The Dragon s Nest Plane Lords, the Dark Queen, and the Ice Spirit s problem

Updated on Game 2024-05-26
8 answers
  1. Anonymous users2024-02-11

    Fire Dance isn't as bad as yours in, and all classes have a high output when equipped. The fixed team generally requires equipment above the local tyrant level, and people don't want equipment that is not good, and with the harmony of the ice stack, the ice spirit is not as brilliant as it was back then,. PK recommends the ice spirit, all kinds of EX are simply the passive skills of the PK field-level queen, and now there are different opinions, it is said that this is the magic skill of the queen's rise.

    The magic guide is indeed an accelerator in the lair.,The queen has one more dark attribute than space-time (the space-time column is a non-attribute attack),The specific damage will be 70 After a period of time, there will be data from the great god.。

  2. Anonymous users2024-02-10

    The Ice Spirit is still basically a support Ice Stack The Queen of Darkness is a pure acceleration space-time has a certain output capacity and is not particularly strong.

  3. Anonymous users2024-02-09

    A must-see for the Wizard! (Pure hand-played).

    The timing of the magic guide is really incomprehensible in the face of the purification of the warriors. It doesn't seem like there's a better way to solve this problem yet. The magic skills start with a lot of movements.

    It is indeed difficult to take the initiative to arrest people. It is advisable to let the other person start first. When you find a flaw, time it.

    Common rules: passive timing - timing, flashing - strong wave - timing, teleporting - powerful wave - timing, ** wave hitting the corner - no pressure timing, enemy getting up - timing. That's pretty much it.

    He must have been purified immediately after the timed warrior. So if you put a timer, you will definitely not be able to catch him, you can immediately pick up some deceleration zone or poison cloud, gravity ball or the like to interfere with him, and consume blood at the same time. Normally, the warriors will run out after purification.

    If you see the right time, you can give a comet or something

    The standard combos after the Wizard timer are: Timed - 3 balls - when the third ball is arranged, immediately flash forward to catch the gravitational javelin (these two moves are particularly fast) - gravity ball - poison cloud (this is the timer is almost up) - immediately come to a deceleration zone - light rain. These combos must be done quickly!

    In this set, the enemy is not dead but also crippled. Therefore, the wizard must pay attention to retaining skills before timing. Important skills such as 3 balls must not be ...... in the CDDon't settle down on CD.

    Usually put some lasers, nine tails, including a gravity ball that is not too long cd, you can also send a shot. It doesn't matter if you can't hit the enemy. The mage profession kills the opponent in a row while controlling the opponent.

    Therefore, you must be calm and steady before timing. In fact, following the passive fixing is followed by the active timing is the most stable, and there is also the magic pk must pay attention to pushing the enemy into the corner. This is very, very beneficial to the Wizard's skills!

    The simplest, you must pay attention to your position when you put the ** wave. Once you've got the enemy to the nearest corner, you're ready to get to work!

    Then it's more pk. Practice makes perfect. If you have more PK, you will naturally be able to master certain skills and develop certain habits. For example, if you see that the ranger is floating in the air and doesn't come down, it's looking for you to release the eagle to hit the sky, and then it's going to flash...

    Dragon Nest PK is also a profound thing, and there are a lot of things to master. For example, PK has a skill similar to the vision of the Dota card, that is, you know that the other party's perspective in front of the computer is not looking at you, which is a skill that you can rest assured to raise your hand and move big. It's hard to put into words.

    As long as LZ Duoduo PK will definitely become the king of the arena!!

  4. Anonymous users2024-02-08

    There is a big difference between the fighter's fighting spirit and the shackles of time and space, and you can drag the second CD in the face of the shackles being broken. In addition, what the upstairs said is very right, the interference must be ordered 5 (6 and 5 are poor, 5 and 4 are different, so I think 5 is enough 6 is not necessary). Combos or something are actually like that, gravity balls, poison clouds, and deceleration zones must be full.

    Give me a few tips:

    **Wave starters, like shackles, can be tricked and dodged.

    Teleport + right mouse button powerful wave + flat A can make people fall to the ground, and then the shackles are more stable and put gravity balls at their feet.

    In addition, it's still relatively easy for the mage to run away, and it's quite convenient to do more reverse flashing, reverse transmission, and drag CD.

  5. Anonymous users2024-02-07

    You have to fill up the distractions, especially when you're hit hard by a warrior's combo.

    And pk's words, the magic guide points to slow down the zone.

  6. Anonymous users2024-02-06

    I don't agree with the high damage of the LZ Ice Blade, compared to the Gravity Ball EX, the damage of the Ice Blade is already very low! So, fear not!

    First of all, you should know what the queen's greatest strength is, which is the ability to control the field and move quickly. PK is very important is obscene, the ice blade CD time is 15s, which is a relatively long time in the skill (compared with the second shot 4s and the gravity ball 8s), and because the ice blade is very far away, it is generally difficult for the ice spirit to get close after the fight, and it is slowed down, so it will teleport and run! In fact, the elemental operation of the ice blade is also very tragic, and a friend of mine who is an ice spirit once asked me why the queen is so able to run?

    Take a closer look at the Ice Blade, it is generated from near and far, and its direction cannot be changed at will, as long as you flash it, the Ice Spirit has the equivalent of about 2s of standing time, which is very tragic!

    Each skill has a sound of starting hands, you can observe the starting action of the ice blade ex or listen to the sound, at this time flicker or directly teleport close, the close body of the element has a glacier skill, will freeze people, here it depends on the operation, I usually put the gravity ball ex first, even if you are frozen, you can still cause damage to the other party, and then there is the shackles, the escape skills of the elements only flicker and fire path, but the shackles have effects, as long as the person is fixed, accelerate, infinite gravity ball, it is a victory!

    PS: Anyway. It seems that there are more and more queens of darkness, and the top one who is also a queen! Queen vs Ice Spirit, must win!

  7. Anonymous users2024-02-05

    It would be good for the queen to be good at using shackles, after being fixed by the queen, the poison cloud + dark temple + gravity ball ex, immortal and crippled.

  8. Anonymous users2024-02-04

    Ice Spirit and Time Lord comparison strategy.

    The ability of the ice spirit is strong in PK, and it can continuously control the enemy, and the damage is average!

    And the lord of time and space is indeed the opposite, the output ability report, the speed of the picture is fast, the explosion is high, but the cd is long, there is no control ability, it is easy to be killed by a close set, PK is average.

    Summary: Both have their own characteristics, depending on the player's level of operation and equipment and other aspects of training.

    Ice Spirit: The advanced direction of the elemental mage. Possess the Holy Ice Attack Spell and fight with a Frost Strike that freezes enemies by summoning magical power from the Poles.

    Space-Time Lord: The advanced direction of the mage. Proficient in high-damage Light and Time spells, with a very strong group damage ability.

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