Current location - Trademark Inquiry Complete Network - Futures platform - How to add some pioneer skills to the future pioneer skills and add some recommendations.
How to add some pioneer skills to the future pioneer skills and add some recommendations.

A glimpse of the future pioneer's vertical painting:

After awakening, you actually took control of the Source Force, and you are a Jedi!

Use weapons: energy knife+energy gun

Proficient in Class A: Cloth armor

Experts are the legal profession among the four swordsmen who changed jobs, and they rely on energy guns and swords to attack, so they are intelligent players.

The percentage of magic attack characters, the weapons used are ion knives and guns, and the armor is mainly proficient in cloth armor.

Add some skills for future pioneers:

Give priority to passive skills, and then distribute them with functional skills as the supplement and colorless skills as the main output.

For example, it is suggested that the skills such as laser gun and energy imprisonment, which are mainly controlled and have less damage, should be output with level 1 auxiliary output.

The main output skills of experts are basically concentrated in the stage of 4~85. At this stage, except for the skill of energy confinement, others are recommended to be full. Then, the remaining SP can choose 2~3 skills to allocate SP points in wave blade, flying fish bomb, pulse chop, electromagnetic field and gravity bomb, while TP can choose 2 skills to allocate.

The frame of adding points given here is for your reference only. There is no correct adding point, only the one that suits you best. Everyone can choose the skills that they like and suit their feel. As long as you are comfortable and can brush the picture, that is the best point.

Since the current version has not been opened, there are enough SP's, and the remaining SP's can be allocated at will.