716 The Most Popular Profession

In a team, the tank class that really stands in front of the swordsman and the magic swordsman is the Taoist paladin, which is actually more dramatic.

Because Amway said that the swordsman or the warrior should stand in this position, but because the god will be real rubbish, and the holy knight, a sub-class of the Taoist department, is very comprehensive in this position, so the only tank in this game is currently the only tank profession, and the only tank profession that the majority of players will recognize, is the holy knight.

There will be a consensus among the players of the mixed dungeon, that is, if the paladin cannot be found in the team, then it is better not to have a paladin, and forcibly let the swordsman and the demon swordsman, who are not even considered vice-tans, not want the god general.

If the mage class in the hands of those players who play very well is three-tone fighting C, then this god general will not have any room for maneuver, because of the characteristics of the profession, no matter how hard they try, they will not be able to take the position of the main tank.

If you want to be frank, even if you give them all kinds of auxiliary buff skills in the back, their tandu can't go up, even if you don't have a candu, the output can't do it, to put it bluntly, it's a stinky brother who is really useless there. There are no quests for players to see this class.

Abandon the paladin as the main tank, choose to use the magic swordsman and swordsman to serve as the front row is also a way of playing, this style of play is often seen in the team of master players, the prototype of this tactic is actually the earliest paladin gameplay has not been fully developed, or its gameplay is not known to the majority of players, players really can't find the ideal main tan, no way to choose a tactic.

Later, after trying, I found that the effect is actually quite good, if you really want to compare it with that kind of comprehensive team, this tactic just doesn't look so solid, and at the same time it eats the player's operation and experience, otherwise it will really be able to be equal to the regular lineup.

The final conclusion is that in some dungeons, this alternative lineup is better, but in other dungeons, such a lineup will be less error-tolerant than the regular lineup, that is, more risky.

However, both of them are able to pass each other's more suitable copies, so as long as they are not the kind of situation where they have a detailed lineup to analyze, both lineups can actually be regarded as regular lineups.

Going back to the Holy Knight, the Holy Horse is a sub-class of the Taoist department, and the profession in the Taoist department has the kind of pure team-based support profession, which is the array mage.

The key role of the formation mage in the team is to give the team a formation at the right time, to put it bluntly, it is a buff, which is more inclined to the team, and the paladin is that most of the buff skills are forcibly given to him, and all kinds of special effects are blessed, causing his own tandu to become the first in the whole profession, and at the same time, he can also rely on this tandu to play special effect attacks.

When a simple paladin really wants to face the boss or a large group of monsters in the dungeon, in fact, his own frankness is not enough, but if he has the blessing of his brother professional formation mage and some other formation buffs, then the upper limit of his own attributes is very exaggerated.

In front of this swordsman and demon swordsman is the main tan of the paladin, and behind him is Dou C, which is the legal profession, and the legal profession is also the most branched profession among the three main professions in this game, and this profession is differentiated into a variety of professions according to attributes.

There is a more violent elemental mage, his skills are basically output, in addition to output or output, exaggerated to the point that his own life-saving skills are pitiful, except for the general teleportation of a legal profession, none of the skills in the subclass are based on his own protection, not even the skills for the improvement of his own defense attributes.

Except for the long teleportation of the CD, the other life-saving skills of the elemental mage are all based on positioning.

At the same time, there is also a mysterious underworld in the legal profession, and the underworld itself has a mysterious color, and so are his skills.

If you want to say that he is a bit like a summoner, it is okay, after all, he has three skills to summon helpers, and one is the negative state of chaos, that is, after the target starts the chaotic state, he will take a certain amount of damage from himself.

To put it bluntly, it is impossible to output in a chaotic state, otherwise even if your output does not hit the opponent, you yourself will also be attacked by part of your output means, and I don't know if this is a kind of summoning.

Summoning targets are opponents?

It shouldn't be, because in addition to the monsters in those dungeons, players will choose to only move and not output after entering this chaotic state, so the problem comes.

In the face of this kind of legal profession, positioning is always the next strategy, the best defense against the opponent is to attack rather than move, and at the same time, when you face the underworld, the object you are facing is not simply the underworld itself, and there are three stupid sons he summoned.

These three stupid sons also come with their own special effects, some of which are good at output, some are good at tandu sticky, and one of them comes with bondage skills.

So,You can also say that the underworld is a control profession.,You can't output the chaotic state and can only move.,At the same time, because the object you face plus the underworld itself is the four goals.,Basically, if you're not careful, you can't move.,And then it's to the output to death.。

The reason why it is output to death instead of being ground to death is because the skill damage of the underworld is also high, and it perfectly inherits the characteristics of the legal profession, but compared to their brother class elemental mage, the effect of the output means is not so violent.

But if you want to say that the underworld is a control profession, that is to take the dark mage seriously, what impression the dark mage gives in other games Lin Chaofeng is not clear, but in this game, the dark mage is a profession that Lin Chaofeng feels the most headache.

This chicken feather profession is almost a skill with a negative state.,It's either slowing down or imprisoning.,At the same time, the skill damage is not low.,There are single-point control and group control.,There are single-point burst damage skills and group damage skills.,Fortunately, the value is not so exaggerated.,Otherwise, it's definitely a BUG profession.。

There are several branches of the legal profession, but among the dungeon teams, it seems that only the elemental mage is the most popular, because their class characteristics are placed there.

However, basically with two elemental mages in the team, most of the team's needs in the C position are more inclined to other classes in the legal system.