Analysis of 1423 [Air Mine Trace].

The control effect of [Empty Thunder Bullet] combines the control effects of the two skills of [Space Magic Bullet] and [Thunder Light Magic Bullet], and the effect is greatly enhanced, the disabling space displacement duration has been extended from 3 seconds to 6 seconds, the blindness probability has been increased from 30% to 50%, and the blindness time has also been extended from 1.5 seconds to 3 seconds.

In addition, the leapfrog improvement of skill quality also has a qualitative improvement in the control effect, and the super high skill quality means that the skill priority is also super high, and the higher the skill priority, the more difficult it is to be immune or resist the control effect.

The range has also been improved, but the increase is smaller, the range of 80 yards is only 10 yards farther than the 70-yard range of the [Space Magic Projectile], but this is already an ultra-long range, and it is normal that it is difficult to improve.

The second-stage selection skill [Air Thunder Scatter] is the range version of [Air Thunder Magic Bullet], the damage and control effect of a single magic bullet are the same, and the number of magic bullets will be determined according to the number of enemies, but the most important thing is that it will not accidentally damage allies, which is relatively rare in large-area damage skills.

The world-class quality is here, and the success rate of these magic bullets will be very high, especially since each magic bullet will be controlled and judged independently, which will not miss.

It can be said that in most cases, as long as [Air Mine Scattering] is released, it is equal to all blinding and all forbidden spatial displacement within the attack range.

It's good to say that it's good to prohibit spatial displacement.,Not everyone has the ability to move in space.,Shepherd blindness is terrifying.,The field of vision is completely black.,Even if you can still attack and defend.,Skills can also be cast normally.,But you can't see how the enemy fights.。

Others can't see themselves.,It's equivalent to being invisible.,It's just that the enemy outside the attack range can still see you.,But it's far away from the range of many skills and it's not enough.,You can't hit it.,So it's also useful to use self-rescue.,It can improve the user's survivability.。

In addition, although the priority of the control effect of "blindness" itself is not very high, it is still okay, coupled with the quality of the skill to survive in the world, it is enough to ensure that most conventional means of de-control cannot solve this "blindness".

With such a powerful range control, it won't be controlled with allies, and the independent cooldown time of 45 seconds is not too long, even if the [Air Mine Scatter] is taken out alone? Surely it has reached the level of legend? Now, it's just one of the three stages of [Empty Thunder Trace] skills.

[Air Thunder Magic Bullet] and [Air Thunder Scatter] are good enough? But [Lost Steps] is stronger than them.

Obviously? Due to the participation of the Void Illusion Spirit, forcibly gave its illusion attribute to a new skill? And [Lost Step] is not only the embodiment of the illusion attribute, but it is not only related to the illusion attribute? Rather, it is a combination of the three attributes of space, illusion, and qi.

The so-called "Movement speed increases to 3 times the normal movement speed in 3 seconds?" Move in the form of an afterimage", not a displacement skill like a charge, but to speed up the user, and then the user can still control the direction freely? Run and stop and make "normal" movements at will.

It's just that this "normal" move will move 3 times faster than the normal move speed? As you move, you will also drag a row of afterimages, starting from the starting position after activating [Lost Step] and stretching all the way to your current position.

As long as the user does not stop, the 3-second duration will not expire, and the afterimage will continue to lengthen.

And in the meantime? The player can't be picked, which is equivalent to a "pseudo" invincibility skill? The reason why it is "pseudo" invincibility is because if a certain area skill can put all remnants into the attack range? can damage the spell user.

But it's obviously not easy, because as long as the user doesn't stop? Will the afterimage always exist? The more you run, the more remnants there are, the longer the queue of remnants will be, and the faster you will run at 3 times the movement speed, which is so easy to cover them all.

Therefore, although [Lost Step] is only a "pseudo" invincibility skill, as long as it is used well, it is infinitely close to "true" invincibility, and even stronger than a considerable number of "true" invincibility skills.

This is because many invincible skills cannot be attacked and used after activation, while [Lost Step] can still use normal use of movable casters or instantaneous spells or spell-like skills, but it cannot use props or strange objects that need to be touched, and it cannot use basic attacks and shields to block.

This is very logical.,Your body is virtual.,Turned into an afterimage running.,Of course, physical skills and basic attacks can't be used.,Props or strange things that need to be touched can't be used because they can't be contacted normally.,Naturally, you can't use it.。

The big taboo of using [Lost Steps] is that you can't stop, as soon as you stop, the afterimage will be extremely fast to itself, although the specific tightening efficiency still needs to be tested in practice, but Yun Xiaohan estimates that this closing time will be very short, maybe blink an eye, and the closure will be completed.

Otherwise, it will not restrict only "movable cast spells or instantaneous spells or spell-like skills" to be used normally, once the user stops, it is equivalent to actively turning off [Lost Step], and the duration of [Lost Step] for 3 seconds is still consumed.

The user has turned off the [Lost Step], so of course any operation can be used normally.

As for "can't use a shield to block", at first glance, Yun Xiaohan is a little confused, I'm "pseudo" invincible, I don't need to block.

However, he quickly realized that this was not a restriction on his own protection, but rather a restriction on his ability to protect friendly units with the [Shield] effect while [Lost Walk] was activated.

Thinking of [Cover], Yun Xiaohan thought of taking injuries again, can he still take damage for his allies during the [Lost Step]?

After careful consideration, he felt that he could, because the skill description of [Lost Step] was very clear, and it could not be selected, not that he could not take the initiative to bear the injury for others.

But on the other hand, since he can bear injuries for others, he will still lose blood normally during the [Lost Step], which means that [Lost Step] will not interfere with the aspect of taking injuries for others at all, after all, [Lost Step] is only a "pseudo" invincible skill.

After looking at the active effect, let's look at the permanent passive effect of [Lost Step].

"Increases agility by 15% permanently, +10% movement speed, and reduces accuracy by 10% when enemy attacks", of which "+10% movement speed" is the most useful.

Yun Xiaohan now has +10% movement speed in his shoes, [Lightning Leopard Talisman] +20% movement speed, plus this 10%, it is 40%, Yun Xiaohan's standard movement speed is 10, counting this 40% movement speed bonus, the regular movement speed is 14, and the movement speed buff provided by skills such as [Wind Speed] is temporary movement speed and will not be counted into the regular movement speed.

In contrast, the two attributes of "Agility is permanently increased by 15%, and the enemy is attacked by 10% and hits is reduced".

The main cloud owl Han has not learned the first-order [Agility Attribute Growth], and the permanent increase in agility attributes is not high, plus this 15%, the permanent increase in agility attributes is only 40% (10% [Calamity Wolf King Barbecue], 5% [Heroic Creation's Blood], [Commander's Heart] 10%).

The dodge itself is low, and a super-heavy plate armor and giant shield will reduce the dodge a lot, so what is the use of reducing the enemy's hit by 10%?

Even those dual-wielding heavy battles will also learn the skill of increasing hits, and the vast majority of dual-wielding heavy battles wear heavy armor, not plate armor, and the weight of less shield will be reduced a lot.

Yun Xiaohan is also facing another equally cumbersome heavy shield job, and it may be useful to drop hits.

But it's all shield duties, how can the other party beat Yun Xiaohan, Yun Xiaohan still needs the other party to hit this kind of opponent?

Chicken!

In contrast, the permanent increase in agility attributes is more useful, and if you get an extra 10%, the permanent increase in agility attributes can be enough to make up to 50%, and Yun Xiaohan will be able to roll over.

Although the rollover effect will not be too good for an unusually bulky shield, it is good to be able to flip, and it can't be too demanding.

PS: I'm trying to write another chapter in the evening, but it may be early in the morning, so you don't have to wait, let's get up and read it again tomorrow morning.

Finally, ask for tickets and subscriptions. The grades of the book are good, and I am more motivated to write, and my wife doesn't talk to me when I write the book, which feels really good.