-
Cal. His many tricks are destined for him to have n ways to pretend at first, depending on the situation. I'm a fan of the Pioneer Hammer and the Fire Man dps
-
When playing on the platform, there was a person who used a few sets of Karl in a row, won them all, and even surpassed two sets. His outfit is more or less the same. It's all the first tenacity ball, 500 shoes, then blood essence, and then out of the dispersion, and finally desolation (the timing of his flying shoes is different, so I won't give an example) The process is that the fire man plays money, and by the way, DPS assists in killing, it's really fierce, and the blood abuses the other party!
Come for the best.
-
In fact, Carl can't wait for the Absolute God Costume to end. Look at how the hand speed is, if it's slower, you can honestly fly shoes sheep knife master fs.If it's a strong speed jumping knife, BKB must come out, otherwise a chick or a blue vortex is nothing.
Cal. Team battles are usually the main fire auxiliary thunder 1 ice, the BKB phase and the sheep knife blue account The first blue account has a very small effect, and the cd what is the head can only be reflected in the later stage
solo on ice and fire level 1 thunder, out of flying shoes. Ice Armor.
Abuse of vegetables. The main thunder, the golden hoop rod and the BKB....Don't ask why there are so many BKBs, because Carl belongs to continuous output, and it is very miserable to be limited for a second. Also, if there is silence on the other side, don't use Karl.
-
If you have rich flying shoes, or secret shoes, then sheep knives, ice armor, rich blood essence, you can consider the dragon heart, and then you can do whatever you want, but it's really not easy to play like this.
-
Fire Cards and Ice Thunder Cards Go to U9 to see the Raiders.
-
Summoner Karl is divided into many ways to add points according to the type you want to fight, the most common are main fire and main thunder. Then there are some derivative additions for each play. Quickfire Man's plus point:
You can notice that this method of adding points is a bit late in the second level, and the early stage is crazy to ignite and ice, in order to improve the ability of the fire man as soon as possible, because this style of play focuses on the fire man, so there is no lightning skill in the early stage. After the purpose of the burning man is achieved, the lightning element is necessary. Because most of Carl's control skills are related to the thunder element Of course, the above points are a bit extreme, because there is no ghost walk in the early stage, and there are no other skills, so you can refer to the traditional fire and thunder system Carl plus points This addition is more traditional, that is, it relies on the meteorite sky fire shock wave in the early stage, and at the same time, it can summon the fire man in the middle stage, focusing on damage.
At level 4, there is a small burst skill combo. At level 7, you can have 3 bursts, and at level 12, you can have dual fire support. In addition, there is a method of adding points, that is, the playing method of the main thunder and secondary ice, only the first-level ice ball and fireball are ordered in the early stage, and there is a large increase, and the ice element is added in the middle stage.
The advantage of this fight is that it can provide extremely strong harassment and control, and it can run very fast on its own, requiring less equipment and level, and relying mainly on wind and magnetic storms. The disadvantage is that the damage ability is not as good as that of the fire type Carl. Not recommended for newbies.
-
The fire card is heavily output, and the ice and thunder are heavily controlled.
-
Generally, it is a first-class ice rapid cooling to save life.
The second level of fire does not suffer from the line, look at which head is pictured.
Then the ghost saves.
Then my words master fireball generally play dps
Equipment, phase, war drums, if the technique is good, make a push, and then what Sivala, foreign knives, etc.
-
There are ice thunder cards and fire cards, different people have different habits, fire cards in the early stage of a fierce, can be strong. Ice Thunder Card has a good recovery ability and doesn't love death.
-
A lot of cards, oh, ice thunder cards, fire cards, what, what cards, karl dps, the legal system, and the auxiliary are also good, and the cow is awesome
-
The 1st floor is so hard that I was too lazy to hit me.
-
Karl generally has two kinds of fire cards or ice thunder cards, which one do you want?
-
First of all, make it clear that there is no way to play the serve, clear about their advantages and disadvantages, the first fire card is not strong in the ability to occupy the line (and ice thunder Kabi), it hurts, the movement speed is slow, now talk about the skills, 1, manual serve 625, automatic serve 600, meaning you a retreat, he can't reach you, and you can hit him in vain, 2 skill selection, 2, 3 to the point, the service line has been dotting Carl, there is t to put t, this choice, dragging, 3 speed out of a bottle, 4. Control the line at his own level, so that in the case of having a serve, he does not dare to eat the experience. If needed, I can give you a walkthrough.
As for C's opinion, it's appropriate to hit Carl in the middle of the single, but it's not conducive to your next side support, because Carl's skills are generally long cd, and the magic consumption is large, and there are no 50 magic skills, if you and it solo flowers, it is recommended to add points 233134 he doesn't have to play. But in the normal game, the main DPS is generally played, plus gank, harvesting, so C is not necessary, it is more difficult to learn C, and it can be used.
Hope it solves your problem.
-
Fire thunder is simply dps Carl, there is no suspense in the early stage of full fire, but if you want to kill someone, you still have to add a little Q, so the addition point is fire big (sky fire support, divine damage, very fierce) and then ice (reserved for supplies) and then there is fire ignition There is a big point of big and the rest are all thunder.
In this way, the online DPS is very high, and it is very efficient to use WWE to point people to take the tower, and when you want to kill, level 7 is used to point out quickly qwerb after clicking with qqq. Coupled with the control skills of individual people, basically no one can bear it in the early stage.
There is no suspense in the phase of the war drums, and depending on the situation, you can suck blood or push.
Later equipment, according to the route you choose, you can produce cannons, assaults, or A-staff 'sheep knife' ice armor.
There are many details of Carl, such as remembering to keep the thunder in a state of full at ordinary times, cutting the combo skills at any time, using three fires to make up the knife, three ice at home, cutting stealth when there is no one on the line, and blowing thunderstorms + meteorites when guarding the high ground.
Personal summary: Carl is a very versatile and full-time hero. I don't think I've done much research. Let's just speak up and promote communication.
-
It's good to play al and practice more by yourself, if you pretend to be downwind, you can go out casually, and if you go against the wind, you will phase the war drums, push and push, and then come out with something else.
-
The main fire in the early stage, go in the middle, teammates have the best control, the sky fire receives the head, the level rises quickly, 7j time 4j fire, 1j thunder, 2j big, skills to leave the sky fire and meteorite, equip the first to blow the wind, blow up, put the sky fire, throw the meteorite, cut a shock wave out and put it.
A set of skills is easy to second.
-
Jump knives. Flying shoes. Wind Staff. Push push. Sheep knives. A account.
-
The Calgar point genre is nothing more than ice thunder and fire cards, ice thunder main ice and secondary thunder, and fire cards are all big and big. On one side of Karl's side is the Bottle -- Phase -- War Drums, and then it is loaded according to the situation.
Three-way or ice boxing, blood-drinking, whispering, endless, adc is roughly this routine.
Eat and drink, fist gloves, branches go out. Ashes、BKB is a must.,If you get used to it, you can drum with the ancestors.,It's better for this hero to play gank.,Don't play the late stage.,It's a little empty.,After all, you have to have residual blood to be powerful.,It's easy to die.。
Go out cloth armor 5 red.
Ninja Shoes Ice Hammer Maniac (or Sunfire) Kobold Snake (or Demon Resistance Broadsword) Black Cut (or Whisper) Brother Chun. >>>More
The early Shadow Demon attribute is too low, eat and drink and three branches, buy J or buy a sock (agile loafers) Mid-stage SF belongs to the mid-stage high-explosive class, the speed of farming is faster, and the late DPS also has some potential. Quickly making a jump knife or a prosthetic leg to support the gank is the mainstream way to play, and you can choose to push the line to contain the opponent in the case of disadvantage. BKB is a must-have. >>>More
Out of the mage outfit, it depends on the specific method or the output outfit, it depends on the lineup, and the specific situation is analyzed. Nothing is absolute.