Chapter 724 - Interlocking
However, this trick is indeed a magic skill when used well, and the magic stroke of many paladin players is also this trick.
If it doesn't work well, it's a trick-making skill.
After all, this move has a forced displacement effect, which can interrupt many guiding skills, and can also interrupt many overlord skills, which can be regarded as a breaking skill.
With the hand of the Holy Knight, the Demon Swordsman can put the output of twelve hearts in the process of pulling back hatred.
At the same time, what is the difference between a magic swordsman and a swordsman, that is, in the output method.
The question of who has the highest instantaneous damage and sustained damage between the Demon Swordsman and the Swordsman has always been one of the more controversial topics in this game, but the answer is more inclined to the Demon Swordsman.
Because if you simply measure the damage, it must be the output of the stake, and at this time, as long as the magic swordsman takes that set of cooling flow, then the output in a certain period of time must be higher than that of the swordsman.
The advantage of the swordsman profession is that he doesn't want the magic swordsman to eat skills so much, and the output method of the swordsman is also skills plus ordinary attacks, although the magic swordsman is also a skill plus ordinary attack, but the focus of the two is different.
Generally speaking, the magic swordsman is the skill effect flow, you have to stand with the magic swordsman in close quarters, and you can't find a second one who can be stronger than him in all classes; But if you want to say which profession is more bells and whistles, the swordsman is undoubtedly the representative.
The Swordsman is an opportunist with a mobile style of play, similar to the Assassin's style of play, but with a stronger body and melee standing ability than the Assassin.
In this kind of dungeon, if the Demon Swordsman has a certain cooldown stat to support it, then the damage he can deal is very exaggerated.
This paladin paired with a demon swordsman to do this hatred pullback, and Lin Chaofeng instantly understood the arrangement of this team in this hand.
Sure enough, seeing that the BOSS gradually forced the other people of the whole team who didn't dare to make a move to the corner of the map, and everyone almost reached the point of no retreat, the BOSS instantly turned around and struck a blow, angrily staring at the two troublemakers who had been outputting themselves behind their butts.
However, this BOSS's counterattack is also very exaggerated, and the magic swordsman who is still outputting is estimated to have not reacted immediately to the BOSS's sudden counterattack, and he was stunned to cut off two-thirds of the blood with the BOSS's backhand sword, and at the same time, the BOSS's starting posture is still a small combo.
However, thanks to the fast reaction speed of the holy knight, he came to the trick of 'Breaking the Enemy and Taking Righteousness' at the critical time, and directly hugged the demon swordsman in his arms, and at the same time his body also jumped backwards, and then the demon swordsman's blood volume recovered to nearly half of the state.
It looks very dangerous, but fortunately, they still completed the process, but the next problem they encountered was that after the hatred was completed and pulled back, the main target of this boss would still be the magic swordsman, because the output of the magic swordsman in this process would occupy the vast majority.
The pull of this hatred value also depends on the player's own understanding and experience, and the boss's hatred value has a certain randomness, but it has a very basic theory.
It's that the boss will give priority to putting the hatred value on the target closest to him.,At the same time, it will also have hatred for players who cause a certain output to themselves.,And then there's the pull of hatred is to contain each other on these two bases.。
The most classic example is a team to brush a copy, when facing the boss, the tank must be kept by the boss's side at any time, which is the first hatred value; At the same time, in terms of output means, the output of the profession should be adjusted according to the reaction of the boss.
For example, when the BOSS is not in a hegemonic state, that is, when it can eat control skills, you can play a complete set of full output, once the BOSS appears in that uncontrollable state, don't lose the skills with control at this time, and keep a hand for the main output skills.
Because the control skill can restrict the BOSS's actions, when the BOSS is in control, even if the profession that stands farther away attracts hatred because of the output, but because it can't move or move restricted, he can't hit you at the first time when the hatred value is determined.
Over time, the aggro will be drawn back by the class that is close to it.
This is a train of thought, there is no accurate statement, but most people who are familiar with the game understand it, which is why many dungeon teams will look at the target clearance record when selecting team members.
Because many dungeon bosses really test the cooperation of players, this cooperation involves too much, and the customs clearance record is also a good proof that a player understands the dungeon deeply enough.
This is also why when Wuji talked to Lin Chaofeng about the stage before, both of them thought that the most perfect way was to challenge alone, and it would be reasonable for multiple people to control hatred if it was a complete lineup, but in front of this boss, it seems that the complete lineup is completely making trouble for themselves.
If it's an incomplete team, such as just a few people left, this boss hatred is really hard to control.
In fact, most of the teams that were scattered by the boss in the quest failed to lose a large part of the reason because of the problem that the hatred value could not be well controlled, and the difficulty of this game copy is how to efficiently ensure the complete survival rate of their own team, and how to efficiently play the output that a team should have on this premise.
Dungeon, where the difficulty is set by a fixed program, the biggest threat to the player of the boss is the attributes that are not proportional to the player, the exaggerated frankness and the damage of the explosion.
Then there are some special dungeons, some of the more demanding gameplay, and some bosses and some more buggy skills, but there is nothing worth mentioning.
The Paladin and the Demon Swordsman have completed the hatred pullback, so what they have to face next is to maintain the same hatred sharing as before, that is, to pull the boss to delay time.
The paladin rescued the magic swordsman from the boss's desperate counterattack by using the 'Breaking the Enemy and Taking Righteousness', and it was also the first time to close the boss, but his damage was really a bit insufficient, and the magic swordsman who escaped the catastrophe would also maintain his position, and he needed to shoot after the paladin completed the hatred back again, so as to achieve a balance of hatred between the two.
This is very important, the boss hatred value is instantly full, or when the teleportation is transferred, there may be a set of small combos, which is more random.
At the same time, this is also one of the difficulty points of the dungeon, that is, some bosses shoot at the moment of hatred transfer is the overlord rush skill, and even the trick breaking skill with contact negative status, which is also a risk point according to the team hatred pull mechanism mentioned before.