1, mage-wizard-wizard-magician (elf) (considering that the upper limit of the internal test level of National Service 6. 12 is unlikely to open to 105, the occupation in the fifth round will not be discussed)
Comments: This kind of pure addition, high attack, less blood, leveling and earning money is definitely the fastest career in 1-75. At the beginning of 29, the fireball can be five times higher than itself, almost 40. After the group attack, it is strange except that the giant brushes 40-49. It has fast experience, more equipment and more money. However, less blood is a problem. You may have died at the beginning of the youth league at the age of 40, so it's not a big problem to run it well. I personally practiced a Stegosaurus with 40 groups and 49 pure mages, with 500 blood+220 defense+magic attack 1400+ very common dark cover 40. I've died three times. Of course, I can draw less. Four monsters are safer. Because there is no enchanted blood, it seems to be less blood.
This conversion skill point is added: take 49 as an example, and skill point is 336 (personal addition is for reference only).
Active skills:
Fireball's main attack skill before 9: 40, 40 seconds can be blamed.
When there is a strong wind around 3: 20, if the fireball can't attack for a second, it will be used as a mending knife.
Wind blade 1: group knife repair
Poisoning 5: for BOSS
Blizzard 4: Major Group Skills
3. Mage-friar-priest-magician (elf or human)
Comments: This addition is not recommended by individuals. Although it is not bad, the leveling of 1-75 is too slow. It all depends on the team. If there is no fixed team, please choose carefully.
At the beginning, I talked about the training method of attacking the mage, so it is not suitable for this kind of practice, because it is not as good as mage-mage-warlock-bishop. In the early stage, the attack is high and the training is fast, and the bishop is invincible in the later stage, but it is useless not to open pk.
This conversion skill point is added: take 49 as an example, and skill point is 336 (personal addition is for reference only).
Active skills:
Sacred attack 10, after 40, it becomes sacred blade 13, which is the main attack skill.
Test 1: Pastors still practice in groups, so it is impossible for you to output. In the early stage, I started to brush the strange group by task 40+.
Passive skills:
Luck pranayama 5: tasks before training
Magic enchantment 10: reduces abnormal magic.
Auxiliary skills: this is the characteristic of priests, and most of them are buff that can be added to teammates. Except invincible.
Wisdom 4: Spirit +40
Intelligent Exercise 1: Don't use this for the mage's thugs. The mage's own intelligence is 4.
Group therapy 1, resurrection 3, -30% experience decline.
Rapid treatment 4
Brave 3: Physical attack 15%
Spiritual blessing 2
Blessing of the Wind 3: Acceleration 14%
Shelter 3: physical defense 14%
Invincible 2:4.8 seconds
Advanced treatment 1:700+ blood recovery
Mental disorder 3: legal defense+13%
Accelerated Singing 1: Magic Release Speed +20%
Generally speaking, it's okay to look at your teammates after they've bled out. But a group, it is good to have a group.
7 Flame Winding 3: Master Group Skills
Thunder and lightning 1: hit BOSS to repair the knife.
Passive skills:
Skill robe 5: Defense is very important in mobs.
Before 4: 40, blue is not enough. Leave some blue at four o'clock, but the rich don't.
Enchantment 10: reduces the chance of abnormal magic by 33%.
Magic Burst 10: Magic Attack+10%
Auxiliary skills:
Nature Shield 2: Defence +5%
Treatment 5: Cooperate with red-blue conversion.
Wisdom 1:+ 10 spirit.
Intelligence Exercise 4: Increase Intelligence by 40%
Witchcraft 4: Magic attack+12%
Life Transformation 15: Saving Blue is better than some skills.
The remaining 5 1 point sp is free to choose.
Ps: playing BOSS skill poison, wind blade, blizzard, lightning, fireball, cycle. If the first two skills are successful, the strange speed is-100, which basically does not move.
2. Mage-friar-monk-magician (human)
Comments: This change is the so-called magic weapon. Later, the magic tutor needed to be washed. 40-75 is a difficult time, and it finally becomes clear. You can kill many monsters taller than yourself by using holy attacks before the age of 40 and wearing light armor after the age of 40. Too much blood can prevent high and be aggressive. After 4 rounds, the Sanctification skill and the Magic Group Attack skill are even more powerful. If 6. 12 opens the upper limit of 75, this may be my transfer method. Disadvantages: 40-75 has no group attack skills. Training may be much slower. There is also less intelligence and light armor.
This conversion skill point is added: take 49 as an example, and skill point is 336 (personal addition is for reference only).
Active skills:
Main Skills before Holy Attack 10: 40
The ability of the holy light to hit after 5: 40.
Skills after splitting 5: 40 in the holy light
After 4: 40, you can wave the holy light.
I don't recommend other curse skills, such as concentration and sleep, because 6. 12 doesn't open pk, and the training time is not enough, let alone playing the king.
Passive skills:
Luck interest rate adjustment 5: It is a little useful in the early stage, but the rich don't order it.
Magic enchantment 10: reduces the chance of abnormal magic.
Magic Burst 5: Magic Attack +5%
Skilled light armor 10: all the monks who transferred him were full. Physical defense +9. 1%
Auxiliary skills:
Wisdom III: Add Spirit 30
Intelligence Exercise 3: Improve Intelligence by 30%
Group therapy 1, resurrection 1 is unnecessary.
Quick treatment 5: it is impossible to blame without losing blood.
Blessing of the wind 1: speed+10%
Shelter 1: physical defense 8%
Invincible 1: 3.2s
Witchcraft 2: Magic Attack +6%
Life Blessing 4: Maximum Blood Volume 15%
Combined armor 2: Physical defense+18%
Shining Magic 1: Magic Critical Hit +3.6%
So many assistants are greedy, and the remaining 39sp are free to choose.
7 mage-friar-warlock-nurse, this is my training method on the 49 th. Slow down from 20 to 40, because the fireball can only reach 5, and the attack is not enough. You need five wind blades or three ice arrows, but you will survive soon. This addition is not much different from the 2 nd round mage and 3 rd round warlock, because many buff of the 2 nd round monk's skills are 1, so it seems that it is less added to your teammates. Because there is no pk, it is not practical to fight monsters, but it is still possible to learn a few primary buffs, which will not affect the magic of the post-40 s warlocks, but will strengthen them, because there are buffs such as accelerating movement, spirit and defense. It is recommended to take the mage route when choosing skills. What monks need is useless. I found a misunderstanding. In fact, in the stage of mage-friar-warlock, that is, 1-20-40, you can point a sacred attack, and when it exceeds 10, it takes only one second to attack. The fireball gave up. Am I right? )
Mage-wizard-warlock-elemental master, elf restriction. This kind of training has a strong magic attack at first, but the later master of variable elements is auxiliary. Buff has crit, physical attack speed, hit and teleport besides priests, which is not recommended by individuals.
Mage-friar-friar-astrologer route, human restrictions. There are strong group sleeping skills, group immobility skills, light armor and high defense, many of which are beneficial to buff, but I still don't recommend group attack skills. Although it's good, I'm worried that not opening pk will reduce the gameplay a lot, at least there should be a fierce battle. If so, this turning point is particularly important.
The loveliness of this game is not MengMeng's chicken costume, but all kinds of job-hopping fun, so many games can be played, and there is no need. Therefore, it is most important to choose your favorite transfer method. 1-29 depending on the task, both teams and wild teams can join.
Starting from the 29th, a mage fireball or monk can add 30-35 monsters per second. At this time, you can choose to hit the red ghost archer in the dark swamp with 33 single sticks and the lizard frozen sword with 35.36 drops of salt water. These are pretty good routes. If you have enough time, you can choose some small boss, such as Dark Forest 36 Lava Puppet King, +5 Intelligence +5 Spirit +50mp, or Zombie King.
At level 30, it is the task of brushing notices or signs. The dark forest task begins at 30, and it is strongly recommended to form a team, which is quite fast. Red bear-big-eyed bat-little devil-lava puppet, brush 35.
After level 35 is the dark swamp C hunter mission, which is actually a circular notice. It is still strongly recommended to form a team. Red Ghost Shooter-Green Devil Warrior-Mutant Lizard-Red Lizard-Snake Lady to 40
There are three choices after job-hopping, one is to continue to brush the hunter cycle, and the other is to brush monsters that are more advanced than themselves. If a group of stegosaurus can brush to the entrance of Storm Valley, of course, the possibility of death is less. If there is a group, brush the mine directly or the 49 giant. I estimate that 6. 12 will mine. This brush reached 49.49, and my experience ended here.
Personal suggestions for future play:
Mages who like to practice alone can choose Ghost Dock 5 1-57 monsters to start to brush to 60, and then move to Ghost Bush to brush 57-60 monsters to 65. The monsters here are all monsters with less than 2000 blood. It takes 2 groups of seconds to attack Gao Quan. However, it is recommended to form a team, and the wild team can also do it. Mine 2, the giant at the entrance of Storm Valley, the giant in Storm Valley, can be painted to 65 or even higher. Weapon selection of equipment
A single staff is highly recommended, because it can carry a shield, which is quite different. Agreement after use ~ ~ Here are the fallen monsters, positions and attributes.
The 4-level red mushroom at the entrance of Ake Plain dropped a 5-level guard's staff, with a magic attack index of 24, physical strength +5, mental strength +5, HP+50 and MP+50.
Fairy outpost 18 leopard falls from the knee of fierce tiger, with magic attack index of 36, intelligence+10, spirit +5, and suit effect: critical strike rate +50.
The 27-level rock puppet in Tallinn Grassland dropped a 27-level glorious staff, with a magic attack index of 47, intelligence+10 and spirit+10.