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Upstairs write so much to die, **Find the actual lz of the meter point, and use the shield guard to turn 2 turns to call the martial artist 2 turns to the only 1 profession that can use the gloves. PK is not bad either! Simple and clear, LZ understands cutting? Give me a cut? T-T 3Q too.
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Each one is different, of course!
The Ranger is the best to play with the gloves, because the Ranger has added luck, and luck has greatly improved the attack power of the gloves! Although the attack power is high, it is relatively easy to die!
The shield guard plays the Ranger in second place, and the attack power is slightly lower than the Ranger, but the defense power and blood characteristics of the shield guard are combined with the attack of the fist gauntlet, which is conducive to fighting group monsters or bosses.
The above is the best, warriors and mages are completely not good at playing with gloves.
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--- was really speechless
I think that the warrior's attack is strong, which greatly helps the attack power of the curl; And the mage can use the fist gloves at the same time.
with magic; It's okay to be in the shield position, and when you change jobs, you'll be looking forward to coming out of the ranger. I can only.
Say you'd better be honest and practice bows and crossbows!
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Shield Guard. The reason is very simple, because at level 80, only the shield guard 2 turn fighter can take the other classes of the boxing gauntlet
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Of course, it is different, based on the attributes of each class. Personally, I think boxing is good, high merit, time-saving and explosive.
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The martial artist in the Rainbow Island mobile game has its own advantages and disadvantages, such as the main fist gloves and blunt weapons. The advantage of the fist glove is that it has a wide range of attacks, strong attack power, and the attack rhythm of the fist is relatively fast, which can put huge pressure on the enemy. In addition, the defense of the gloves is also good, which can effectively resist the enemy's attacks.
However, the disadvantages of the fist are also obvious, its attack range is relatively small, and it cannot effectively resist the enemy's attack. The advantage of a blunt weapon is that it has a larger attack range and a stronger attack power, which can put more pressure on the enemy. In addition, the defense ability of blunt weapons is also relatively strong, which can effectively resist enemy attacks.
However, the disadvantages of a blunt weapon are also obvious, its attack rhythm is relatively slow, and it is not effective against enemy attacks. In short, gloves and blunt instruments have their own advantages and disadvantages, according to their own needs, players can choose the right one for themselves according to the actual situation.
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It's better to turn to the Overseer than to be a Sword Overseer.
Because of the gloves. If you don't have good martial arts equipment, you'll die.
Skills can only be completed until level 95
The Overseers bleed.
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The warrior suggested turning the gun to the Overseer.
1. Skill single cultivation rotation system, high, medium, and low proficiency are all full, and 25 skill points are used; The spin skill can only be added to the level of Hurricane 2, and 17 points are used, which adds up to 42 skill points. In this way, there are 5 skills.,It's convenient to hang up.,But it's a lot of blame.,It's not enough.,But you can add a light attack.,It's very practical after changing jobs.。
2. In the others, if you want to go to the middle of the "magic resistance", then the "strength enhancement" must be full of 10 points (increase 30% strength), the left "concentration" is full of 10 points (plus 10% hit rate), and then the "energy concentration" is full (plus 10% evasion rate), so that another 30 skill points are used, and 72 points are used with the skills added in the front.
3. The remaining 8 skill points are all added to the other intermediate "magic resistance" (each level increases magic resistance by 2%, and level 8 is an increase of 16%). To sum up, this is exactly 80 skill points.
Why go to the other intermediate concentration of concentration? As we all know, although the Gun Overseer is not as high as the Knife Overseer's critical hit, but the advantages are high hit rate, stable attack, and both offensive and defensive, if you want to improve the level of critical hits, it is better to practice the knife.
We're trying to increase the strengths of the Gun Warseers to maximize their strengths, and the Overseers' evasion rate is also low compared to the Marksman, so add "Focus" (10% evasion rate to full strength).
As for the other intermediate "Magic Resistance" topped up, it is to draw out the following "Enhanced Strength (increases strength by 5 per level) Aggression (increases minimum attack damage by 1% per level) Extreme Attack (Recovers HP sp after a successful critical hit, increases recovery by 5 points per level) Strengthened Strength (increases maximum attack damage by 1% per level)
There may be friends who want to double cultivate, I can tell you clearly, if the 80 level is transferred to double cultivation, the skills of hanging up are enough, but the offensive and defensive aspects are really not flattering. I feel that after following the above methods, the attack, defense and hit rate have been greatly improved, and there are few misses in fighting monsters.
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If you want to play gloves.
It is recommended to play martial artist (shield 80 turns).
Because fighters can't use fist gloves after changing classes.
If you want to turn a martial artist.
I'll give you a perfect + point 1
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There is no future -
The martial artist in the late stage of the fist is king.
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If you turn a double knife.
Add points and dodge! When you reach level 100 or more, the evasion is higher, but the attack damage is also increased.
PK is invincible! If you turn to the Overseer, I advise you to turn the Gun Overseer! Because the guns are very stable!
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In fact, before level 130, Berserkers were not as effective as Overseers.
After level 130, the 2 classes are pretty much the same.
If you want to turn around, I recommend turning the Overseer.
First of all, there is a large degree of optionality.
The attack effect is also 1 point better than that of the Gun.
If you add points, it is recommended to add ** in the back 1 row **Skills do not need to be learned very wasted skill points It is enough to learn 1 row.
Inside the other plus 2nd row is the one that adds its own maximum and minimum attack power.
The first row is a plus hit, but the rest of it is useless.
When you're in the second row, add the first row.
The Berserker is better in the early stage, because the attack speed is fast and the attack power is strong, the consumption of blue is less, and the PK is good; In the late game, he is good at overseing, and his attack power is stronger than that of Berserker.
Overall: Overseers are better. Berserkers can only fight in close quarters.
If you deal with high-level monsters, you can't do it.,And,It's like fighting a witch.,If it's a berserker, it's definitely a loss.。。 The Great Witch is in great need of a mage, a musketeer, a marksman, an overseer, and many other professions that can fight far away...
And one more: if the computer is stuck, the berserker can't combo, then it's troublesome...
If you want to turn the Overseer, it is recommended that you turn the Knife Overseer, which has stronger attack power than the Gun Overseer. Add skills first add **, plus the second row is better. Then add the second row of other columns. Increases maximum attack damage and minimum attack damage, and increases strength for 9 minutes.
I still advocate the transfer of the knife.
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Warriors can be transferred to maniac or overseers, and the overseers are divided into sword overseers and gun overseers, if you like pk but the operation is good for good virtue, it is recommended that you transfer to the overseers, because the overseers are ruthless once they make a combo, especially the gun superintendents, the attack range is still far away, the double knife is a test of the operation of the German profession, and ** spiritual German players can transfer this profession, and after the transfer, the skill points are all reset, you can re-add points, but the warrior is unable to turn into a martial artist, only the shield can,
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Fighters turn birds can't play boxing birds Fighters play boxing? Aren't you ready to change jobs?
Only the shield can continue to use the fist to attack with the shield will increase a lot and the PK is also good.
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Transfer to the Overseers and learn an enhanced version of the Fist Skills.
Originally, the attack was low.
Also play a fist glove. >>>More
1.Warrior: Attack Maniac, very suitable for people with abusive or violent tendencies, the attack really doesn't have to be covered. It is recommended to practice the gun, I myself feel that the knife is a little clumsy, and the gun feels very handy, relying on courage! >>>More
Mage to level 80 can turn 2 professions respectively there are magicians and guitarists, magicians have high attacks, it is better to level up alone, guitarists are auxiliary to help teammates add experience and replenish blood, if you team up for a long time, you can choose guitarists, mages have 4 attributes, if you play wind, fire, earth, then turn, magician. If you play with water and sage, turn the guitar for the guitar, and the water attack power of the guitar is higher than that of the magician. >>>More
Practice rangers, long-range attacks are very effective.
Critical hit chance and critical damage are very strong. >>>More
The landlord is asking for plus points - I have two guitars, The method of adding points to the 80 level of the attack guitar is to be full of water proficiency and full water skills The demon plays until it can't be added (don't add one for other performances) The voice of the heart is full (very powerful) Stop playing must learn There are also additional skills 80 There are two kinds of additional learning 1 with yourself plus 2 and the person next to you (except for yourself) But these two can learn the next blood skill when they reach level 90 Collective blood (you can add it to others) Water elf sound can be considered to add You can add an attack In this way, 80 skill points are about the same, and more skill points are added to the first one in the other columns, or left for later, and that's it.