Pirates 1 need 20 agility.
Boxer, the equipment limitation ability attribute is agility, and the main ability attribute is strength. 10 level = equipment agility requirements after equipment level.
Gunner, the ability attribute of equipment limitation is strength, and the main ability attribute is agility. 10 grade = equipment strength requirements after equipment grade.
Boxer agility 10 plus 20 other strength, 1 1-20 full strength, 2 1 back 4 strength sensitivity 1. You can stop increasing agility after 100 at most. Note: In fact, it is not enough for a fighter to hit between 1 1-30. You can consider being more agile in the early stage to avoid bumping into strange things. Of course, it would be best if you could have equipment such as face ornaments. In view of the existence of this problem, quick action must be full.
Gunner 10 plus 10 strength, all others plus agility. After 4 minutes,11strength point. You can stop stiffening after 100 at most.
To sum up: the fighter is the main, the gunman is the main agile ~ hehe
Reference: /bbs/dispbbs.asp? boardid = 2 & ampid=2 14570
Skills.
One, a turning part
Bailie Boxing: skill level 20, skill attack power 1%, full level 270%.
Quick action: skill level 20, increasing avoidance and hit rate, reaching level 20, passive skill.
Galloping: Skill level 10, which can accelerate running in one direction in a short time and increase the jumping ability. Full speed ahead 30
Half moon kick: skill level 20, melee group attack skill, skill 1 attack power 1 14%, full level 190%.
Add a few points:
Kick 20 points in half a month-20 points for Bailie Boxing-20 points for quick action-gallop 1 minute.
or
Kick 20 points in half a month-20 points for Bailie Boxing-20 points for quick action-gallop 10 points (make up points after 2 turns)
Skills assessment:
1 Round mainly has two attack skills, half-moon kick and boxing. The attack speed of Baicrack Boxing is faster, but it can only hit a single monster in the chest position, so its use is limited and it is not easy to fight. Because monsters often swing empty fists when they walk. But even so, I said in a post before that a hundred-crack boxing is a must.
Of course, there are more reasons than that, because pirates lack stable and effective means of attack in 2-3 rounds. As a single attack skill, Baicrack Boxing may have room for you to make an attack imagination to match various skills, while the flying skill really only needs 1 point. Although the speed of increase is not much, considering shoes and pets, even rings (even if there is only one ring), full speed is relatively easy. Of course, if you feel that you are a novice and may not have much investment intention in equipment, it is not bad to run at full speed and save some money on cracking, and 2 turns can also make up for this skill.
From the next 2 or 3 turns, half-moon kick is still a very important main attack skill, so half-moon kick is necessary. Half-moon kick is a rare group attack skill that appears in 1 turn. Although it is a group attack, it also has considerable limitations. The attack range of kicking in half a month is not large, so kicking monsters must be close. All the attacked monsters are in the 1 position, so you can't kick any more. Therefore, this kind of group attack is also awkward, unlike the separation when the knife flies for 3 turns, one separation can hit the other five.
The operation mode of the flying car is to press the same left or right direction key twice, that is, to start. 1, press it twice and the gallop will start, but if the character is not walking, he can change the direction of the character's face and walk, and the gallop is still effective. However, if you change direction during walking, the gallop will be invalid immediately. 3. If other skills are used in galloping, galloping will be invalid immediately. 4. If you are attacked during galloping, galloping will be invalid immediately.
P.S., someone will want to add double ejection kill, which is the main attack skill of shooter 1 turn, and the boxer has no skill to repair it. Don't think about such a thing, it's meaningless. After you turn 2, your attack power is affected by your strength, and attacking with a pistol is almost negligible.
Two, two turn part (boxer)
Body-building: the level rises. When using AP to increase HP, the maximum increase of HP increases. That is, hp enhancement, full level 10, and the maximum increase of hp is +30 when upgrading.
Precision boxing: improve the proficiency and hit rate of boxing weapons. Full score of 20, proficiency of 60%, hit rate of 20.
Return to Horse: Attack up to 3 enemies behind you. Attacks can make monsters dizzy. At level 20, the attack power is 240%
Dragon combo: 2 attacks on the enemy. Single attack skill, reaching level 20, with 290% damage. The cooling time is about 1.5-2 seconds.
Bone Penetration Strike: Attacks up to 3 enemies in front of you, with full rank of 20 and attack power of 420%. Gas accumulation is needed, which affects the damage per second.
Fast fist: weapon speed increased 1 level. 200 seconds after reaching level 20. Increasing weapon speed will not shorten the cooldown of attack skills.
Oak Camouflage: This is an interesting skill. When it is used, the whole body is wrapped in a wooden bucket, and it will not hit the monster, but there is a certain chance that it will be discovered and unmasked. There is a cooling time. Full level 10, duration 30 seconds, cooling time 15 seconds. There is a correction.
Life shunt: consume hp, restore mp, and have cooling time.
Bonus points: fitness 10-fine boxing 20 points-fast boxing 20 points-returning to the horse 20 points-Tougu 20 points-Tilong combo 20 points-oak camouflage 10 points, or 1 turn 2 points.
Skills assessment:
Turning 2 is a painful stage. Although there are three seemingly good attack skills, it is a pity that they cannot be reused.
Dragon combo is the most damn skill I've ever seen. Short-range attack is a characteristic of soldiers. Needless to say, the cooling time of 1.5-2 seconds is unbearable. Two and a half months kick+double dragon combo or 1 half moon kick+1 split fist+1 double dragon, so this time it has double dragon combo. However, the continuous technique is not easy to use and is very inflexible. I think everyone knows it. However, fast boxing can only speed up the attack frequency when the skill is launched, but it is not helpful to the cooling time, so boxers who lack effective main attack skills are far less fluent than other professions.
Returning to the horse is an important skill and feels good to use. Of course, it also has a certain cooling time, but there is still room until the fourth turn.
The effect of penetrating bone is far greater than its seemingly powerful attack, because we can't wait until he is angry.
So I am overwhelmed by these slow skills. You can't count on the help of macro instructions. Instead of this, you should put the fist, half-moon kick, dragon-lifting combo, horse-returning and bone-penetrating near the keyboard, and improve efficiency by skilled operation and adaptability. More people are used to holding down a skill and releasing it constantly, which is definitely not suitable for the boxer's 2-turn skill. Of course, you can choose to play for half a month, but the attack power is low, it is inconvenient to use at close range, and it will make people feel uncomfortable when we face a single monster.
Three, three turn part (fighter)
Confusion attack: when the enemy is stunned (confused) by a passive attack, an additional attack is launched with a certain probability. At level 20, the probability is 60%, and the attack power is increased by 60%.
Energy Blasting: Carry out a powerful energy attack and attack 4 nearby enemies at close range. This skill can only be used when energy gains skills. At level 30, attack power is 420%
Energy acquisition: automatically acquire energy when attacking, and automatically launch this skill effect when full of energy. You can use other skills full of energy. Full level 40, duration of 50 seconds increases hit rate by 20, avoidance rate by 20, attack power by 20, damage reduction by 200%, and launch probability by 50%.
Energy consumption: blood-sucking skills. Turn the enemy's hp into your own hp. At level 20, 360% attack power and 20% physical recovery damage. (Medium-range single attack)
Superman transformation: it takes 120 seconds to transform superman, reaching level 20, physical magic defense +40, and cooling time of 8 minutes. Superman can't use normal attack skills when he transforms. But when you are energetic, you can use the skills you started when you were energetic. When Superman transforms, the moving speed and jumping ability of the character are improved.
Random Strike of Gravel: Hit the earth violently, causing damage to 6 enemies. At level 30, 700% attack power. Superman's transformation state can be used
Add a few points:
1, chaos attack 20 points-energy gain 40 points-energy blasting 30 points-energy consumption 1 1 point-Superman transformation 20 points-rubble random strike 30 points.
2. Chaos attack 20 points-energy gain 40 points-energy blasting 2 1 minute-energy consumption 20 points-Superman deformation 20 points-random gravel strike 30 points.
Skills assessment:
The 3-turn warrior still hasn't stepped out of the shadow of insufficient main attack skills. The 3-round attack skill is required to be used in energetic or superman's deformation state, which is too restrictive. When the energy is insufficient and Superman is in the cooling time, it takes more and more time to rely on 1 turn 2 skill training.
The process of energy acquisition is not gathering gas, but blaming. The faster the damage per second, the faster the energy will be gained, but according to experience, how much energy is sufficient? There seems to be no quota, but it changes according to your own level. The higher the level, the more energy is needed. Generally speaking, the speed of energy acquisition is always unsatisfactory.
Superman's deformation cooling time is too long and the duration is too short, which leads to a serious lack of attack power.
Energy explosion is a melee group attack skill, and its attack nature is similar to half-moon kick, which is inconvenient to use.
On the contrary, the unexpected energy-consuming round is the medium-distance single attack skill, which can be used far away from monsters. You don't need cooling time, but you can keep pressing. The attack power is good, but it is a pity to use it when you are full of energy. But overall, I finally have an attack skill that doesn't have to wait. I prefer this skill.
This confusing attack skill works well with skills such as returning to the horse, and it still benefits after 4 rounds.
It is also worth noting that:
1, when the energy is abundant, there are bumps and bruises. When you collide with a monster, the monster has a great chance of withholding blood, ranging from hundreds to thousands. How to calculate the exact amount is still unknown.
2. When the energy is abundant, the additional effect of energy acquisition skills conflicts with drugs or some skills that increase hit, dodge, attack and defense. There is no conflict with Achilles, and I don't know whether there is conflict with Huo Yan, because there is no experiment. For the superposition study of the additional effect of abundant energy, please see this post: /bbs/dispbbs.asp? boardID = 2 & ampID=2 12966。 page= 1
Four, four switch (emergency team leader)
It's time for the Boxer Rebellion to see the light of day. Aside from evil energy and vicious transformation cooling, there is no limit to the speed of light boxing (6 companies) and long-range group attack skills, and it is finally not disappointing.
Hidden Dragon Out of the Deep: Long-range attack, summoning the dragon in the sleeping place, attacking most enemies, full level 30, attack power 8 10, and attacking 6 enemies.
Lightspeed Boxing: melee single attack skill, which attacks an enemy 6 times in a row (the skill in the game is misinterpreted at present). There is a cooling time of about 0.5- 1 sec. At level 30, the attack power is 230%
Speed field: within a certain period of time, the attack speed of all weapons in the team will be increased by one level, which can be stored with 2 rounds of fast skills. Level 20 lasts for 300 seconds.
Waiting time: the cooldown of all skills of the whole team is 0, including your own skills, except this skill. After reaching level 30, the cooling time is 20 minutes.
Super Energy: Strike hard in the energy state, attack most enemies, reach level 30, 900% attack power, and attack 6 monsters.
Super-transformation: becoming a research-level transformation state within a certain period of time. You can only use research-level skills in the transformation state, and the cooling time is 8 minutes after reaching level 20.
Death: used for super transformation, medium and long distance group attack, reaching level 30, 600% attack power, and attacking 6 enemies.
Goldfinger: Superman's transformation skill, a single attack skill in the middle and long range, and attacks the enemy 8 times in an instant. At level 30, the attack power is 400%.
Add a few points:
Four turns only talk about order.
Hidden dragon out of the deep, light speed boxing, waiting for the opportunity, each 1 minute.
Then, first full of hidden dragons, then full of light speed, then super energy, then super transformation 1 point, then add gold fingers, and then add death. You can add speed field skills alternately.
Skills assessment:
Lightspeed Boxing (6 companies)+Hidden Dragon is the best combination. Press the light speed fist to hold down the hidden dragon, and the hidden dragon can continue the light speed fist after it is released. This combination is very smooth and seamless, which is more effective than using Hidden Dragon alone.
The Golden Finger after the super transformation is 8 companies. The skill speed is a few blocks, but there is a cooling time of about 0.5 seconds-1 second. Goldfinger is not a melee single attack skill, but a medium and long-range single attack skill. It looks good and the motivation is acceptable.
But it's a pity that the super transformation also has a cooling time of 8 minutes, and the duration is only 120 seconds.
Super transformation and Superman transformation are two skills, one of which can be used after cooling, but both of them can't be used when cooling. Both transformations can only use their corresponding attack skills.
Because of this, in fact, the speed of light boxing and hidden dragon is the main attack skill of four-turn boxers. In fact, the attack power of both skills is quite good. Although I found that the attack power was very unstable during the test, I used a natural weapon of 100, and my attack power was 1388-2498, and the actual damage to the monster (Tortoise Dragon) was between 1000+ and 15000+. Some people are well equipped, and it is said that the damage can be 20,000-30,000, but instability is still the same feature.
This is my finishing, and it is the essence post of the absolute authority forum from mxd.youwo.com ~!