How do novices play:
1. Put all resources into the core historical site of life /XP character/a certain attribute team, I believe this is enough to meet the needs of the Raiders.
Myth: In the initial stage, having a high-level and high-value role can really meet the needs of most levels. However, when the game stage transitions from the ordinary level of the main line and the middle and low difficulty to the deep stage, it will be difficult to promote the development progress because of the team's shortcomings.
Suggestion: If the resources are exhausted, you can make use of your current main attribute and try to learn from the low-level roles with one or two other attributes. Each attribute should cultivate at least 2-4 roles to meet the restraint needs of the team theme.
2. Attributes will be restrained by the enemy.
Myth: all restraint in this game is one-way, that is, only we restrain the enemy, and the enemy will not restrain us. So in theory, there is an omnipotent team that can fight six genera.
Suggestion: read the mechanism-related raiders stickers in the version to understand the game knowledge.
3. The nature of restraint is not important
Myth: Although the last article said that we won't be pinned down by the enemy, the copy of this game is difficult to cross, especially in the deep layer before the revision, where there are as many as five layers of continuous fighting. Without pinning, the endurance will be very serious. The damage suffered under restraint is halved, and the damage is * 1.5, which is very different from that without restraint.
Suggestion: Try to train 2~4 characters for each attribute to meet the need of restraint.
4. Restraint requires six roles, all of which are restraint attributes.
Myth: Attribute restraint is only judged by the "theme" attribute, and auxiliary bits (that is, positions below three themes) can carry any attribute.
Suggestion: In the case of limited resources, it is recommended not to train too many characters with the same attributes in the early stage of the game, so as not to affect the subsequent development progress. 2~4 characters are enough.
5. As long as the theme attributes restrain the enemy, you can completely ignore the attributes of auxiliary bits.
Misunderstanding: Although the auxiliary position will not affect the attribute restraint of the team under normal circumstances, if the skill of the auxiliary position is injured when releasing the skill, then the injury is still classified as the attribute of the auxiliary position. For example, suppose the first theme is Shiro with wind attribute, and the assistant is Lei Long, then when Shiro releases his skills, it will still be damage with wind attribute and damage with thunder attribute. At the same time, some items of auxiliary characters or weapons need character attributes, and if the theme and character attributes do not match, they cannot be triggered.
Suggestion: If you want to maximize the output, in principle, it is suggested that both the theme and the auxiliary bit of the warrior bit are restraint attributes. However, using this mechanism, if you carry a character that gives high damage bonus, such as Uncle Dark/Cong Yun/Lei Long, but its output ratio is not high, then you can do high damage only by practicing a thug with the corresponding restraint attribute as a shell, which can save the resource consumption of practicing the character.
6. The position of the output role can be placed at will.
Myth: In this game, two characters in the same position, the main position and the auxiliary position, enjoy the damage bonus provided by their respective abilities. So if you put an auxiliary character without skill damage under the output character, unless the bonus is high enough, you will waste half of the damage bonus.
Suggestion: If the ability entry of the auxiliary role is not only added to itself, it can be placed elsewhere to avoid crowding out the output bits.
7. As long as the role level of auxiliary bits is high enough, it doesn't matter if the theme level is low.
Myth: Only 25% of the auxiliary bits are effective, and most of them depend on the theme value, so even if the auxiliary bits are full-level roles, the promotion is quite limited.
Suggestion: Raise the level of theme role in time.
8. As long as the therapeutic effect level is high enough, you can increase the amount of milk and ensure endurance.
Myth: The direct healing skill of the game has nothing to do with the attack power of the character, but only with the health value of the treated character, the attribute/race of the treated character and the healing skill level. For example, the therapeutic value of full-scale wind milk is "restore the maximum health of all combatants 10%, and if the wind attribute is changed, the maximum health of characters will be restored 15%", while the treatment of regenerated milk is only related to.
Suggestions: improve the average level of the team and the skill level of the treatment role, attach importance to the theme role attribute, and effectively improve the treatment amount. In addition, at low level, the therapeutic value of recycled milk will be more than that of directly processed milk, because it is completely fixed, but after high level, the therapeutic amount will be much lower.
9. As long as the character is capable, it will light up.
Myth: Skills can be unlocked by lighting up the big statues on the mana board, and lighting up all the small statues will double the unlocking skills (usually), so it is very cost-effective to light up all the statues you see.
Suggestion: Give priority to lighting the big statue of a certain figure. If the character is a captain or a thug, it is suggested that all four statues should be lit first to awaken the character, so that the captain's skills can evolve and many attribute values can be improved.
10. It is enough to practice the role of a high star. It is best to have five stars, and then four stars are not good enough. You don't need to raise them below Samsung at all.
Myth: The numerical value and mechanism planning of the game are basically based on low stars, and because the influence of the attribute value of the secondary position is very low, there is no numerical difference between the five-star and one-star roles of the secondary position, and the low stars often give rich skill values or special skill mechanisms, which leads to some low-star cards being better than many five-stars.
Suggestion: Look at the corner of the header and compare the specific values of each role horizontally and vertically, which will help to understand the strength of the role.
1 1. Team matching only needs to consider whether it can survive or not. The higher my contribution, the better.
Myth: Single copy is like this, but the environment is another matter. * * * The speed of the Raiders depends on the "total output of the team", and the injuries caused by the three people are all pure output roles. Often no three people are semi-output and semi-auxiliary, or even two people are pure output, and the total output of one person who does not output at all is only auxiliary.
Suggestion: Make clear the skill difference between "fighter" and "team", and purify/dissolve the role according to the replication mechanism. Some characters wrote "xxxx for fighters" in the skill bonus, indicating that all three teams can enjoy this bonus, which is of team assistance significance. Team efficiency skills only work for your own team.
12. Team strategy and role strength only need to look at the content of Japanese clothes.
Misunderstanding: the strength of personality is directly linked to the environment. Without suitable matching weapons and roles, many strength cards can't be played. Don't copy blindly.
Suggestion: Give priority to various targeted strategies during the opening period.
13. I don't have enough viability and die easily, so I have to bring a lot of milk to live.
Myth: Many times, the pressure of survival comes from various mechanisms (weakening/digestion/purification, etc. ) failed to deal with the boss in time. Blindly taking milk is often counterproductive, and it also drags down the output of the whole team, and the viability declines instead of rising.
Suggestion: observe the mechanism in the copy, determine where your rolling point is, and then carry the roles that the mechanism can target.
14. this game auto can be played very accurately and does not need to be played manually.
Myth: auto has great limitations, and in the open service environment of national service, it can be said that it has done its best just to fill the buff and improve the output. If we want to adapt to auto, we will lose considerable team strength. When the team strength is insufficient, we still need to manually control the skill sequence. Once there is weakness, it is easy to roll over.
Suggestion: practice more manual skills and get used to the feel of each pf form.
In the case of 15.auto, the skill will be cast at a completely fixed time point in each battle.
Myth: The skill accumulation of this game is calculated according to the moving distance of the character, so if the moving distance is disturbed by factors such as card position in a certain battle, the release of skills may be greatly delayed. At the same time, because some skills have a small range of judgment, they must be released in person, which will also lead to the delay of skills.
Suggestion: ensure that the judgment of auxiliary skills is greater than that of thugs, and ensure that auxiliary skills are opened before the skills of thugs when they are full. And try to improve the exercise to the extent that you can successfully conquer the copy without relying on auto, and adjust it manually if necessary.
16. When matching teams by referring to others, as long as the roles are the same.
Myth: The weapon function of this game is so great that the numerical value alone can be worth the income of a character, and some weapons with special mechanisms are irreplaceable. Under the same role, the number of skill points will vary greatly according to the different level of practice.
Suggestion: Understand what role weapons play in this team, and then see if there are other weapons with similar functions to replace them. If the core components are missing, the team building effect will be very unsatisfactory.
17. There is no need to raise a role with similar performance.
Myth: Even characters with similar looks will never have the same performance, and there is rarely an absolute relationship between the upper and lower positions. Even the Japanese-made Shenglong and Pulong can't say that Shenglong is absolutely superior to Pulong in all directions.
Suggestion: After referring to factors such as skill length, rotation, skill form, judgment and numerical value, choose the most suitable role to match according to the situation. This requires a certain understanding of the game. You can raise a similar character at the beginning of the game, but you often have to raise it later.
18. In a team that doesn't need strong ejection (pf), the pf type of the captain doesn't matter.
Misunderstanding: pf will seriously affect the team's normal combo recovery, moving path, weakness breaking ability, etc. If pf is not suitable, for example, it will be a very painful experience to hit a wild boar bomb knight with a fist pf.
Suggestion: Even in the technical injury team, consider whether the pf type meets the copy you need to conquer. Sword pf is versatile and has a strong ability to break weaknesses. Boxing pf has high damage and high combo recovery, but the range is small. The auxiliary pf can effectively aim at the environment where the flight path is easily disturbed, and the special pf is quite satisfactory. It is worth mentioning that Bow pf has the best attack performance (good damage, good weak point armor-breaking ability, wide range, high combo recovery and low delay), but its stability is extremely poor and its operation is difficult. It is suitable for manual selection when conquering copies across levels, and it can solve a lot of pressure if used properly.
19. Failure will deduct physical strength.
Myth: No matter whether it is returned or not, all physical strength will be returned.
Suggestion: You can try and make mistakes as you like, and rely on it, use the trumpet to enter the * * * battle and then retreat, and constantly improve Bai Piao's physical strength.