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The second level is mainly to pay attention to the boss's mushroom bombs and throwing stones. These 2 skills can be seconded.。。 Paladins are usually just picking away and holding monsters.
Open your own defensive skills. The boss sits on the ground and fights mushrooms, so everyone must know.。。 Pay attention to the boss's mushroom bomb, pay attention to defeat it with long-range skills...
The paladin opens his shield. Just pay attention to the avatar output.
The 4th level is different from the little bishop in that the boss will add various states to himself.。。 Pay attention to when the boss opens his defense and acceleration status.。。 Expel the runes around the walls.
Note that you only need to open one at a time. The state that can turn off the boss.。。 When the boss uses the Invincible Typhoon.
Unlike the minor bishop. There will only be 2 stone tablets to block it immediately.。。 So it's safer to pull to the shaman** to play.
Because the shaman can also hide from the invincible typhoon of the second people.
The 6th level of the paladin is mainly standing in front of the second mask on the right to pick the boss.。。 When the boss climbs down. You can open the incarnation station in front of the bishop output.。。
3 consecutive smashing attention is the last second person。。。 So don't get too close to the mask station ... At least 4 5 positions away from the boss picked
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Dude, your blood is 6 w +Big brother, you're provoking, and you're done, and you're going to block it in all sorts of ways. It's better to find a super output and then control it, such as the fire mage, the space-time lord, which is very powerful... Control is done slamming.
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I'm not a Paladin But provocations are important.
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Provocation Then. Look**Go to the end.
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In the second level, it's better to pull the boss to the side. He is easy to hit when he produces small mushrooms. In the fourth level, you have to kill the Paladin first.
Killing someone else first will cause **. Pull the Paladin to the back. Then output en masse.
If he incarnates, stop the output. Kill him first. The other three can be killed casually.
It's better to kill the first one first. Because he will add blood. And then the second.
And finally the third one. Level 6. The first three are only provocative.
Let others fight. If you have three times, the Bishop of Hell can't jump on the spot. Jump in the direction.
Front, back, left, right, and right. You'd better hide from your sage's words. Various gears. Damage reduction.
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To tell the truth, the blood is not enough, it is recommended to get the body equipment and then go to the blood at least 12w, the second level to pull the boss to the corner, the 4th level is to pull to the shaman** The 4th level mainly depends on whether the js heals in time, as long as you pull it, the 6th level, is the final boss, the first 2 tubes of blood, you stand opposite your teammates to provoke teammates, and then you just need to control the hatred on your side, 3 smashes it more than it hurts, the first hit is fine, the second jump up and hide (the 3rd time is just over when you come down), If you jump early, use the slide step for the third time, and the pressure on the laptop screen is too great, I hope it can help you.
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T stands for MT. Iron Head Gong is the skill of the Holy Knight's level 50 - Righteous Impact (because the head hits the ground first, it is named Iron Head Gong......)
Double anti-one refers to the counterattack skills next to the automatic block - Divine Revenge and Divine Assertion, both of which are the front positions that can only be counterattacked after the block is successful, anyway, it's useless to increase it, and it's a waste of points; The other is the skill on the wheel of steel - Divine Punishment, the previous magic skill, as long as it was beaten, it would feed back the damage to the enemy, and now the harmony is very powerful, basically abolished, and it is recommended that level 1 is enough. As a t, you'd better put the power of the priest's skills in mastery and thorns, ** these to the fullest; The Wheel of Steel of the Sage's skill is refilled, and the elemental aura is refilled (if you don't need too many output skills, you can also max up the judgment.)
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Iron Head Gong is the Holy Knight's 50 ultimate move Righteous Impact.
Double anti is a 2 skill used by the paladin to click the left and right mouse buttons when successfully defending against enemy attacks.,You can bounce off the enemy.,There's a certain hatred judgment.,Play T can be added.,And PK is also very useful.。
There is also a double anti is divine punishment, and the other is piety, both of which can counter-damage the attacking enemy.
But I think the paladin is the first to save his life, after all, the paladin acts as an MT in the team, attracting the hatred of the boss, the punishment point does not need to be too high, and piety can be high, after all, it is 100% defense [special circumstances are not counted].
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There are two types of non-local tyrants: players who occasionally charge RMB and players who kill players who don't charge money.
Occasionally recharge some money, plus your own equipment, is actually enough to be a mediocre crusader.
As a paladin who has been transferred back to N times, I know very well that when everyone can equip this kind of thing, it will only be a burden if you don't have a god costume, and others are too lazy to take you; But the output of the cross can also be regarded as the existence of t is against the sky, and it does not cost much, which is a panacea (praise). With the same amount of money invested, some output characters are not as good as the Crusaders.
Of course, the paladin is a little better.
I would like to suggest that the landlord turn to the Crusaders.
Above, hope to give points.
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Paladin is pure t I think you should choose this Crusader needs to invest a lot of time and rmb but it is dps local tyrants to play Recommended Paladin.
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It is undoubtedly a holy knight, and all kinds of large nests require holy horses...
The cross is played by local tyrants.,And you have to play high-end to have output.。。。
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It's not a tyrant, it's definitely a paladin.
The crusader, a profession that has to pile up everything, is something that only local tyrants can afford.
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Mushroom level,When you get out of the small mushrooms,You must keep the typhoon.,The typhoon is an invincible judgment skill.,The typhoon can roll all the small mushrooms away =。 = When the time is not enough, the second time you are far away from him, and then the mushroom comes over for a certain amount of time, the rotating impact is kept, and when the mushroom is about to arrive, the rotating impact is basically gone, and the rest is up to you.
In the fourth level, it is said that you break free from the chains and become a warrior class =. = I am really curious if you can't break free.,Don't you have a fighting spirit to purify.,You have to give full play to your advantages as a warrior class.,The chains can't break through this.。。。 This one...
This one... Is the chain a problem ... Bundled up.,Immediately the fighting spirit was purified.,And then I watched the monster jump up.。。
You just jump. Attention,If he doesn't have a solution after drinking the acceleration drug,,You'll be fighting right away.,Monster jumps, you'll jump right away.,4 levels are the most stress-free level=。 =
Other levels,The first level and the third level to minimize blood loss is.,I think there should be no problem with this.,It's the last bishop.,Tear down the pillar link as the god of war without pressure.,Rotational impact.,Range bomb or something.,Tear down the pillar magic skill.,To the last link of the bishop.,You don't want to blindly output.,Because it's your own single brush.,So,Look at the skills of the bishop.,Raise your hand and smash the ground and you jump.,Wave your hand to seize the opportunity to roll.,Blow away your single iron ** Iron will not be blown away if you have tried it with a whirlwind, The threat of not being blown away and leaving a big hand is non-existent.,And then it's a triple smash.。。 You can't jump in place three times.,Look at a safe place.,Go forward and jump one step at a time.,After the rage, if you smash it three times in a row, you'll be fine if you keep pressing the space.,That's all for the basic threatening skills.。
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The mushroom level must keep moving, I usually fight around the mushroom giant, that level is mainly to avoid the attack of the poisonous Gu, that is, he will summon some small moving mushrooms, you must knock out this small mushroom that can move, if you don't knock it out, it will be blown up directly and have 1 point of blood.
Break free from the chain, it's a non-stop left and right point, after breaking free, see if the guy jumps, if you jump, you see, when he jumps to the highest point, you jump and dodge, of course, if you don't break free from the chain, it's hanging.
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The 2nd level boss can actually stand on the left and right of the boss 2 sides to fight.,The boss basically can't beat you.,Level 4 See the boss want to turn in a circle and you don't stop pressing the left and right AD2 in advance.,See him jump You also jump and it's fine.,As for the last question.,Go up and put the skill speed with the highest damage.,Run to the no-hurt zone a few seconds in advance to take refuge.,The second format on the right side of the boss is uninjured zone.。
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Simple The so-called stacking of shields is to increase the skill of the shield system to a higher point, and it is also possible to make up for the skill of the judgment system to make up for the guardian posture and the impact of justice.
But if you want a strong output, how can you turn a holy knight, most of the holy knights now are practicing shields and responsible for carrying blood.
If you want to output the Crusader.
Well, in fact, a comprehensive paladin is also possible, but none of your defense and attack 2 items will stand out, both are horizontal.
Shield Level 6, Holy Cross Level 3, Holy Hammer Level 3, Lightning Strike Level 4, Heavy Attack Level 6, Auto Block Level 11, Devotion Level 6, Area Block Level 4, Holy Punishment Level 4, Wheel of Steel Level 4, Holy Incarnation Level 1, Mjolnir Level 1.
2nd Turn Skill: Auto Block Enhancement, Guardian Pose Level 1, Justice Impact Level 1 In this way, your paladin can be said to be relatively comprehensive.
I won't talk much about the priest's, but I'll talk about it a little bit Float adjustment, you can increase it or not, thorns at will, as for those that add blood and demons.
The choice is yours. Equip the jewelry, choose Constitution + Constitution + Destruction + Destruction or Giant Bear + Constitution + Destruction + Destruction.
Equip my Helmet for Bear +11, Armor I Am Health +10, Pants Bear +9, Shoes Health +8 ** for the Scepter of Ancient Totem Destruction +11
Shields are the same.
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Anything is fine if you are equipped.
If you have a guild belt, get a set of sea dragon L or Tyrannosaurus S
Sea Dragon L is also the most set of +12, a set of Sea Dragon jewelry, L's. Tyrannosaurus S +9 or above, the suffix enchantment is the same.
If you don't have it, get a totem: a body of +10 or more almost, the suffix is: head giant bear, clothes, pants, head covers, shoes, life, main and vice-** destruction, armor enchantment is best:
Strength, Constitution, hp or Strength, Agility, Hp. **Enchantment: Physical Attack, Strength, Agility.
Articles: Life, Health, Iron Wall, Veil, Wind, Deadly, Giant Bear, Destruction Jewelry: Double Destruction Ring, Enchantment: Physical Attack, Strength, Agility.
Healthy Rose Red Necklaces and Earrings, Enchantments: Quantity, Constitution, HP or Strength, Agility, HP.
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Let's go play more! That has a detailed strategy, and typing is too tiring.
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Such an obscene moon lord is basically incomprehensible, but for such a moon lord, do you still have unspoken rules. You're a cross.,The only way to kill him.,It's disgusting to death.。。 Dodging the water moon can open the shield, you can also dodge the corner, add blood cd if it is good, and the anti-injury is also hard to open, and the incarnation will drive up to chase as soon as it is good.