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Dnf ammunition chapter 5 bonus points
First of all, fancy:

1, knee bump /20sp: It is recommended to upgrade to level -5. Anyone who has played gunner knows that knee bump is not used for attack, but only a precondition of BBQ, so this item does not need to be filled up, as long as level 5 can produce BBQ (why add BBQ, explain in detail below). Because the basic condition for attaching this skill to the game character is 1, 80sp is added four times.

2, floating bomb /25sp: It is recommended that players who don't add or brush pictures upgrade this skill. This item is also a skill attached to the task. The default level is 1. Buoyancy increased from 1 class 100% to 200% of class 20 (full class) ... Although his floating height and time are considerable, may I ask: Is it useful for you to raise monsters in "outer space"? You won't lose blood when you fall. Floating objects alone can't do any harm to monsters. After all, ammunition is a magical attack character. The most fatal problem is that this monster with the ability to fly is not a threat to ammunition. For the later BOOS, most of them display the letter "MISS". You don't need to let the monster float. On the other hand, the purpose of floating is to temporarily control the monster and then give it a fatal blow, but for this purpose, ammunition has a better method (other projects will introduce it) (this pk must be added, and the strange action is single, unlike pk, which is not easy to control)

3. Aerial shooting /25sp: It is suggested to upgrade aerial shooting to-1 level, which is the best way to stay in the air when there is no ground advantage or to defend against ground attacks. The level of 1 is enough to avoid wasting redundant sp values. (pk) I saw a gunman in the air. It's like a helicopter flying around. It's hard to hit him. But it is not recommended to brush the map, there is no actual attack power)

4. Trample on /25sp: It is recommended to upgrade to level-1. The most important thing about this skill is that when the player releases this skill, all external damage is invalid for you, which can make the player invincible within the time of implementing the skill. More importantly, its grasping judgment can interrupt the strange bully and defense state, and it is also the only skill that ammunition can break the bully. If combined with electric induction and additional property bullet attack, it is still very powerful, but it can not be used as an attack skill alone, and it will hardly bleed if you step directly. It is very effective to avoid some BT attacks of BOOS in the later stage. (Example: inflammation of relics, countdown to BOOS of mice 123, etc. , can be used in many occasions. Why isn't mandatory recommended here? Let me explain. To be honest, the accuracy of stepping and shooting is closely related to the running position you operate. Not everyone in front of you can step on it. You have to run a suitable distance to step on it. Beginners can't grasp the main points when they first use this skill, but they will when they are very skilled in the later stage.

5. Swing kick /20sp: It is recommended to upgrade to-1 level. This skill is only for continuous strokes, and adding more is just flashy. Not much to explain.

6. Shovel /25sp: It is recommended that players who don't brush maps don't upgrade. Like floating bombs, you don't need a floating shovel to play this skill. (But pk must be added, which is "overbearing" for continuous recruitment)

7. Instant kick /25sp: I don't want to add it here. (First of all, I should respect my brother's professional skills. Just remember your chosen career. You are an ammunition division, and your purpose is to maximize the power of ammunition. If you just want to attack each other from the operation, then swim away. This skill is very practical, but the number of your sp is more realistic. If you want to upgrade, you should add it to the mandatory. Only by adding compulsion can we show the advantages of instant kicking. )

Second, the machinery:

1, Chaser /25sp: It is recommended not to explain without this option. Respect the skill of the pilot … this skill has no actual attack value on ammunition. (If it is ammunition pk, it is too obscene to use this skill. Less ammunition, the purpose is only to interfere with pk opponents' attack ideas. )

Third, play:

In the early stage of 65438+, the silver bullet was trained to level 5, one was to kill zombies and undead, and the other was the pre-skill condition of inductance and ice thunder.

2. Mao Lei /25sp: It is recommended to upgrade-1 Junior gunner's favorite _ wool+small pistol, which is also a necessary skill for other skills. Some players choose to make up with wool, but from the data point of view, the range of wool (level 20 full level) is 300px, and the magic attack of 1744 has no attribute damage, all of which are under light sensitivity and ice thunder, and the attributes and practicality are also very different. So it is only recommended to wash some water here. Extra players can try.

3, armor-piercing projectile /20sp: It is recommended not to look at personal hobbies. In fact, the practical characteristics of this skill are not very obvious. 10 armor-piercing projectile has only 40% armor-piercing ability. If there is no armor-piercing player, this part of sp can be added to the ice bomb, so that the ice bomb will not thaw when it freezes, and the power of the ice bomb and the probability of the ice bomb freezing can be greatly improved.

4. Hard straight /20sp: It is suggested to supplement this skill and extend the hard straight time of monsters. After reaching the level of 10, the monster's straightening time can be extended by 50%. This will give better play to the hard and straight effect of the attribute bullet.

5. Frozen bomb /30sp: It is suggested to upgrade to-10 as the pre-skill condition of ice mine. The freezing probability of class 5 frozen bomb is 14.7%, and that of full frozen bomb is 25%. Therefore, it is only suitable for players who don't add armor-piercing bullets (pk ice bombs are full and have unexpected effects)

6. Magazine expansion /30sp: It is recommended that the full-loader "make a living" by bullets, not full-loaded. O(∩_∩)O

7. Explosive Bomb /30sp: It is recommended to replenish the signboard skills of ammunition. An attack with explosive effect and fire attribute. (If you are an ammunition player, you need to fill it up, no need to explain)

8. Electric Grenade /30sp: It is recommended to replenish ammunition signboard skills. The attached induction effect can double the attack power.

9. Crossing the fire line /30sp: It is recommended to upgrade to level 5, which covers a large area. After explosive or frozen bullets are loaded, using this skill will also have the effect of incidental ammunition. But if you want to make up, there is not much attack power and no actual attack effect. Therefore, it is recommended to meet Rose's pre-skill conditions.

10, frozen grenade /30sp: It is suggested to replenish ammunition signboard skills. The ultimate weapon to freeze and control monsters. Especially in the later period, with the increase of attributes and probability, the freezing effect is very obvious.

1 1, Hellfire /35sp: It is suggested to supplement the method of preventing strange movement to increase rigidity. The attack power of the skill itself is not high, but it is very effective to delay the attack speed and magic release speed of the monster.

12, ammunition control /30sp: It is suggested to fill the only way to increase the firing rate and the number of bullets.

13, Rose of Awakening Skills /50sp: It is recommended to upgrade to-1. There are many arguments about awakening skills. Some people will wonder why only 1 was added. Is it just for this level that you work so hard to wake up? The actual role of the rose is not his attack power, but the number of shots of 4 mm. As long as the strength of the bullet matches the induction effect and attributes, it is enough to give BOOS a fatal blow. If you use a lot of sp and roses, you will find that you have to give up a lot of skills. For players who only want to add to level 3, it is recommended not to waste sp value, because in my countless washing processes, you can only feel the existence of power if you raise the rose to level 6 or above. If it is 3,

Four, heavy firearms:

1, Green Machine Gun /20sp: It is recommended to upgrade to level-1. In fact, this skill is very contradictory. For ammunition, this skill is very important in the early stage. It can make the gunner use it easily before level 30. But in the middle and late period, you will find that green is basically useless for ammunition. If it is not a prerequisite for BBQ, I would suggest that ammunition should not be upgraded to green.

2.BBQ/25sp: suggested upgrading to level -5. Forced barbecue and stomping have the same effect in defensive state, but they are not as good as stomping in grasping and judging. BBQ can't release the strangeness of bullying and defensive state. The biggest feature of this skill is that the grasping range is larger than stepping, and it is easier to master. It can be used alternately with step shooting in advanced copies such as relics and robot cows. The reason for coercion is actually very simple, because BBQ can't break the overlord state. When using this skill, a large proportion will be released in the attack (this proportion is related to operating techniques and habits). In other words, in a sense, BBQ's invincible state is also to "save lives", and coercion is also just in case.

3, flamethrower /25sp: It is recommended not to add a few players who like to use electricity. I tried it once in Bian Xiao. To tell the truth, the effect is really bad.

Five, general skills:

1, rebound /30sp: It is suggested to upgrade and strengthen the role of rebound, so I won't emphasize it. Brush and dodge is the only choice.

2. Throwing /50sp: It is recommended not to add this skill, which is basically useless for ammunition.

3.Jump /20sp: It is recommended not to add equipment or waste it on sp skills. (ink bamboo can make up for it. This skill varies from person to person, so the gunner profession has an advantage over other professions in jumping height. )

4. Ancient Memory /25sp: It is recommended to fill this skill, otherwise don't add it to avoid wasting sp value. When you add to the ancient level of 10, you can increase the intelligence of 150 in 20 seconds. This is also impressive, you don't have to use it every time, but when you charge BOOS, you will understand it by shooting bullets at BOOS with ancient skills ... (But this skill is not supported.

5. Unyielding will /25sp proposal has no practical value for ammunition and wastes valuable sp value.

6. Physical attack/crit rate of /20sp. Hint that this skill is not effective for ammunition.

7. Magic attack crit ratio /20sp It is recommended to fill up the magic attack crit. If you want to fill it, you must fill it. Only when it is filled can it have unexpected effects. It is also used in the same way as in ancient times. Generally, spike is a combination of the above skills!

All the drawing skills sp of this ammunition have been added, consuming a total of 3790 points. If calculated in this way, the remaining sp value 1 point can be finally obtained. If you want to learn the skills of stealing teachers, you can save the sp of ice bombs. This is a basic thread, which can be added or changed according to your own preferences. In fact, everyone has his own "general" in his heart, and the one that suits him is the best.