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Adventure island pirate department
I'm happy to answer your question:

The following is my opinion, which only shows my objective view and is not necessarily authoritative.

1. If LZ is a short-term player (for example, 120 can't play), it is recommended to choose the surprise attacker, because the knight has 6 AP points to upgrade, and the early and middle attributes are better than other classes. Late 120*6=720AP, while other occupations, 720/5= 144, that is to say, the knight of 120 is equivalent to other occupations of 144 (only look at the attribute points, regardless of skills and equipment).

2. At present, the mainstream pirate occupation is mechanic. If LZ is manual, then you can consider playing mechanic. If you hang it up, Titan, a pilot of 120 level and 4 revolutions, can completely shield the shield (personally tested, great).

3. Well ... as for pirates ... I have never played, and I dare not talk about .............. Who is afraid of bricks?

Here are some points.

1. surprise attacker, ability value 5L 1M, agility = level.

The first kind:

Kick 20 points in half a month-quick action 10-Raytheon 20 points-Hundred Boxing 1 1 0-gallop 0.

The second type:

Kick 20 points in half a month-quick action 10-Raytheon 1 1 0-100-crack boxing 20 points-gallop 0 points.

2 laps:

Body strengthening 10 points-precision boxing 20 points-bone penetration 1 point-fast boxing 20 points-energy gain 20 points-energy blasting 20 points-thunder 20 points 10 points. You can consider adding 1, 65438+ to the Elf or Hundred Boxing.

After considering the possible factors of four rotations, then:

Shark Wave 30- Blink 20- Kill Boxing 20- Lightspeed Boxing 20- Quick Field 20- Transformation 20- Crushing 0- Energy Consumption Turn 0 (the rest is supplemented by other skill points 1-2 turns, such as bone piercing that you didn't add, or other similar energy explosions).

Or you don't want to complete 2 rotations, then:

Shark Wave 30- Blink 20- Kill Boxing 20- Lightspeed Boxing 20- Quick Field 20- Transfiguration 20- Gravel 1- Energy Consumption 20

Or you think it's impossible to make four turns like me, then

Shark Wave 30-Blink 20-Slash Boxing 20-Light Speed Boxing 20-Quick Field 20-Transformation 0-Gravel 0-Energy Consumption 20 (the rest is to add some skill points at 1-2 rpm).

2. mechanics,

Mechanic [Skill point: 65]

Metal mecha: prototype: Lv 10/Lv 10.

Machine gun strafe: Lv 15/Lv 15.

Drill boom impact: Grade 20/Grade 20

Flame thrower: 20 stages /20 stages

(Free allocation of skill points: 0)

Secondary mechanic [skill point: 123]

Mechanical proficiency: Grade 20 /20.

Mechanical acceleration: Lv20/Lv20

Perfect Mecha: Lv20/Lv20

Precision heavy weapons: Level 20/Level 20

Main hammer: Level 20/Level 20

Portal: GX-9: LV 10/LV 10.

Rocket propulsion: Lv 13/Lv20

(Free allocation of skill points: 0)

L personal suggestion: whether the rocket propulsion is full or not is only damage and MP change, and does not affect the actual combat function of this skill.

Three-turn mechanic [skill point: 153]

Magnetic field: Lv20/Lv20

Satellite: Level 20/Level 20

Rocket Boxing: Level 20/Level 20

Precision Mechanical Boxing: Level 20/Level 20

Metal mecha: heavy machine guns: Lv20/Lv20

Lucky dice: Level 20/Level 20

Accelerator: ex-7: lv 15/lv 15.

Therapeutic robot: H-LX: LV 19/LV20.

(Free allocation of skill points: 0)

Four-turn mechanic [Skill point: 243]

Ultimate Mecha: Lv30/Lv30

Metal Mecha: Missile Fighting Vehicle: Lv30/Lv30

Laser sandblasting: Lv30/Lv30

Amplifier: AF- 1 1: LV20/LV20

War machine: Titan: Lv30/Lv30 (if it can't be filled up, add it to 20 o'clock first)

Adventure Island Warrior: Lv30/Lv30 (if it is not enough, add it to 10 first)

Satellite protection: Lv25/Lv25

Robot mastery: Lv 15/Lv 15

Robot Factory: Lv30/Lv30

Warrior will: Lv3/Lv5 (attached: Pino's mission skills)

3. pirates,

Captain: Once the boxer's skills are changed, only the gunner's skills will be added, and the boxer's skills will be added more.

Second, only a little ore can be thrown out, and everything else is full.

It seems that the seagull can be increased to 2 1 level for three turns, and everything else is full. Anyway, the others are added first, and the seagulls are added last.

It will be full in four turns. It is suggested to fill in the skills such as ship and torpedo first and upgrade quickly, or add the three skills together.

Captain of Charge: 1 Piracy skill increased by 6 1 point.

Quick action: 20 full (full without explanation)

Hundred Boxing Boxing: 20 full (used in the early stage of leveling, and gained skills by using accumulated energy in the later stage)

Half-month kick: 20 full (used in the early stage of training, useless in the later stage. If you are above 150, it is recommended to add two bullets.

Double shot: 0 (captain skill is useless)

Galloping: 10 (only add 1 point in the early stage of the first round and1point in the later stage). A man downstairs said he could give up riding a pig, but eldest brother couldn't add blood by riding a pig.

2 boxer skills *** 12 1 point

Precision fist: 20 full (full without explanation)

Fast fist: 20 full (full without explanation)

Back to the horse: 20 full (after all, it is an attack skill, and of course it is also full of melee mastery and late attack)

Dragon combo: 20 full (after all, it's an attack skill, of course, it's full after being proficient in melee attacks)

Penetrating Bone Strike: 20 full (after all, it's an attack skill, of course, it's full after being proficient in melee attacks)

Life shunt: 10 is full (why this skill is full is explained below, add 1 before 2 turns, and make up after 3 turns).

Oak Camouflage: 0 to 10 (The ability to play BOOS is full! PB and dragon, not adding 3 turns in the early stage and then filling up)

Kill Boxing: 10 Full (no explanation when full)

HP increase: 10 full (full is not explained)

3 rounds of combat skills increased by *** 15 1 point.

Chaos attack: 20 full (full without explanation)

Energy gain: 20 full (full is not explained)

Energy Blast: 0(4 rounds of super energy completely replaced, useless skills)

Energy consumption: 20 full (full is not explained). As long as you fight monsters with this skill, you won't die.

Superman metamorphosis: 20 full (full without explanation)

Random Strike of Gravel: 0 (Hidden Dragon is much faster than this skill, and the attack is even higher than this useless skill)

Lucky dice: 20 full (full without explanation)

Mastery in melee: 10 is full (since the horse is returned, the dragon is raised, and the bone-breaking skill will be full)

There are 4 1 skill points left. Now you can fill up the gallop of 1, and the oak camouflage and life diversion of 2, so there are still 13 points left for everyone to see.

4. Add ***243 points to the skills of the charge captain.

Warrior will: 3

Adventure Island Warrior: 30 (I won't explain)

Hidden dragon out of the deep: 30 (no explanation when it is full, and the attack speed in the early stage is faster)

Lightspeed Boxing: 30 (no explanation) There are several LZ below who say he is not satisfied. I'm a little puzzled. Even if there are 20 seconds left in the whole transformation, what skills do you use? Is the hidden dragon attack as high as him? Find a solution

Super energy: 0

Super transformation: 20 (full explanation)

Goldfinger: 30 (full without explanation)

Death: 1

Limit speed range: 20 (1 1 if there are not enough points)

Waiting time: 30 (no explanation)

Counterattack:? I don't know how many full marks I have! Didn't see the book, add to 10)

4 I changed to 194, still 49 points short. Add it yourself.

Wow ~ ~ ~ finally finished ... hope to adopt, thank you.

Windy land, interstellar elves