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Are you talking about Immortal 4?
In Immortal 4, if you want to learn all the immortal arts, you need 36 fairy points.
Tianhe: It is a typical physical attack character, the physical attack power and spiritual upper limit are very high, the speed is average, and the spiritual power and god upper limit are the lowest, so Tianhe is mainly based on ordinary attacks or skill attacks in battle, so the immortal art is biased towards the auxiliary system, while taking into account the basic immortal arts of the 4 series, it is recommended to focus on the earth immortal arts!
Dream Glass: A natural legal character, the upper limit of spiritual power and god is much higher than that of the other three characters, and there are also an additional 5 fairy points. And its physical attack is the lowest, and at the same time the slowest speed, so it is recommended that Mengli major in fire and minorin in thunder.
Because the fire system is the one that attacks the most immortals, and it can also give full play to the advantages of Mengli! The effect of the single attack of the lightning system is very good!
Ziying: A fairly balanced character in all aspects, the physical attack and essence limit are second only to Tianhe, the spiritual power and god are slightly higher than Lingsha, and the speed is faster than Tianhe and Mengli. And in the actual combat of the game, sometimes Ziying's damage output is higher than that of Tianhe, so its balanced ability makes Ziying can exert considerable combat effectiveness in both physical attack and immortal arts, so it is recommended to major in water and minorin in earth!
Lingsha: Physical attack, spiritual power, and spirit and spirit are not outstanding, but there is one biggest advantage, the fastest speed, so in order to match its high-speed characteristics, it is recommended that Lingsha take into account both water and fire immortals! Because the recovery of the water immortal art can be well played under the speed advantage of the rhombus yarn, especially when there are team members who die frequently or have died, it is necessary to launch the auxiliary immortal art before the enemy attacks.
And the fire-based Demon Flame Molten Gold is an immortal technique that emphasizes the advantage of speed. Moreover, after the early Huo Warm Spirit was used by Mengli, the latter cast a group attack immortal technique, and the effect of clearing up miscellaneous soldiers was very good. But the Sea of Purgatory Fire and the Sea of Meteor Fire are not recommended to learn.
The remaining points can be allocated according to personal preferences. I love Ray!
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What does that mean, can you explain the point?
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Immortal Five?? It's not out, are you buying some pirated games?
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Thunder. The second in the water system. Reduces cast time recharge. It is enough to add a little equal to the first drainage.
Thunder. The one in the second row. Plus blue cap. Just a little bit of it. Useless.
Others topped up. Thunder.
The water system is a little bit in the first row. In order to get out of the water system of the 2nd row. The dot is full.
On the right. It's a good match.
The defense can be fully tested.
Initial mana is topped up.
That's what exploded that spell to fill up.
Group attack. A little bit. It doesn't work much for now.
The rest depends on yourself.
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Five Soul Warlocks? Five Spirit Master.
Have you ever played it? I'm worried.
The five departments are divided into single and double studies.
Solo repair is best Ray.
Double cultivation is best thunder water.
Except for the five series, which is cultivated like this.
Points for other skills must be added.
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Basic Skill: Convergence Spirit.
Active. Oneself.
Level 1. 0 seconds.
300 seconds. Restores 5% of your own spiritual power.
Psychic Strike Spell. Active.
Target monomer. Level 1.
Second. 1 second. Five Spirits: Combine the energy of the five spirits with your own spiritual power to transform into an invisible force to attack your opponent (change your attributes according to the Five Spirits Heavenly Technique).
Two initial skills, international management pass 1 point, I won't talk about it here.
Left Skill: A large row to the left of the Five Spirit Skills. It looks complicated, in fact, if you take a closer look, it's not attack magic, but a permanent buff related to the attributes of your magic attack power
I won't talk about it in detail here, because of the relationship between skill points, the five spirits should be more double cultivation in the future, that is to say, you have to choose two departments of the five systems, and the last two skill points of each department are full, a total of twenty points. Of course, since there is a choice, it will definitely be different for each department, and the specific departments are as follows:
Water --- slows the opponent's attack speed.
Fire --- continuously reduces the opponent's spiritual power and true qi.
Wind --- knocks your opponent backwards.
Thunder --- paralyze the opponent.
Dirt --- slows the opponent's movement speed.
It's mine. The suggestion is.
Fire --- continuously reduces the opponent's spiritual power and true qi.
And. Thunder --- paralyze the opponent. It's amazing.
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The five elements on the left have their own merits, double cultivation, three cultivation and even more cultivation I believe that everyone is rare and strange, but I recommend double cultivation, the reason is very simple, I personally think that 50 focuses on high attack + limit, and 50 is also one of the professions that lacks skill points!
Now the more mainstream double cultivation point is the main thunder F water, the effect of the thunder system is stunning, the silence of the water system, the fear of the fire system, the slowness of the earth system, and the repulsion of the wind system, in contrast, the superiority of self-evident dizziness in PK and copies is the highest. The 2 skills of the thunder attribute are not recommended + full, after all, it costs 5 more points to increase the upper limit of 1% of spiritual power, which is a bit unattainable. The slow speed of the earth system will be a little more vertical and excellent in terms of AOE, and with the soil system's post-earth contemplation and hunger argument spiritual qi barrier, it can achieve absolutely safe AOE without the embarrassing scene of empty blue.
The water system as an F skill is entirely because the 2 skill is too good, and the 21% reduction in cast time at level 5 will allow you to quickly distance yourself from the enemy after releasing the skill faster, allowing you to start at a faster speed to turn the opponent into a chicken ......And the effect of the 2 skills of other departments is really not flattering.
The middle row belongs to the main attack skill.,The root of the damage.,After 35 out of the intention to turn the heavenly pivot, each skill plays a vital role.,Except for the winding fiber missing 1 level, the others are as full as possible.。 The time of the first level of the winding technique has reached 6 seconds, and every level after that is +, and the hit rate in the PK is really not high, and the time will also decrease, so don't waste too many points on this for the time being. The controversial Psionic Explosion Spell also sometimes plays a crucial role in PK, and he can be used as an instantaneous damage skill when he is in an embarrassing situation where he is close to him, and the damage is quite considerable.
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In general, the ice attribute trick is very advantageous in fighting monsters in 4, or learn this.
Or the fairy cloud because the speed of the boss is very fast.
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Tianhe and Lingsha have low aura, Ziying is medium, and it is the highest in dreams! Reiki directly affects the power of mana and the amount of gods! So I recommend Tianhe to learn thunder or earth.
The speed of the rhombus yarn is fast, and the style of learning (such as the tiger with wings, that speed) or water (resurrection with blood). Ziying learns fire (in fact, he doesn't care, lack of fire...) Dream Glass Learning Earth (Linggao, Ke Death Feng Yao) and Quan (that is, all the spells)!
One thing that needs to be said, Tianhe Ping Chop, Lingsha Assist, Ziying Skill, Dream Glass Spell! Purely personal opinion (entertaining, haha).
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In fact, it is unnecessary to learn a lot, just pick some practical low-level learning.
Like the fire system Demon Flame Molten Gold is the best support for the physics department, then the Tianhe Ziying match, the Heavenly Thunder Sky Break is the best support for the law system, so for the dream glass, in fact, I rarely use the dream glass to play, so generally before learning thunder, I will first learn the water system that can be attacked with blood. Wind system acceleration assistance is more suitable for diamond yarn. If each person's points are redundant, at least choose one in the water system and the earth system that can replenish blood alone, and the specific situation depends on the amount of God.
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Tianhe can learn fire or thunder, Lingsha can learn wind or fire, Mengli can learn water or earth, and purple English soil + thunder.
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All 5 series are 1 point.
Choose 1 series to fill up.
There is also a useful passive skill top-up in the 5 series.
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