Fortune Telling Collection - Free divination - How to add more Roman fortune tellers to Titan's mission? Give me some advice.
How to add more Roman fortune tellers to Titan's mission? Give me some advice.
I spent a lot of time on the ordinary and epic Titan and the hidden brush treasure, so the progress was a little slow until last week.
Now let's get down to business. This profession can be said to be bitter before sweet. With specific equipment, almost all attacks can be ignored directly. The left hand can be straight, just press shift to charge. First of all, attribute matching is a personal preference for high agility and strength, so there is no blood at all.
As for agility, how much should I order? Mainly depends on the supporting equipment. After the level is high, including skill bonus, it can be above 1900. Others can be thrown directly into the power and then the skill configuration hunting part.
The first column:
Forest knowledge: the complete second column:
Hunting Art: Man
Herbal treatment-when the toxicity is not enough at the initial stage, it can be washed off when not in use, and the third column will be filled later:
Hunting and crying: we must make up the king from the early stage to the later stage.
Monster bait: one thing is mainly to use the fourth pillar to deal with arrow rain and mage when the equipment is not good in the later stage:
Study prey: It is also practical to kill monsters that are necessary for kings or have thick skins.
Chisel: Start a little and end a little, increasing damage per second.
Seek cover: increase the projectile avoidance rate by at least 25% after the full point is full. The fifth column:
Take advantage of weakness: the early stage takes precedence over the late hunting howl.
Tracking: At least one thing depends on personal preference and equipment. If you don't want to fill in the sixth column:
Clear: a little earlier and a little later.
Group Shooting: The first column of the part full of dreams:
Spiritual contact: complete column 2:
Clear dream: complete
Empathy: it is quite practical under high defense ability, but personally I prefer the third column of turtle breath:
Flag: Full
Summon the Ankle: Use it at 4 o'clock after you have accumulated enough points in the later period, especially in the Ankle. It is said that it is very resistant to playing, especially Pluto can't play at all.
Heartburn: It is very easy to use at first, but you can brush off other skills at the end of the period, and then click Back to fill in the fourth column:
Turtle breath: Humans prefer turtle breath because they value their ability to reduce injuries and recover. Because it is not blood, there is not much blood, so you can quickly return to the demon and continue to study prey.
Hypnotic gaze: the fifth column of incus bomb is summoned in the later stage;
Time change: full speed and 15% strong skill to avoid projectiles. Column 6:
Control the mind: summon the incus to make them more resistant to blood return and double.
In the early days, bows and arrows were mainly used, supplemented by bows and arrows. It was quite easy to fight ordinary mobs. Only some monsters that run very fast need to fight and run. This state can last until the third chapter of the epic, not bad. Only when playing the king, it is inevitable to fight and kill and run for water.
In the later stage, contradictions will dominate, and even bows and arrows can directly abandon spears and shields with high attack speed. When you kill the king at a very fast speed, you only need to study the prey while fighting and shouting, and then put it down to avoid the king's special magic. In addition, because you brushed it many times, you accidentally found that it became a 100% dodge projectile after installing specific equipment and artifacts.
The necessary condition is that the skill must reach +4. This can avoid 35% time variation, avoid 25%, add 20% of the knot of the artifact isis, and finally equip Zhi Nuo's third paradox (the shield-avoidance rate jumps up and down by 20%). English still has a shield, Ancile, which is also about 20%, but you don't brush this.
In this case, because the defense can't hit high melee, 100% dodges the projectile, which can be said to be invincible.
However, the source of the damage is the anti-damage effect (such as the wind-lifting sting), spells similar to seismic waves, and special magic in the range, such as the whirlwind chop and vortex of the necromancer, cold blood sucking and magic sucking.
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