209, the master is noble, and the wolf is sad
The druids are really not strong. Pen ~ fun ~ pavilion www.biquge.info
With the healing abilities of various auras and holy light bullets, a very ordinary paladin can also serve as the captain of a normal squad. Even the Desert Knights, who are less skilled, tend to be the first to team up.
Barbarians are very rare in the Canduras region, but once they appear, they will be coaxed by major powers, after all, barbarians are more than capable of attacking the role of spearhead in a team. Even the mercenary highland infantry of the barbarian profession was often treated no less favourably than the average transferee.
However, the three classes that really have a transcendent status among the Converts are the three spellcaster classes.
The Three Great Masters!
The elemental mage of any lineage, the necromancer of the white bone line, and the druid of the elemental system are also known as the three most transcendent mages among the seven classes of the transferee!
It is not false at all to say that these three types of professions are Dharma masters. Their ultra-high ability to pour out long-range spell damage was once considered the number one measure of a squad's combat effectiveness.
In contrast, ranged spellcasting professions such as the Amazon Warrior who specializes in lightning javelin skills, the assassin who specializes in traps, and the paladin who specializes in the Hammer of Blessing can only be relegated to the second line due to shortcomings such as skill release distance and skill trajectory.
As for the Amazon female warrior who specializes in bows and crossbows, even though the attack distance and attack angle are not bad, they are subject to the monster's dodge and block of arrows, which are physical attack methods, and they can't shake the status of the three masters. After all, the flaming arrow can be blocked with a shield, but a fire bomb can still be hot after it explodes on the shield.
It can be said that the reason why the three masters are called "masters" is definitely because of the reason behind them.
First of all, melee kitchen knives are inherently half a head shorter than all kinds of ranged classes. Why not be able to safely deal with monsters from a distance? And why close the distance for dangerous melee combat? The thing was wrapped in dumplings by a monster, isn't there no return?
In addition, compared to the ranged cast class, the ranged physical class is half a head shorter due to problems such as blocking and dodging. An arrow or javelin can be blocked by a shield, but how can an ice bullet be blocked?
Only these three mages can bombard with a variety of long-range spell skills, so as to achieve theoretical damage-free monster farming. And spells can't be blocked, they can only be carried with resistance; Spells are hard to dodge, as many spells are area-of-effect.
More recently, the three arches also have a number of buff support skills that can increase the survival rate of themselves and their teammates. As for those summoning skills, they can replace some meat shield characters in the team to a certain extent, reducing the melee transfers who distribute the spoils of war in the team, which is a good supplement to the shortcomings of the mages.
Accept it or not, Ling Dan must admit that this dark world is completely a world of "heavy magic and light kitchen knife". A lot of common sense in the game needs to be overturned - which is why elemental druids are so well received, while shapeshifters and summons are in very different situations.
It can be said that the "violent wolf" road that Ling Dan wants to take is how difficult it is in the eyes of the world......
Among the three masters, the elemental druids include the elemental druids, including the earth fire virtue under the fire bear totem, and the wind virtue of the ice wind system under the jackdaw totem.
Compared to them, the poisonous wolf totem druid, who has no direct attack skills, is simply like a wild child picked up by Blizzard!
Among the three major totems, the poisonous wolf totem obviously includes the most skills, not only in the summoning system there are a large number of plant-based summoning units and wolf-based summoning units, but also in the transformation system, it also has the wolf transformation skill, and the only ultimate skill "rage" in the transformation system.
However, there are many fundamental problems with the practice of "violent wolves". The danger of melee combat is the first fundamental problem, and summoning units is far inferior to the melee transfer body is the second fundamental problem, and finally creating a school of practice that can only be influential, whether it is a summoning stream or a werewolf stream. Even if you summon the stream, you can also use it for reconnaissance, vigil, cannon fodder, and mounts, and you can finally make the best use of it, but the werewolf flow's melee druid, before reaching level 30 and getting rage, can't even serve as a qualified meat shield because of the lack of defensive skills!
It's not a game, you can reach level 30 in a few hours and start adding "rage", it's a real world! Before level 30, you need to be supported by your teammates at every turn, and this process can last anywhere from a few months to a year. How can a violent wolf who doesn't contribute much to the team and has a lot of experience not be disliked by his teammates?
What's more, werewolves and bears both have a fatal wound that can't hold a weapon in beast form?
For this reason, many druids who do not have elemental skills have to more or less divide some of their valuable skill points and invest them in the summoning system to slightly maintain their position in the team. Then the main and deputy hold two shields to serve as the second and third meat shields in the team, and then slowly wait for their level to increase.
Watching the faces of the captain and his teammates eat, this can be described as extremely aggrieved.
Compared with other professions, Barbarians, Paladins, Bearman Druids, Spear Amazons, and Martial Arts Assassins all have more or less stun and knockback skills, which can qualify to control monsters and ensure the safety of teammates behind them. Some of them also have life-saving skills such as charging, jumping, and flying dragons in the sky, which can first carry monsters in case of unfavorable combat situations, make teammates retreat, and then escape on their own.
In addition to a vampire skill that can only be applied to himself, the werewolf transformation druid cannot provide a safe defense for himself and his teammates even if he also cultivates the summoning system, and can be said to be the penultimate crane tail among all professional melee training methods in terms of making a good meat shield. Compared to the werewolf, the bearman's ramming hammer and shockwave can stun the enemy, and Xiong De can obtain the stable stun skill "Hammer" at level 12 and start to get on the right track; After obtaining the "Shock Wave" at level 24, it can officially start to take shape, becoming a more qualified field-controlling meat shield.
Compared with Xiong De, who is also a deformation practitioner, Wolf De can only take a back seat......
And what about the offensive side? Werewolf's ultimate skill, Fury, looks good, but it requires a level of up to 30. The "White Hot Skill" with a similar mechanism in the Paladin's combat skill system can be learned at level 12! Only theoretically, relying on the support of summoned units, can the Werewolf Druid exert a decent amount of damage in the offensive phase. This requires you to be able to comprehend the ultimate skill of "rage".
In this context, Ling Dan, who did not have elemental skills, seemed very sad in the eyes of others. (To be continued.) )