Whether it is a novice or the old http://www.aliyun.com/zixun/aggregation/3290.html "> Players, 7 must know tips are essential upgrades weapon, for all the legendary turret players, PK is the most important play core, how to use some details to beat the opponent, definitely worth a visit.
1, interrupted
Interrupted and sub-technical interruptions and general intrusion interrupt, let's talk about the technology we often say interrupted
The enemy ice girl is preparing to enlarge the move, our captain sees the potential to release the ghost ship, succeeded in interrupting the output of the ice woman, compared with the ice female next technical response time, her chest has fallen out. Technology interrupt is a very important point in the clearance PVE, a technology to interrupt the success or failure is often the key to victory or defeat. Most players will investigate the enemy hands as the basis for interrupting the technology, this discrimination method, in the face of ice girl, deer, this hero, the success rate will be high. In the face of similar Medusa, Devil Wizards and other big invincible hero, the need to use another method: to investigate the enemy's blood to determine the moment of release big move. It is well-known that the amount of blood deducted from an offender will be used as a response to energy. When the hero is hit to a certain level of blood, the energy tank will be full. Of course, the technical interruption is not limited to the big move. The controllability of the big move is relatively high. The general technology interrupts the technology at a lower level. Techniques such as the headshot of a musket and the popular bundling arrow can also interrupt the enemy's technology.
2, hands
Starting hands, also known as the crime before the shake, that is, a hero before the invasion of a significant contrast to the action. Fire female release Dragon cut, able to see her feet have an aperture, the hero of the time technology will have. Can make a lot of players will make a mistake, that is, the hero at the time of the release of technology has not released on the big move, the results canceled in front of the technology, resulting in the defeat of the battle. The big move is not only dependent on the release of interrupted, but also investigate the hero's invasion of hands. On the group of tycoons such as ice, Zeus, etc., be able to wait for a small group of small technology to release the moment and then release a big move, abolished the technical shake, an increase of the output moment.
3, station
Turret station points in the front row, the row, the rear row. The figure is a counterexample, the hero will be heap together a wave away from the enemy, so the best station is the front and rear have. Stand in front of the hero decided the location of the battle line, assuming the enemy front pressed the tighter, we will be more favorable, on the contrary I will disadvantage. For example, the most common is the blackbird's confinement, confined front of the hero, the entire team can cut into the enemy's internal, the first to kill crispy skin back row. There is also a direct link between stations in terms of technology interruptions. Some technologies will lose their effect because of stations. For example, a captain's ship can not interrupt the big move of a musket without any front-line push.
4, cost-effective use of energy
There are several ways to get the energy of the hero: attack, being intruded, kill reward, cross-court reply, with the return. Attacks are basically a fixed percentage of the energy recovery, with the exception of some specific technologies, such as the Medusa snake can absorb energy; was offended by its own deduction of blood accounting recovery; kill reward fixed at 300 energy; Cross-court reply is based on the hero's own energy back to the resolution; equipped with the return of the ball is mainly to rewrite the energy return effect.
Captain as a front skin shield, the damage received will be more, so the energy response will be faster. When the captain's energy is full before the start of a round, he can put it first and beaten quickly enough to return full energy. The controllability of invaders, intruders and over-the-counter replies is modest, and the preemptive strike (also known as grabbing heads) is the primary controllable measure for obtaining energy. Assuming a bunch of blood on the opposite side of the enemy, and we Zeus full of energy, put a large amount of energy and can be full. What are the benefits of grab the human head? 1, to avoid the full energy of the hero to kill the reward; 2, for the next round of the big move (such as collective control, single high injury) for the preparation.
5, the order of attack
Each hero has four technologies, the first one is automatically released, the fourth is mostly forced technology (plus energy, plus magic resistance and the like). Each hero's invasion will have a fixed order, the battle cycle in this order. The order of the most heroic invaders is: general attack - two technologies - three technologies - the general offense.
Most of the hero to cycle in this order, every time a round will start again cycle, release big move will not damage the cycle. Some hero will put three technologies to put two technologies (such as the captain), and a small number of hero (such as Moon riding, Medusa) each time there will be special effects, put the order of technology is different. The so-called confidante know victorious, knowing that each hero's order of attack on the arena and a copy of the brush are very helpful. Such as Zeusga fire woman combination, the two technologies are collective damage, will be in the second invaders release, so in an instant a lot of output on the enemy team, plus a Zeus big move can quickly seconds out Some strange.
6, physical injury and French injury
The picture shows the black and electric soul, black big move is all physical damage, and electric soul is magical damage. Heroes have material defense and magic defense, some hero because of technical effects, physical defense or magic defense will be high. If the demon defense is very high on electricity, assuming that the fire woman hit a big trick on the body, that is a waste of. On the material injury techniques, such as black, pat Bears, try not to hit the enemy in the high armor body (stone people, dragon turtles, etc.); and spell damage techniques, such as fire women, demon sorcerer, do not hit the high Fight against the enemy body.
7, round attack
The Skeleton Corps on the right was bent back after being attacked, even though it was ready to shoot an arrow, but was unable to shoot because of the attack. However, most of the front row will not appear to interrupt the general situation of the invasion, only some of the crispy mage or skeleton soldier will be interrupted. So, general offensive interruption of what we have to assist? Have not tried such a situation, sometimes divided some of the mage will be your turn a few tycoon turns, until the moment of death did not invade once, but some time can . This is related to whether you have just interrupted the Master at the time of the invasion, how to do the general intrusion interrupted? As we all know, the big move will stop all the action at that time, which is like a general intruder moment regulator Opportunity adjustment can be done to interrupt the general intrusion. Interrupting the output of a mage, the assistance of the front of their body shield is great.
Above is the legendary Knight Tower 7 must know skills, I hope we have the game to help the game, players have their own views are welcome to leave a message below, this article from the network, part of the view may be unofficial, inappropriate but also light spray.