Control field Machinery Semi-group have Raiders, let you play not boring

Source: Internet
Author: User
Keywords Legend of the Furnace Internet games
Tags change clear control cost environment game game experience games

Some well-known online professional player card group, indeed after a thoroughly tempered, according to personal experience and game experience, after a non-stop trial and improvement, and then set up a suitable ladder environment of the card group. Why do people have to play the legend, you use this card group but not. Perhaps the ladder environment has changed, more is the card group Everyone is too clear, can achieve targeted play. Popular because of the stability and maturity of the card group, stagnation is because it is always imitated and targeted. So I like to play their own group card group, when you set out a set of card group if the winning is good, really will be a sense of achievement, you need to constantly improve, will not feel the game boring, or even you forget the time.

Keep going is Victory control field machinery semi-group sharing

One, the group card idea:

The shaman began to take the dwarf deformed, used to variant Poutoulon or other high cost of the garbage and other blood attendants, early lack of a station, most of the time even always naked, simply do not take. 4 cost of the manned Harvester, station yard capacity is very good, replaced by a 3-fee spider tank, is now too many fast-break, such as mechanical method, such as the cost of the more easy to play. Although the jump can reduce the cost of crystal, but the jump is really not a high survival rate. 4 Fee of Argus, very good, replaced with vigor totem and cure robot, use wall to change blood quantity, all is for better live. Not these cards are not good, but sometimes need to change according to the situation, we may wish to change according to their own likes, such as more with a little Xie na something. The card group is not immutable or unchangeable. If you blindly plagiarize, you will lose a lot of fun for such a good game.

Early shaman mainly rely on totem, can leave card advantage, flame totem function is very strong, a series of bursts of good early removal spell, but also can hit the face, sometimes very violent. Two power hammer, sometimes can be replaced by two of the destruction of the hammer later also line, in order to deal with the zoo or the early days of the arcade, I chose two power battle hammer. The dead language can also be added to machinery. 5 fee also brought a suicide hammer, supplemented the shaman's knife capacity and output, in the case of petrochemical in a round can output 10 blood, how also have to take a. Automatic vortex strike device Rob Blood is very good, give up because the group is not in favor of fast-break, maybe you got two serial burst, under the cover of the Wild Wolf Soul, automatic strike device grab a lot of blood, won the victory, I can only say you lucky too good. This set of card group correct play Division control field, drag later, the best is to let the other side of the more dead, do not shop on the clean totem, the late use of Poutoulon, such as earn card difference, this is the set card group correct victory rhythm. No blood, no blood, no need to take the scene.

Second, the Battle of the professional experience:

Druids crazy with Totem shop, each other jump 5 blood Entourage, flame with totem petrochemical weapons can also be removed. Do not activate jump monster has been totem. It's easy to get through early.

Rogue: God oil thief rob Blood is very serious, when necessary, the wild wolf soul can let the other side is very headache, on the field left a wolf soul will not be on the wolf soul, to avoid being a nest end. Then it's just as clear as possible.

Tyrants War: Play Tyrants War shop must be careful to kill the fight. Try to rely on the flame and heroic skills totem force each other to use a fight, or to gamble on the other side of the fight did not, the rapid resolution of the battle. I do not recommend the latter. Sometimes the tyrants war will bring big soft, do not be eaten big weapon, can not use big weapon time first, save 10 blood kill also line.

Warlock: This set of cards is also very restrained by the magician of the zoo. Keep your hands in the group. When you can leave a totem on the scene, and then you can put a flame on it, it's time to fight back. Shaman beat the zoo winning is not bad. Hand Magician, the main control of blood volume, 15 of blood when the main solution, waiting for Awlaki or the destruction of the hammer a blow will kill.

Paladin: Keep your hands on the Lightning storm. His dedication to kill the soul of the wolf, with the birth and equality of the combo is not worth, will make each other very embarrassed. Sometimes need to use 2 blood wolf soul to solve each other's soldiers, not with 3 blood wolf soul to solve. If the other side combat mobilization, if the amount of blood allowed, after the group of munitions can also line, so the time to hit the face or should be hit face, not be combat mobilization scare missed face opportunity.

Hunter: The shaman is very restrained by hunters, hunter small attendants more also very easy to shop, leading to Totem not go up, blood is very fast. As long as we can not conveniently, hands left AOE and the hammer of destruction. If you get a lot of blood in the early days, you will not win.

Shaman: In the case of civil war, it depends on who is standing in the field of the Totem more who won. AoE dozen Totem also not too on bones, not aoe totem more proof field way will be many. Mainly look at the early stage who can station, who aoe on the timely.


Mage: Most mysteries of mechanical method are mirrors, as long as the mirror is not mirrored to the eldest brother on the line. I would rather stop a round than gamble the mysteries that have not been tried. Keep the group and small arms, try to solve the field.

Priest: It's a crazy shop. Better than who's mentality, the other side to see when to use, we see the other ring of the dozen on the line.

Finally, I wish you all a happy game.

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