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If you want to pile up blood, use the sage, the effect is good, especially if your blood volume is 20w, obviously, the top can be considered to be washed into health level 2, the physique is very high, it is best to replace your armor, such as gloves and shoes with two totems + blood 3000+
I'm currently on the board of life 40, health 40, lethal 32 three attributes + physique, curtain 50, iron wall 50, vitality 50, giant bear 50, lethal resistance 3 attributes + magic defense, enchantment: armor is all physique hp, jewelry has hp, a provocative ring, the other is a sage ring, the current blood volume, it seems that because the health life has not changed to 50, so it is a little less, our guild another t 4 pieces of sea dragon l + 10, two sea dragon l physical attack rings, the current blood 28w,
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Decisive Sage Ring,Change the head of the armor to a wisdom.,The Holy Knight wants to pile up attribute defense.,But you're not with a sea dragon L or 50s It's hard to pile up 22W.,The strengthening requirements are very high.。
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The upper and lower clothes must be at least 9, and the other armor must also be 8. It seems that although it can't return blood, it can be added to physical defense. Enchant HP with the Sage's Ring to add a little more HP.
The life and health crest is still 50. If there are too many **, the armor enchantment will be made into a body with HP. Estimated almost.
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Dragon Nest Mobile In the lair, the paladin, known as the knight, of course has to charge into battle, be the first in the team to kill in front of the boss, and block the boss's skill damage. It is the big hero in the team, the ability in the team, the glory of the whole team, and the symbol of the shield, the symbol of the amount of blood, and the indispensable charger in the team. With Paladin, you have a whole world.
Skill Recommendation] General bonus points. Dodge (roll to dodge).
Slide Dash (pressing the dodge again during the dodge can deal damage to the knee).
Get up and kick (you can get up quickly and adjust your posture after falling to the ground).
Float adjustment (when knocked into the air, the attitude can be adjusted in time).
Thorns (Reduces damage dealt by 10% to self and allied units).
Action skills. Skill recommendation: Holy Cross, Lightning Impact, Justice Impact, Shield Rush, Heavy Attack.
Holy Cross (a long-range output skill, a high output effect, using this skill requires a long distance of the main distance, if you get close to the boss, you may not be able to hit the boss).
Lightning Blast (has a high single-stage output, reduces the boss's HP a lot, and has an electric shock effect that lasts for 5 seconds).
Righteous Charge (a skill with a small invincibility effect, jumping in the air, smashing to the ground in the second half, dealing high single-stage damage to the boss, and also having a provocative effect on the boss for 5 seconds).
Shield Charge (during impact, it has a damage reduction effect, which can reduce damage by 50%, and is a very useful skill for escaping or reducing damage).
Heavy Attack (a skill with a small invincibility effect, jumping in the air and smashing to the ground, causing a high output effect of multiple stages, and using this skill to dodge skills or deal damage is the best choice).
Ultimate: Divine Incarnation (with an invincible effect for 15 seconds, it can resist the full-screen instant kill of many bosses, and allows the paladin to ensure his own life safety).
Passive skills. Wheels of steel.
Circle of Judgment. [Analysis of how to play].
Holy Cross, a long-range high-damage skill with a very short CD time, can be used as a ranged output skill, and can be output in many unexpected places.
Lightning Impact, a medium-range high-damage skill, can deal unexpected damage, and the critical damage trigger can reduce the boss's HP to a very low level, and it also has an electric shock effect, which lasts for 5 seconds, and is one of the few output skills of the Paladin.
Righteous Charge, which has the same invincibility effect as Heavy Strike, and the burst is quite high, and it also comes with a 4-second provocation effect, when the provocation is broken, you can use Righteous Charge to compensate, so as to ensure that the output of teammates is always in good condition.
Precautions] Although the paladin's defensive blood volume is higher than that of other professions, he can't blindly rush in front of the boss and be attacked by the boss stupidly, and the skills that can be avoided still need to be hidden, and sometimes he can still resist if he makes a mistake, so all in all, the paladin is a master T, and the first life of the team is also handed over to the paladin.
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Now the Holy Knights have begun to highlight the main defense, the main pull monster. Don't expect anything else to be exported. Heap blood, pile defense.
The real t is not good, there is no output at all. I advise you not to expect output. Sea dragon green dragon is good t not easy to find.
All 1 of the Paladin's skills. Sage, you can change the elemental aura without learning the sledgehammer (very important). Full of provocations.
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The paladin is a pure T, and the PvP is completely different from the Temple Single P.
Total Destruction and Ladder PvP Plus Points:
The output of the paladin is already very low, so most of the output skills are full, armor piercing, lightning rush, heavy attack, justice;
The durability of the eggshell is relatively short, so only the front is chosen;
Anti-damage is an absolute pvp skill in the total destruction ladder, and if you encounter a high anti-damage point of Typhoon God of War, the damage will be lower than **;
Divine Connection and Direct Attack are increased to 6, and every time 6,11 skills will be strengthened, and you can reach the enhanced level.
It is recommended to fill the shield charge, counter-damage the steel and add blood shield block, etc.;
The Holy Blaster can be filled, and the binding time is 1s longer, which is enough to put hammer skills to connect.
If it's a temple single p, it's another kind of point.
Considering the perfect mode and unspoken rules of the temple, some skills such as shield blocking and health can be abandoned;
Strengthen the output skills, and the mental training should also be full;
Temple sages are generally physical sages, and small trick output should be considered;
It is not suitable for double forty majors, and even the limit plus points do not need to be forty large, so the more suitable plus points are as follows:
EX skills are all points, but 45 skills can be placed in front, plus 50 skill earrings with big heads, and the output is very impressive.
Paladin's PK is good at technique, both the physical sage and the violent flow sage, it is recommended to strengthen the movement training, in terms of the paladin's high body and high defense, both offensive and defensive, is a very good pvp role.
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Out of the defense system to the beast incarnation, attack from the heavy attack. There must be more than 45 skills, ** hands can not be out, side slides to be full, full of floating, and the rest is as you like, but it is recommended to fill the point of avoiding injury.
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**Must order one. Pure single PK point shield does not need points. 47ex does not come out, the Holy Spirit Cross 3 small golden hammer 3 + 1 chain lightning, thunder and lightning impact full, heavy hit full, armor-piercing full shield rush out of Thor's hammer, and then point to the incarnation point 45 two turn skill 2, and then click 50 righteous impact.
points damage aura, no points for defense. Shield, auto-block and air block. Damage reduction and counter-damage are not needed.
Bring a board to break the armor and touch the enemy to give a buff, and then 50 righteous impact with most of the blood + heavy attack directly in seconds, no second lightning impact. That's all there is to it. Damage paladin in jjc is very mixed open.
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I also recommend playing more and seeing more is the detailed explanation of the game strategy.
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Paladins are basically single-brushed and slow.,If you have patience, brush it.。 If you want me to go to PK, the Paladin is obviously a profession for PK.
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The paladin brushes the scum, adds all the points of the high shield system, and the judgment system is in front,
There should be no problem playing Dragon Nest with this configuration.。。。
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