Fortune Telling Collection - Free divination - Magic Gate 5 Invincible Heroes: Hammer of Destiny —— The main heroic experiences of all ethnic groups (forest ethnic groups)
Magic Gate 5 Invincible Heroes: Hammer of Destiny —— The main heroic experiences of all ethnic groups (forest ethnic groups)
It's been some time since I hurt my toe. According to the official news, TOE is the final version of H5, so it is necessary to study TOE carefully while waiting for H6. Since the second generation, the author has been a loyal player in the Heroes Invincible series, and has always favored three bright forces: Terran (Knight/Templar), Elf (Forest) and Protoss (Academy), which are also used by H5. So this article about the use of H5TOE's main heroes starts from the forest. The following explanation does not consider special heroes for the time being. First, because special heroes only appear in campaigns (if you use a host or something like that to make campaign heroes optional, forget it), and second, because almost every special hero has a very BT hero, it is not appropriate to introduce it with other heroes, so special heroes are introduced separately.
forest
Forest clan is characterized by agility and quickness, which is favored by nature, but it is also very fragile. Heroes of the forest clan tend to increase their defense and knowledge when they grow up around them, followed by attack and final mana. From the perspective of long-term actual combat, the main heroes of the Forest Team are mainly concentrated in the following: Ungar, Osir, An Wen, and Dilaire, who I think has great potential.
Ungar (Ungar)
Initial skills and abilities: main revenge (racial skills) main attack tactics.
Heroic specialty:
Every time a hero rises to the level of 1, the action progress of the creatures he leads at the beginning of the battle advances 1%. Superimposed on the initial atb value)
Weingar can be said to be one of the strongest heroes of H5, the first hero of the forest family and H5' s favorite hero by virtue of his BT specialty. The troops he led will always be synonymous with preemptive strike. It is his combat thinking to pursue attack power and speed and let the enemy lose most or even all after the first round of attack. In this respect, it has something in common with modern warfare's emphasis on destroying the enemy's main force at the first strike.
Selection of skills and abilities
As mentioned above, Ungar's skill and ability selection must follow the requirement of maximizing the damage in the first round of attack, giving priority to the skills and abilities that directly or indirectly enhance the attack power, and generally ignoring the defensive skills and abilities. In this generation, Forest Team has an extremely powerful ultimate skill, Natural Wrath (all attacks must be lucky attacks), which is basically a compulsory course for all forest team heroes, especially Wayne Gale. Due to the skill tree requirement of reaching the ultimate skill, three skills besides his racial skill (revenge) can be identified: logistics, luck, light magic, and the corresponding abilities: pathfinding/native land benefit/stealth hunter (logistics), rich resources/soldier luck/elf luck (luck), angry master/storm attack/refining magic (light magic). Of course, the unique abilities of the three races need to be learned, such as arrow rain, arrow without wig and magic arrow, so I won't talk nonsense. Wei Inga's initial skills are offensive skills and tactical abilities generated by offensive skills. From the point of view of preemption, no one has any objection to learning offensive skills, but he has initially acquired tactical ability. Because of the skill tree, he can only learn one of the two key killing abilities of offensive skills, reward and archery. Therefore, it is suggested to attack tactics at skill points, and the offensive department can learn archery and war maniacs. At first glance, the existence of tactics makes it impossible to have both rewards and archery, and the damage characteristics per second, which are mainly hunters and druids, do not require tactical ability. However, the author believes that this logic can be applied to other heroes of the forest family, but not to Wayne Gale. Ungar's troops are always the first to attack at the beginning of a battle. His tactical ability enables his troops to advance one pace, which is equivalent to the battlefield speed of all arms+1! This huge advantage is enough to offset the loss caused by giving up archery or reward. Just to give an example: the 7 th-level arms of the forest clan can attack most other troops in the turn after advancing one square. The last skill is recommended to learn leadership, and the leadership department can learn recruiting skills-agile aura-battlefield commander. In this way, the effect of speed+1 brought by the agile aura is combined with the effect of tactics, so that the scope of the first attack covers most of our own arms and the whole battlefield. If the battle takes place in the green plain, all troops can directly hit the enemy in the first attack with the speed bonus of their native land. At the same time, the ability to attack skills gives up the archery learning reward. Although giving up archery makes hunters MM and Xiaode lose some damage, the reward can increase the lethality of all troops by using the high morale brought by the leaders, and generally speaking, it will not lose money.
Selection of equipment
Equipment is the most important thing to improve the team's initiative or reduce the enemy's initiative, which is also the idea that most H5 heroes choose equipment. The second is equipment that increases speed or decreases enemy speed, increases morale or decreases enemy morale, and then equipment that increases special skills. Although we need to do some fine-tuning when dealing with heroes of different races (which I will mention later when dealing with combat strategies of different races), the basic equipment of Ungar can be roughly determined:
Right-handed weapon: the walking stick of the underworld (reducing the enemy's initiative by 20%) is the first choice, followed by the unicorn horn bow (eliminating the punishment of shooting distance of long-range troops)
Left-handed weapon: Long Lindun (heroic defense +3, initiative of all small creatures in the team +5%). For cemeteries, dungeons and colleges, you can consider using ice crystal shield (hero defense +2, fire magic damage halved).
Helmet: the lion's crown (the morale of the troops is +2, and the morale of the leaders is +3, just 5).
Cloak: The choice here is directly related to the right-handed weapon. If the weapon is a walking stick of the underworld, then the cloak of the shadow of death must be selected here (the enemy's morale and luck are both -2, which will have a set of additional effects with the walking stick of the underworld: the enemy's speed is-1); If you use unicorn horn bow, you must choose Linsheng bazooka here (the shooter attacks +4 in the hero team, and the ammunition is unlimited. With unicorn horn bow, there is a color additional effect: the atb value of the shooter after shooting is 0.3. If the hero is equipped as a ranger, the hero will also be rewarded with atb, and the ranger's ability of "shooting without air" and "arrow rain" will also enjoy the same effect. If there are none, use the Dragon Wing cloak (heroic knowledge +3, initiative of all flying creatures in the team+10%).
Armor: Longlin armor is the first choice (hero attack power +3, initiative of all large creatures in the team +5%), followed by unknown hero armor (hero all index +2, army magic resistance probability +20%).
Shoes: Keel shin guards (Hero Mana +3, all non-flying melee creatures in the team take the initiative+10%) are the first choice, followed by wind speed shoes (making the creatures led by heroes move at a speed of+1).
Ring: longan ring (around the hero+1, all remote creatures in the team take the initiative+10%)+ speed ring (creatures in the team take the initiative to improve by 20%) is the most ideal.
Necklace: Dragon Tooth Necklace (Heroic Mana +3, initiative of all spellcasters in the team+10%), or skill pendant (upgrading the unique skills of heroic race by one level, even if it has reached the expert level).
Pocket: gold horseshoe (lucky +2) or divination card (heroic knowledge and lucky+1 each).
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