Fortune Telling Collection - Zodiac Analysis - Ask for details of Warcraft centaur?
Ask for details of Warcraft centaur?
Initial moving speed (basic moving speed): 300 | Initial defense (basic armor): 3. 1.
Primary Attribute: Strength | Basic Damage): 55-57.
Initial strength: 23 | Initial agility: 15 | Initial intelligence: 15.
Strength growth coefficient: 2.6 | Agility growth coefficient: 2.0 | Intelligence growth coefficient: 1.6 Skill parameter horseshoe trampling.
The hoof stamp [f] slams the ground, causing damage to enemy ground units and making them dizzy.
Action scope: 3 15
Cooling time:15s
Magic cost: 85/100/115/130 points.
Level 1-Deals 100 damage and stuns 1.25 seconds.
Level 2-Deals 150 damage and stuns 1.75 seconds.
Level 3-Deals 200 damage and stuns for 2.25 seconds.
Level 4-Deals 250 damage and stuns for 2.75 seconds.
double-edged sword
Double-edged [d] Chief Centaur gathers his inner strength to make a powerful attack, causing damage to himself and the target at the same time, and stunning the target by 0.0 1 sec. (Can't be used for suicide, which means that if you use this skill when your life is less than 400, you will still have 1 life left. )
Throwing distance: 150
Cooling time:12s
Level 1-deals 175 damage to both sides.
Level 2-deals 250 damage to both sides.
Level 3-deals 325 damage to both sides.
Level 4-deals 400 damage to both sides.
feedback
Return [r] Chief Centaur can respond quickly to any enemy who attacks him.
Ignoring magic immunity
Heroic attack, ordinary injury
The damage of redoing counterattack changed from 12.5/25/37.5/50 to
10+ own strength *26/34/42/50%, and the action mechanism and injury type remain unchanged.
firm and resolute
Great perseverance [g] Chief Centaur's huge body can withstand considerable blows.
Level 1-permanently increases his strength 12.
Level 2-Permanently increases his strength by 24 points.
Level 3-permanently increases his strength by 36 points. [Edit this paragraph] Advantages of hero comments:
A powerful meat shield;
Long-term vertigo skills;
Kill the hero with less blood and less than 400, and use the double-edged sword skill;
Take the lead in team battle;
The basic attack power is high, and it is convenient to repair the knife.
Disadvantages:
Close combat;
In the early stage of the game, you need the cooperation of vertigo skills. Ordinary route 1. Go out and mix wild streams.
Outgoing clothes: round shield * 1, eating trees *2, anything else, depending on whether you prefer to bring branches or power gloves.
Bonus: Since the mixed field is decided, the aura must be given priority. Suggest adding: 3 13 1. Level 5, whether to continue learning halo to speed up the farm or to learn war trampling depends on your own opinion. Personally, I feel that the level 2 aura is enough to fight wild. However, the strength of the early counterattack was actually very imba, and I made a decisive choice. As for when to learn a double-edged sword, let's judge it according to the situation on the court. Generally speaking, the role of Sagittarius is meat and control, and its output requirements are not very high, and Sagittarius itself is not blue enough. The output of double-edged sword is relatively weak in the later stage, and 400 points of physical damage is not painful at all, so yellow point can be considered.
Diversion: choose the upper road to fight wild. You must choose the superior road. If you are assigned to the inferior road, please try not to refer to this play. After all, there are many requirements for pulling wild in the early stage.
Tips for playing wild: Generally speaking, when you choose to play wild, ask your teammates to stop fighting. Passers-by can hardly see it when they go out with their eyes closed, but pulling wild will lead to insufficient troops on their own line, so generally speaking, we should try our best to stop soldiers in the first wave and let the other soldiers enter the attack range of their own tower, which makes up for the pressure on their own line after pulling wild.
Don't appear on the line after going out, just pull out the first wave in about 45 seconds. Generally speaking, after pulling out this wave field, the level will be 2. If you are in the Guards, and they are hard enough to master their own basic skills of pulling out the wild, you can consider eating the remaining trees near the total health of the wild monster of 400, and pulling out the wild spot at the upper right of the wild spot, so that you can eat 2 waves of experience, and this wave of small soldiers will be eaten by the wild monster.
If you don't consider pulling the wild directly when you go out, go directly to the smallest wild spot in the guard, and the pressure to eat this wild wave is still very small. However, after that, we still have to pull the wild. If someone catches the wild, you don't need money, and the experience is guaranteed as much as possible (on the premise of not dying). After all, the level of people who play wild is relatively high, and grades 3 and 2 are qualitative leaps.
Consider buying iron after 950. Personally, I don't recommend going back to 5. After all, the successor of 5 is a hard ball and has no obvious effect on people. Of course, if you like to abuse vegetables and fight wild or bloody, Lincoln and the like will not be introduced here. Tieyi's armor and recovery effects have obvious effects on the mixed field of men and women. If you don't like to participate in gank in the early stage and honestly mix the fields, it is generally not a big problem to jump the knife and challenge (or challenge accessories) for about 20 minutes.
Tips: 1 to 3, if you fight wild, consider directly using up your money and committing suicide. You can buy 375 2 or wands or something. Of course, if there is no red blood, it is best to give 950 iron directly. If the opposite side often catches wild, consider a double-edged sword, which can be used to commit suicide or something.
After jumping the knife, I began to deal with the group battle around gank. These things depend on the players themselves. After all, after jumping the knife, there is still a first hand. The tacit understanding with teammates is relatively high, so I won't describe them one by one. It is recommended to bring a magic wand, which is very practical for people who lack blue.
2. Mixed pipeline flow
Outgoing clothes:
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