Chapter 128: Constructing the Lord and the Supreme Choice
Unlike the many schools of alchemists, the traditional battle craftsmen are generally divided into four schools: the Construct Lord, the Immortal Knight, and the Supreme Choice and Master.
The Oristic School, also known as the Oristic School, is the earliest and most traditional school of combat craftsmen, mastering multiple flexible construction battles and complementing each other, with the theory that a single combat craftsman can form a complete squad.
The Immortal Knight School was born in Kaulin-Ishurian, and its philosophy is to use a small number of high-quality flexible constructs to decide the outcome of battle, unlike the traditional school of combat craftsmen, who tend to manipulate a single more powerful complex constructor to fight, and the pseudo-dragon knight in the usual sense is also known as this school of combat craftsmen.
This type of combat craftsman focuses on cooperating with teammates and obtaining information before the battle, but the disadvantage is that it has poor on-the-spot adaptability and takes time to replace constructs and plug-ins.
The Supreme Choice is a special school of combat artisans, who often aim to strengthen their combat abilities, and regard the abilities of combat craftsmen as a means of assistance, often part-time as warriors, rangers and other professions.
Some Electors joke that the Supreme Choice is the true Combat Craftsman, but in fact, among the alchemists, the School of the Supreme Choice, which originated from Rotao, has never been the mainstream, and has even been regarded as a heresy.
And the last school of the master, in fact, is another name for the goblins, but the goblins make all kinds of them, collectively known as the school of the masters.
The School of Combat Tinkerer is not an ability per se, unlike the fighting schools of Ranger, Warrior, and Druid, the School of Wizards and Elementals can be studied with additional benefits.
The essence of the school of combat craftsmen is the tendency of alchemists to show a distinctly different fighting style after the difference in the bias of learning skills, and in fact this characteristic is often seen in other professions in Aitaria, but it is not obvious.
For example, there are multiple schools of warriors such as guarding, grappling, and assault, and there are many subdivisions under guarding, grappling, and assault.
In the final analysis, these schools of thought are actually caused by a person's limited energy and time (in the case of the elector, limited time and limited experience), people cannot specialize in any field, and will choose to develop in one direction or the other.
After thousands of years of development, each branch of Aitalia's career system has had relatively mature predecessors, especially after the establishment of the Adventurer's Guild, after the modern earthlings who are good at summarizing and inducting came to this world, this career system has been further improved.
Every profession and every genre has left countless experiences under the verification of predecessors.
Therefore, for the usual Drafter, he only needs to choose a school of thought that suits his class from among the suggestions based on his combat style preferences.
As for the creation of the genre, it is usually after the Elect has reached a certain height, arriving in the Second World. In fact, among the branches below the mainstream, many bizarre genres are born every day, some of which are far-reaching, but some of which are just short-lived.
In any case, from a hundred years ago to the present, little has changed in the main schools of the various professions.
Of course, the high degree of informatization and liberalization of Aitaria also determined that the boundaries between professions were relatively blurred, and the same was true between schools, and most of the time the Drafter and the Indigenous Adventurer were not focused on one school, but could swing between two or more schools.
But in general, there is still a bias.
In Kaurin-Ishurian, for example, the school of immortal knights was widespread among the natives, and even the region's electors were imperceptibly influenced by it.
It's just that Fang Yu has never been an academic, he has only studied alchemy knowledge in Kapka for a few months, and the combat craftsmen are almost self-taught, so he has not had time to be influenced by such a trend of thought.
So his choice is actually more in favor of the traditional school of Auredis, but it is not exactly the same.
As mentioned above, different schools are distinguished by different levels of knowledge possessed by the Combat Tinkerers, and the Combat Craftsmen of the Auridisan School often choose to learn skills that strengthen their control limits at the beginning of their growth paths.
For example, the theory of low-precision operation, which implements the idea that more is better, is nicknamed F2A technique in the community.
As for why F2A? Because in an old real-time strategy game that is widely known, F2 stands for all choices, and A is the attack order.
So this idea is that the typical quantity replaces everything, and the whole family can be in a wave, and as for the accuracy of operation - sorry, there is no such thing as accuracy of operation in the dictionary of this theory.
The low-precision skill will greatly reduce the accuracy of the Battlecrafter's operation, but it will also have the benefit of greatly reducing the 'CPU' usage of the Battlecraftman's ability to control a single flexible build, allowing him to control more and larger clusters of flexible builds.
Of course, this is a relatively extreme Oridian skill, which only those fanatics of crowd tactics will choose, and even within the Oridis, the debate about this skill has not stopped.
Many more people will opt for the Mirror Craft, which copies the Battlemate's commands for one Flexible Construct to another, allowing the CombatTinkerer to control multiple Flexible Structures by controlling the 'CPU' usage of one Flexible Structure.
Of course, there is a loss in edge algorithms, so this skill is not perfect, and the more flexible construction of the control, the greater the loss of meaningless chaos, and generally speaking, more than three will outweigh the losses.
And this skill is often only applicable to the same type of flexible build.
Both of these skills are so-called collegiate knowledge, which refers to other schools of knowledge that are generally not selected, and large often refers to node skills, which often require more experience to learn and master because they are relatively esoteric.
Fang Yu chose the latter according to his own ideas:
Mirror Command [Skill/Skill/Alchemy/Level E]: 'Consciousness is an extension of the soul, you can now extend it further-', reducing the second target's computation usage to 0, and the maximum allowable number of controls is 3.
The operation accuracy of each secondary target other than the main target is reduced by an additional 10% (90% for the second target and 80% for the third target), and the computing usage of each secondary target other than the second target is increased by 60% (60% for the third target and 120% for the fourth target).
Comprehension skill needs: Intelligence assessment of F+ or higher
Skill prerequisites: Aether knowledge level D or above, medium-sized flexible construction basic theory level E or above
Fang Yu only upgraded this skill to the E level, because without the help of the corresponding auxiliary plug-ins in the early stage, the mirror command was not worth the loss in manipulating more than three flexible configurations, and even the school ability of the D level or above skills could not make up for the waste of experience.
After all, the node skill is at least three times more than the experience consumption of the general skill, like the mirror instruction, if you learn the D level, it takes more than 100,000 experience, in fact, he only upgraded to the E level 40,000 or 50,000 experience and spent it like water.
Combined with the cost of learning the basic theory of its pre-skill Medium Flexible Build, the 220,000 XP gained from the Dolipin Dungeon is basically consumed by one-third.
Of course, the Auridisians are not limited to these important academic theories, and while theory is its foundation, there are also many smaller sub-faculties that revolve around it.
It's just that Fang Yu didn't blindly choose these small skills at the beginning - this is a mistake that many newcomers without guidance will make, and after choosing a school direction, they prematurely start to build skills around theory.
Of course, there is nothing wrong with this in itself, but for those who are seasoned, it is actually an option that will waste a lot of time.
Because the formation of combat styles and genres does not happen overnight, and newcomers often have less experience, it is better to spend it on areas that can improve combat effectiveness than to build a less complete genre.
The higher the Combat Power, the more tricky the Recruiter will be able to tackle the trickier adventures, and thus the faster they will grow.
It's just that for the Free Electors, one problem is that no one will tell you what choice is the one that suits your current self and can improve your combat power the fastest, and those are the secrets kept secret between the Great Guilds.
Lone wolves can only research the most suitable path for themselves through some information circulating in the community, which is tantamount to carving a path out of the thorns, and risking taking the wrong path.
But Fang Yu seemed confident, those were things he had imagined over and over again many times, and after he got the core node of the Aulydes School, he turned his head and set his eyes on the Supreme Choice School-
The Oredians' stack of skills to reduce CPU usage and improve their computing efficiency, while useful, conflict with Miss Tata's elf abilities.
Even if he had such high computing power, he didn't have that much money to build an army of constructs right now, not to mention that even if he went bankrupt, his magic furnace didn't have such a terrifying mana reserve to support the consumption of an army.
It is better to wait for a higher level and the pre-skill of the other key node skill of the Auredian school, 'Energy Management', to be satisfied before considering the question of this direction.
Then the most effective thing to improve his combat effectiveness now is nothing more than choosing one from the Supreme Choice School and the Immortal Knight School. However, the choice of temporarily enhancing combat effectiveness is not a random choice, and the best choice for the present time is to unify it with the future road, so as not to waste experience.
In Aitalia, everyone has only one chance when it comes to choosing the road. Therefore, everyone will be careful enough and scrutinize their decisions to make them as perfect as possible.
The abilities of the Immortal Knight School are not bad at this stage, and the Enhanced Dreadnought School and the Enhanced Shield Guardian School can greatly improve the combat effectiveness of the Battle Craftsman before the fifteenth level.
But it's a pity that there is a bit of a conflict with the path Fang Yu chose later, he doesn't want to choose a skill that can be used now and shelved in the future, even if the experience is easy, but it is not such a waste.
What's more, this experience is still fought for with all your life-
In this way, the Supreme Choice School is the only option, and while part-time work may sound like a waste of experience, it is not the case for combat craftsmen. Appropriate part-time jobs are actually necessary for all combat craftsmen, not to mention some skills and techniques of warriors and rangers can effectively improve the combat craftsmen's own survivability in the early stage.
And even in the later stage, skills such as strength enhancement and rapid burst can be used on the plug-in of flexible construction, after all, some warriors and high-level construction of dexterity have a lot of warrior and ranger skills, and without relevant knowledge, combat craftsmen cannot use them.
In fact, most Combat Tinkerers will have more or less experience with Warriors, Rangers, and Nightingales, but what distinguishes them from the Supreme Choice School is whether they see this experience as an aid to maneuvering and flexible construction, or whether they see the knowledge of the Combat Tinkerer as an aid to these related classes.
Fang Yu was naturally not a fan of the Supreme Choice genre, but he also had his own opinions, and in the presence of Miss Tata, the ability of the Fairy Knight would have saved him a lot of experience with the Lord School of Aurides.
Because most of the Aurides' abilities are related to cutting 'CPU' consumption, in fact, there is some overlap with Miss Fairy's abilities.
And Miss Tata's ability still has no side effects, you must know that many of the knowledge and skills of the Auredian school are skills similar to the 'F2A' technique, which are very effective in themselves, but the negative effects are not small.
In this way, he can only learn the most critical node skills and pre-passing skills, and ignore some unnecessary side effects and the increase in the amount of computation.
With the experience saved, he can be more biased towards the school of the supreme choice, and even take into account both schools.
In fact, the advantages of leaning towards one school of thought are obvious, and effectively improving the weak self-survivability of combat craftsmen is undoubtedly the most intuitive.
What's more, with the foundation of the Auretian School, he can completely avoid learning the dangerous paths of his predecessors on the road of the Supreme Choice School, and find another way.
Therefore, when entering the Supreme Choice School, Fang Yu only thought about it a little and eliminated some of the ideas he had originally thought of, and chose a skill that seemed to be a bit strange in the Supreme Choice:
Grease of Reinforcement [Skill/Knowledge/Alchemy/Rank D]: 'Most of the Combat Tinkerer's Gauntlet is the core device of their minimum wing protection, but you're different, you'll use it to smash people-'Allows the Combat Tinkerer to use the Gritter of the Rugged Tinkerer, which is considered a type of melee wizard with the following stats:
Rugged Control Gloves (Magician, Gauntlet/Shield, Gear Level: D)
Basic Attributes: Attack 29-42
Block Value: +120
Plugin Attached:-
Weight: +60%
Interface/Output Occupancy: Shared by control gloves
Required Level: —, Combat Craftsman, Reinforced Control Glove D-Class
Skill learning needs: F+ in intelligence evaluation, F in strength evaluation
Skill pre-position: Magic Basic Theory D level, Aether knowledge D level, Enhanced component knowledge D level
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