 1 teleportation. 130 distance.
60MP to move 15 times.
Consumes MP60*15=900
Maximum-level teleportation. 150 distance.
13MP to move 13 times.
Consumes mp13*15=185
900-185=715 is close to a bottle of mineral water.
If you say you don't care about bottles of mineral water.
Then I can't help it.
Teleport: Holy Archery:
That's mine.
I'm the Wind Zone. Octopus.
77 of the shaman.
Lollipop丨Sugar candy"
You're coming to me.
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Of course, teleportation is easy to use, and it only takes a few points of blue to flash 150 distances when it is full.
At the beginning, add 1 point of teleportation, and then slow down the group self-healing, and then slow down the blessing and that or something, + physical defense (added in the toy 6 people many people), followed by full magic suction (because 35 70 are mixed with the sky, in addition to fighting monsters by themselves), and finally full of teleportation, all added, and the remaining holy arrows (also useless).
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Mana Absorption: Lv20
Lv20 plus 1 point for fast movement: Lv20
Lv20 first **body**: lv30
Lv30 God's Protection: Lv20
Lv20 2nd Blessing.
Fu: Lv20
lv20 St.
Arrow. Technique: Lv11
Willingly after lv30.
Told you. Please, give me some points! This makes my hands sore... >>>More
The rocket is full of movement, and if you do the family task, it must be full, and if you don't do it, 1 point is full of mental power, full of slow speed, full of magic absorption, and the rest is to add poison eggs to play.
Other random assignments Comment: One of the main full two attack skills, because the supernatural power is currently a group attack, so. 3> Running type: full of two jumps - full of > fallen leaves - full of > transformation techniques The rest is distributed at will See me say it.
Go to play the carnival, soon, but at the beginning there was no one group, you can consider paying someone to bring, about 20w at a time.
A **10 and other novice village transfers.
Permanently increases hit value, movement speed, and jump point 5 passes. >>>More