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Should the priest of Adventure Island add an arrow?
I believe all the priests in the third round have realized whether the sacred arrow should be added or not: the sacred arrow is an out-and-out skill, and I am dissatisfied. Here are some reasons why I suggest dissatisfaction with the sacred arrow:

1, against ordinary monsters, the attack power is not as good as double-clicking (40*2=80).

In the second round and the second round, hitting any dark monster with the holy arrow is useless to treat monkeys, zombies, GREAT GHOST's upgrade and quick money making.

3. The appearance of new strange zombies makes priests above level 60 no longer have the embarrassment that senior priests have nowhere to practice, so during the second round, treatment can solve all the upgrade problems.

4, teleport 1 1 is very different from level 20, and friends with mixed fire dogs should be aware of it. Level 20 teleport can easily fire dogs, while level 1 1 is very difficult.

5. Magic absorption plays a particularly obvious role after the emergence of the 3-turn holy light, and it is a pity to give up.

I recommend 2 rounds of skill bonus:

Group therapy 1 (or teleport 1)- 1 teleport (if you teleport first, this is+1)- 1 magic attraction-full group therapy-full protection-full blessing-magic attraction. )

The above is the perfect layout for the priest to add points. In the end, except for the holy arrow 1 1, all other skills are full.