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The operation requirements of the mage are not high, it belongs to the average, the movement has higher requirements for melee combat, and the distance has higher requirements for hunters. There are not many things that the mage has to master, but the countermeasures should be grasped according to the other party, and the others are basically active, so it is good to be proficient in a routine, and there is no technical content. But consciousness is very important, and what to do when is far more important than how to do it, which needs to be accumulated.
In addition, jumping is useful for not changing the perspective of the direction of travel, and is usually used to jump forward and turn back at the same time, and rub the spell on the ground. It's a pity that there are many people who don't understand and either don't jump or jump randomly.
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Seek damage output in survival, and survive in damage output. The sense of distance (awareness) is the first priority, and the micro-operation is secondary, and there must be a sense of direction.
In PvP, the practical skills of the mage are actually not too much, and the skills are much less than SS, and the operation requirements are not too high.
If you are not too quick in your thinking or too quick or too slow. It is recommended to stay away from this profession If you want to use FS as a keyboard master, A, W, S, D four key positions, you must change them all!
Also: Jumping correctly is a must for FS, and the jump before landing is for you to choose the cast distance. Often, an evasive jump is used to cool down an instantaneous spell and the next cast angle without taking damage.
A good mage jumps not a random jump
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Yes. The operation of the mage, mainly the positioning.
There are many times 1 yard forward or backward.
The ending is completely different.
You pay attention to when the mage used the countermeasures in the MTV (there is almost no silence now) and when the grenades were used.
The second is to pay attention to the range of the ring of fire and ice.
Be sure to use edges to make an effect.
This will effectively keep the distance between the other person and you.
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1 is to have good equipment support, 2 is to move, and put skills in a position that you can use quickly.
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Well, I'll tell you very seriously
It is very high very and very.
And a real master.
The hand on the keyboard can dance
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Jumping is often an involuntary action. In fact, it plays some negative roles, and it is recommended not to learn.
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1 computer is good 2 operation is good fs garbage equipment meets 1 and 2, and it is still very strong.
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1. First of all, the mid-laner mage must ensure his survival rate, the middle line is the shortest route between the two crystals, and every death of the mage can make the other party go further from the crystal, so don't think about going to Sakura to rent a single kill on the opposite side of the mage, when the tower is ready to kill, maybe the opposite jungler is ready to harvest in the back.
2. After the early support opens the field of vision of the opposite jungler, after cleaning up the first wave of troops, it is a good choice to eat the pigs on the opposite side.
3. If the local jungler is ready to go to the anti-field in the early stage, the task of the mage is to harass the opposite mage and cannot go to support, or two people to support together, so as to ensure that the number of people on the local side cannot be at a disadvantage.
4. Since the mage's line clearing speed is relatively fast, after clearing the line, calculate the time when the next wave of troops will arrive, if the time is not enough, you can harass the opposite wild area, and if the time is enough, you can go to support the order.
5. In team battles, the filial piety mage can first judge who plays better in the jungler and the shooter, if the jungler plays well, it will ensure that the jungler will not be cut by the opposite side, and the shooter will guarantee the shooter if he plays well. If neither of them plays well, then make sure that your output hits the opposite C position.
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