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Dungeons and warriors seek roaming. The new PK point needs to be explained in detail.
Kick the floating tackle in an instant (forced to get up)

These three skills must be full. Those who say they are just forced don't yell at me. I washed about 200 yuan and experimented many times. The final conclusion is that body art can give pk many advantages. Swing and instant kick don't talk nonsense, floating robbery is equivalent to ACT4' s mobile swing, and it is also attacked and must be full.

Anti-tank Grenade

Also full because grenades can learn 20 points in ACT5, arresting people and blocking roads is definitely a good move. I don't want to say it's useless When roaming in the civil war, the feeling of being covered in skills and grenades can make you die first.

Fight back for revenge

Say I'm going to pk level one. Go to hell. I didn't understand it before. I learned a level from others. As a result, I died many times, and it was useless. The first-level counterattack has a long cooling time on the pk field, and it can't stun the opponent, and the launch is super slow. To put it bluntly, it is a super target. Either you don't learn this skill, but if you do, you'll be full. Although not as good as ACT4, it is nonsense to say' waste'.

Knee Impact (Forced)

Personally, I like it very much, because my first roaming enlightenment teacher taught me the most important thing is to make good use of this skill when I was in ACT2. Personally, I think the starting speed of knee bump determines whether I can beat my opponent in time. Of course, some people say that learning level 7 is enough, and it will take a long time to dominate the body. . I won't explain this. You can learn level 7 first, but you don't think it's enough.

Floating shovel

Personally, I like to look at my personal preferences, because some professions have to shovel him with a sliding shovel, otherwise the speed of catching him can't keep up with the fight, which is very annoying, but I have to say that this skill is easy to grasp and grasp, so the timing of use is very important. It all depends on my personal skills and preferences. It is recommended to learn level 5 before adding it.

Triple control

You have to do this. This is only the first level. Why don't you learn? This skill is good, I like it. When you catch a person with a spin kick, you can kick him away with triple control and then take him away with a floating bomb. Then why don't you decide on your own? Moreover, it also increases the attack power, and this skill is also very Y.D. if used well.

Other skills that have not been fully learned.

Floating bomb

I ordered the level of 12. For changing guns like ours, it is enough to take automatic and hand crossbow 12 floating bullets, and it is redundant to add them. For a revolver, 1 1 is enough. Of course, you can also point higher in pursuit of floating height.

Step shot (output)

Recommendation is a compulsory step in Level 5. I like to use forced step shooting as one of the closing techniques of continuous strokes. I've tried not to force it, and I think it's more convenient to use forced pacing. For those of us who often use pacing, we often can't keep up with the rhythm and miss the opportunity. We recommend 1 level first, and then we can't consider compulsion according to whether it is often used or not.

Mobile shooting

1. I personally only give 1 for two reasons. First, it is not often used. No colorless roaming in PK field was scolded, even colorless was returned. The second level 1 is enough. When moving is really used, there are only two situations (1). When you use mobile in continuous recruitment, you will definitely get the protection of adding two strokes after you play 1. If you increase it, you will get more damage and bullets. Does it make sense? (2) Road closure, where the other party escapes and hides in the corner, and then interrupts the process of releasing skills with mobile remote harassment. If you master it well, you can cripple your opponent at 1, but if you don't master it well, you don't need an infinite bullet like ACT4 for you.

Pull it out quickly

Level 5 skills are pre-positioned. I only use it less when recruiting people and sweeping the floor. Level 5 is enough.

Shot in the head and injured in the back.

Level 3 head shot, only 1 level reentry is completely pre-positioned. If you must add, then level 5 is necessary. Don't be silly, or you will regret it when PK. +1 1 55 blue revolver, fill in the first level headshot, and then use the next level to hit a person with less than 7000 defense and only 4000 damage, and the fifth level headshot damage is similar. Do you think it's worth learning?

Multiple avatars

Level 5 is a good drawing skill, but PK is also ok. I didn't know when I first came out of the fifth stop. I thought it was not bad to be full of handsome injuries, but it was all-round, equivalent to a small volley. I like to use it. However, two days later, I was speechless. This skill is so coquettish to use I always like to turn my weapon. Kao Kao often dies in that coquettish gun-turning action.

salvo

Advanced level 3 means more damage, so it is easier to strengthen weapons than that. After learning, the damage is high, but that's because there is no choice under high-attack weapons. If you strengthen your weapon 10 or shoot with a high-altitude pistol rifle at level 3, it is not much worse than a full-scale volley. My personal suggestion is level 3.

Shuangying slewing

1 level is not to discourage everyone, but this skill can be skillfully used. How many people can attack all in the air? Most of them are used to deal with people crowded in corners, or for defense. After all, not everyone is as skilled as Li Zheming. Therefore, only 1 level is considered as excessive skill, and the damage is not low if all the double eagles of 1 level hit.

Remote block

1 level it doesn't need to learn cooling as much as revenge, but 1 level itself has less cooling, which saves a little high demand. Compared with the automatic transmission of ACT4, each has its own advantages and disadvantages, that is, you can choose your own skills to block flying far away, instead of relying solely on personality as before. The disadvantage is that people's awareness is high enough, which is not as convenient as the automatic shielding in the past. For example, the most convenient function of the block at present is to block the impact of the falling silver blade (I didn't dare to think about it or try it before), but if I am depressed, I will be depressed if other people's silver blades fall. If you just hit the block with a block under someone else's feet, but others react quickly, you will really hit the ball out in one set, so when you use it, you must choose the silver blade of the situation block, and you must be in the Y axis of the falling blade range. This is not convenient for the other party to make moves continuously (speaking of the resistance of the silver falling blade, I have to say that my knee hit the silver falling blade. Please don't die. If someone jumps two heads higher than himself, he will immediately avoid or use it in the wrong place. At that time, don't expect to use the knee top. It's not that the timing is too difficult to grasp, but that it can't be used too early or too late. Therefore, people who pass the top are generally lucky enough to break the silver drop blade and jump higher than the other person before. Hit your head when you hit it. If the opponent is taller than you and starts to fall, you can shoot horizontally outside the range of the falling blade and bet on the route of the opponent's fall. Sometimes a bullet just hits another person.

robot

1 The level is good. Please put it on the shortcut key. When you use PK, you have the opportunity to use it immediately. You think you are cool and others are unhappy. This is one of the skills. As for some people who say that .5 is a chaser who loves war, I have never thought about it and tried. Sacrifice the SP of other skills, and then steal some skills, full of pursuers who love war. PK is really quite unexpected, but looking back, can you rely on that bit of luck when deciding the outcome? And if the opponent is a general or a red-eyed white-handed, as long as the speed is fast enough and the damage is high enough, your robot is not enough for others to fight with one knife and one gun. Now it is better to learn other skills and add some damage. 1 Robots are absolutely enough, whether you set them free to harass people or robots, snowballs and dogs are used to lure each other.

effective prescription

Stealing the first level is not only because it increases the damage, but also because it is unwilling to waste the first level on the streamer.

Barbecue (not awesome)

For people like us who like continuous recruitment, BBQ is necessary to force it. Whether to compete with others or use it to keep recruiting is completely different. Feel for yourself. Of course, you like to wait for the CD to be colorless and you can ignore it.

flamethrower

1 level I personally like to refer to 1 level. I have studied both ACT5 and ACT4, which is good for road closure and continuous recruitment. Look at personal preferences, and those who have extra points can learn to play at the first level.

sandpiper

1 level this nonsense PK is very suitable for long-range attacks.

Squatting

Not much to say.

Yuexiang

1 level Because of the harmony of aerial photography, jumping into the sky has become a skill that all professions must learn, and at least one level is used to avoid each other. For example, if the exorcism windmill blocks you in the corner, Yuexiang can jump away. You don't need to learn more, just 1.

As for other skills, I didn't say that either I forgot or I didn't like that skill. The biggest reason should be SP. It should be just right to add SP to roaming like me.