Fortune Telling Collection - Free divination - Analysis on the reward of artillery skills on the big navigation road by setting up battery firepower

Analysis on the reward of artillery skills on the big navigation road by setting up battery firepower

The "Bounty Ranger", who is not as good at rushing into enemy lines as guards, nor as good at controlling as wizards, and has excellent recovery and auxiliary ability, has always been a special existence in the great voyage. Deliberate, advance and retreat freely, when the reward is equipped with powerful artillery, the war situation will become wonderful and incredible.

Choosing the right skills will make the output more violent.

From the skill point of view, there are only a few skills that artillery bounty must play, in order of priority:

1, anti-aircraft gun attack: 100 level increases the attack power by 630, and whenever the basic value of artillery attack is increased, it is the first.

2, advanced range: have good artillery damage, need to be equipped with a suitable range.

3, advanced mine: PVP mine is very important in wartime, and it depends on mine in the early stage of one-on-one hit.

4. Anti-aircraft gun explosion: the crit probability of 100 level is increased by 25%, which is the most effective with anti-aircraft gun attack.

5, advanced rapid fire: rapid fire can increase the shooting speed by 20%-30%, which is equivalent to increasing the attack power by 20%-30%. This skill is easily overlooked, but it is really important.

6. Advanced intensive spells: A single intensive spell or a single intensive rescue will increase the blood volume almost, but intensive spells can greatly enhance the damage of whales at the same time, so intensive spells are the first priority.

7. Advanced enhanced smoke (or advanced enhanced flame bomb): Increase the attack by 15%, which is very cost-effective.

Just output, here are 7 skills listed, and we usually have 7-9 skills (the highest is 8 bars+bottle 1 bar), so how should we choose the remaining skills?

It is suggested that if there is only one more box, put an advanced cloister to increase durability. When the level is 100, you can increase more than 6,300 points of blood in actual combat, which is much more cost-effective than playing advanced rescue and returning hundreds of points of blood each time. If it is two squares, you can selectively play armor or spell resistance, and 100 increases by 330 points per level. Or advanced rescue, increase the ability of group warfare.

As for collision avoidance, I personally feel that the effect is average. Advanced penetration is only equivalent to attack power plus a smoke gun, which is not low, but such an important skill is a bit wasteful.

As for the ship, give priority to speed, the more extreme the better. Secondly, attack, the attack should not be too bad, at least 90% should be there, and then defense and durability should give priority to high defense. Because of the higher durability, the difference between 1600 and 1800 in actual combat is more than 2000 blood. Playing advanced cloisters is enough to make up for it, and defense will enhance both armor and spell resistance. The number of squares, as analyzed above, should be at least 6 squares, and the top-grade bottle is 7 squares.

Class 75 is transitioned by a battleship. Class 85 heavy Zeebek can be used for 105. It is recommended to select carefully and put at least 7 advanced skills. In addition, please note that Zeebek ship has only three guns, so generally speaking, only smoke guns can be used as the main guns from the perspective of range. Other four-gun ships can refer to solid bombs or flame bombs, but the mainstream is smoke bombs. Level 95 does not need to be changed. The obvious feeling of change is not that the attack has improved, but that the defense and blood have improved a lot, so the high-end regiment can play its greatest role in wartime. Grade 105 It will be too brittle if you don't change the skin, so change it quickly.

Of course, as for skills, because playing skills does have some elements of luck, it is necessary to ensure that the first four most important attributes are (this is relatively easy to achieve), and the budget is not much. For example:

1, junior entry ship, bottle is advanced range. There are also two relatively less useful skills, enhanced spells, enhanced smoke bombs, and advanced corridors. However, because the top priority attack skills are all there, there is no problem whether you participate in team battles or play legends.

2. At present, the main ship of 100 class, the bottle body is a high-grade stern cloister, which lacks rapid fire, so it will be uncomfortable in actual combat, and occasionally there will be a time when the artillery cooling time is too long and an important shot is lost. Of course, other attributes can also be satisfactory. 100, if you are lucky, you can hit nearly 9. There are not enough attacks that have lost 178 and 179.

Incarnate the mobile battery at sea, and clear the name of bounty ranger with powerful artillery output. For more game information, please pay attention to official website and the official forum "The Road to Great Navigation".