2. Grab the boom gun and bring it when you change jobs.
3. Reclining: This recommendation is full. Reclining is a skill of real injury+percentage. After the full level, the strength is around 1 100. Chaos dominator does good damage even if it is not strengthened. If the weapon is strengthened, it is even more necessary to make up this skill: the point is that this is an ultra-short CD skill, and it needs to be made up at the mob. Because this trick is very easy to use, in order to give full play to its role, it is necessary to exert strength.
4. Grasping Upanishads: This skill is a bit controversial. Some people think that EX hit is enough, and other skills plus SP are better, which is also a genre and has its own bright spots. In my opinion, this skill must be supplemented. Fill it with a * * *, that is, 240SP (awakening comes with one level), which increases 9% panel hit and 9% dodge when taxiing. Judo skills are almost always snatch. If you don't fight, the skill will be gone, the subsequent damage will disappear completely, and the skill will be reset to CD. Imagine that for an elite, you have to hit it with an empty hammer. If you hit it, OK, everything goes smoothly as you expected. What if I miss it? At this time, you need to use other skills to make up for this injury. With a few tricks, you will spend more time; If you use other big skills, then the CD of this big skill will be reset, and the place that originally needed this skill will not be used in the next few seconds, so everything will be in chaos ... The cooling time of violent robbery is 22 seconds, and I don't think most people will stand for 22 seconds to change a CD after each violence, so the role of robbing Upanishads will be reflected in these 22 seconds, in line with the source of level 3 EX hit, a * * * 6544. The error rate of hero map in the later period is obvious to all, so the hit rate is irreplaceable.
5. Violent robbery: undisputed filling, even a judo will be full.
6. Slide and grab: play the second picture of a real wild boar, and fully slide to control the strange reading. If you don't plan to be a wild boar every day, you can be dissatisfied. There is an additional taxi grab of level 7 or 8, which is ok, but I think there is nothing wrong with the taxi grab of 10 on the ordinary map.
7. Throwing: 5 or full, 5 throwing is elbow and awakening. All-round throwing damage is acceptable, and 7 seconds CD is not too long. The key is strong control, good maneuverability, and shine in the world, so those who often brush the world are generally full. Generally, throwing is given up because this skill doesn't eat attribute enhancement at all, so many strong people give up. Anyway, there are many people who are full of convenience at five o'clock, so don't say which one is right. If anything, poor people and civilians are still full of judo.
8. Breaking the neck: Judo is a magical skill, which contributes a lot to determining the blame and breaking the action. The current version of BOSS has a high neck-breaking resistance, and the single-digit neck-breaking level is difficult to fix. Moreover, the neck-breaking is often used to make BOSS turn around and fix before the big move, increasing the hit rate and injury. It is better to have a high neck-breaking level. 17 level neck fracture combined with level 3 EX brutal collision can make the real wild boar BOSS unable to move before barbaric energy storage, so I have always suggested that the neck fracture should be above 17 level, so that BOSS mobs can decide.
9. Steel bars and iron bones: the effect is not obvious when painting, but the front is enough.
10. Brutal collision: Level 70 will be full of skills. With the high attack of arm armor, you can do beautiful damage, but you can pick up other skills after the collision. This is a perfect skill. In a map with many strange things, like the second picture of a fake wild boar, a spiral and barbarism can instantly remove strange things, because after the comet gathers strange things, almost all the strange things are at one point, which can make the collision between monsters reach dozens of blows in an instant. Some people say that my point barbarism is only used after the comet falls, and the collision damage between monsters is fixed damage, so it is not necessary to point high ... then you are wrong. Doesn't the value of fixed damage increase with the increase of your barbarity? Every map of the dungeon can't be more than 10, and you can catch a comet. ...
1 1. Thunderbolt: I think 1 is the essence of judo. Elbows, especially high-level elbows, will be strange and contrary to the essence of judo. The point 1 is used for continuous strokes and dragging the CD. The elbow is full. Is the injury high? But the elbow can't catch the fixed monster. Can you use a perfect body to stop the elbow from breaking up the monster? Then why are you still reading this article? Just go out and take a video for me. Bye.
12. Empty hammer: Generally speaking, full, good damage, short CD.
13. The spiral comet fell with the cradle of hell: complete and indisputable.
14. Cracking stone and breaking sky: In the process of leveling, because other skills have not been formed, cracking stone and breaking sky is one of the best among all skills with the damage of the level, and its explosive power is self-evident. This is why many people are full of cracked stones. After the full level, because all skills are formed, you can easily cross the screen with all other skills even if you don't use the cracked stone at all, so the role of the cracked stone is much smaller than that of the leveling. Even so, the damage caused by full-lattice cracked stones is considerable, but the cost of full-lattice 780SP is really too high, and cooling for 40 seconds seems a bit long. Because there will be little floating space after the stone is cracked, the point 1 is used for continuous recruitment.
15. Doomsday Storm: Awakening is the symbolic skill of the eye of the storm. A big storm sweeps everything, whether on the X axis, the Y axis, the sky or the ground (except fixed monsters). Because of such a strong ability to collect monsters, it is also very important to wake up. The key is how much to order. The duration of the storm is related to the level, so it is quite painful and unwise to wake up now 1. 1 Why bother if you can't even move the storm in such a short time? The awakening of single digits is feasible, but it is more difficult in a relatively large map, or it is because of the problem of insufficient duration. For example, the fifth map of Hero Turtle usually needs more than 10 to wake up from left to right. The hero map and ancient map behind the total awakening are quite effective, because it is super strange and because of the powerful damage of its last blow. These functions add up to the SP it consumes. No matter what you do, time comes first, and painting is also based on saving time (under the same consumption). In some places, you may be able to collect all the monsters when you enter the drawing. After the collection, all the monsters will disappear, OK, and cross the drawing, which will take the least time. If you lose several levels because of the awakening point, even if all the monsters are awake and the monsters are not dead after falling, then you have to use other skills to make up for the damage, which will consume time and skills. To sum up, I think awakening should be full. Really not enough SP, at least in 10.
16. There is no dispute between the empty wringer and the cradle of death.
17. Squatting: You can click 1 to avoid crazy Ivan and directing Xiao Bing to blow themselves up, or you can not click. This is a personal matter.
18. Blast pursuit: Judo can throw the tortoise BOSS and the wild boar BOSS from the ground and then connect them. It depends on the explosion tracking. Only by clicking on the high wind pursuit can we force many other skills in the process of collision, such as uppercut (that's how the hook is hit-), back throwing, throwing, and comet falling (but the comet can't be pulled up). This method only works for monsters that can be hit by the front X after falling to the ground.
19. Whirlwind Leg: The version in the 1970s, drawing pictures to save SP is completely out of date. Now SP is enough for you to order whirlwind legs. In other words, even if other skills can be saved, whirlwind legs can't be saved! The suspension of the whirlwind leg can keep you away from danger, and the connection between the whirlwind leg and the empty winch can reduce the chance of emptying the empty winch by one level. Young man, what are you hesitating about? Light the whirlwind leg quickly and save Arad!
20. crouching: point 1 uncontroversial
2 1. physical crit, physical backhand: these two skills are good, but if I fill most of them up like me, I will give them up. After all, SP is not enough. If you think these two are really useful, you can make them up. SP can remove the awakening point by two levels and fold the neck point to 18, and you can make them up. If you only click one, it is suggested to make up the backhand score first, because most judo skills are backhand, and the critical hit rate of 10 physical backhand is more than that of 10.
22.EX: Of course, it is impossible to master all these things, such as back fall, barbarism, comet falling, source of strength, source of hit and attribute attack. Comets must never give up when they fall. If you give up the source of strength, you lose, so there are four left: back fall, barbarism, hit, and attribute attack. Students who don't have heap attribute attacks will be easy to handle. Give up the attribute attack and the rest will be full. Heap attribute attack, weigh it yourself ...
You need to be careful when adding points. The above is just my personal opinion. Just looking around. I'm not responsible for this ... you can learn from others, explore for yourself, and gradually improve it. It's not good to copy blindly.
Grade: 70
Total sp: 7069
Used sp: 6955
Remaining SP: 1 14
Task acquisition: 920
Total TP: 23
Used TP: 23
TP:0 Remaining: 0
= = = = = = Skill classification = = = = = = = = = = = = = = = = = = = =
Body art.
Strengthen wrestling skills, grade: 10
Grab the gun, grade: 1.
Step back, level: 30
Comprehend Upanishads, rank: 9
Forced to retreat, grade: 1
Strengthen-Back, Level: 3
Rear throw enhancement, grade: 1
Forced robbery, grade: 10
Sliding grab bucket, grade: 10
Throwing, grade: 26
Forced throwing, grade: 1
Broken neck, grade: 23
Iron skeleton reinforcement, grade: 5
Brutal collision, level: 23
King Kong Broke, Level: 5
No-load winch, grade: 2 1
Spiral comet falling, grade: 18
Thunderbolt elbow, grade: 1
Cradle of Hell Level: 16
Broken stone, grade: 1
Doomsday storm, grade: 12
Intensification-Brutal Collision, Level: 3
Strengthening-Spiral Comet Falling, Level 2
Air mastery, grade: 3
Cradle of death, grade: 1
-Breathe.
Mindfulness wave, grade: 1
Anger.
Sand throwing, grade: 1
Squat, grade: 1
-Martial arts.
Take the bait, grade: 1
Forced uppercut, grade: 1
Forward kick, grade: 1
Eagle Tread, Level: 5
High wind pursuit, grade: 1
Whirlwind leg, grade: 1
-universal.
Light armor proficiency, grade: 1
Jump back, grade: 1
Forced jump back, grade: 1
Basic proficiency, grade: 70
Judo master light armour, grade: 1.
Crouching Tiger, Hidden Dragon, Grade: 1
Source of strength, rank: 3
Hit mastery, level: 3