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Strength analysis and tactics of ghost captain.

The description of ghost captain's ability in Nautical Anecdotes is very complicated. In fact, his core game is to control blood. The ghost captain who controls blood volume is actually very strong. Here, I will bring you the strength analysis and playing strategy of ghost captain, a maritime anecdote.

Strength analysis and tactics of ghost captain.

Heritage recommendation:

1. Feather pen, repeatedly jumping artifact.

2. Wallet, burning soul belongs to taking money

3. Pepper, the principle is the same as wallet.

Airline:

Business is the main business.

Upgrade:

Ammunition, orders and charging can all be given priority.

Delete card:

Similar to the bear trainer, deleting the basic card does not affect the construction, so you can consider it yourself and keep the core card and special function card.

Game creativity:

Ghost captain is similar to a gunner who has no crit but a stronger charge, but the output is slightly inferior, in exchange for better battery life and sufficient ammunition.

In the regular game, make full use of burning to output, and then use the mechanism of rebounding blood to pull the blood line, ensure the battery life, and try to avoid the blood line being too low to burn the soul. If there is still blood skin left, it can be revived and nourished.

Advantage analysis:

Although the captain seems to take off strongly, he actually feels hard to get stuck. After many considerations, he found the problem: the initial deck restrictions in ghost captain.

Although it looks beautiful, the output of the ghost captain is not as good as that of the gunman, and it needs a startup space to burn the soul, which makes the ghost captain's ability to output quick pictures not strong enough.

If the crit card (drunk/marked) is inserted into the card pile to enhance the attack, the regular income is not high (drunk/marked). If you want to stack the cards stably, it will make the cards bloated and easy to draw ghosts (inspection/burning is essential).

Another idea is FTK, which makes up for the output by extracting more, but this leads to another problem: prohibiting the soul from burning.

Because treatment is forbidden, FTK can't cross the map without injury, and the accumulated injuries can easily lead to sudden death in continuous combat.

Secondly, the ghost captain didn't stay well, and the soul burning and shield round settlement reduced the opponent's cards to a greater extent. If the ghost draws, the card holder will not be able to play out, which increases the difficulty of the ghost captain.