His is wrong. First of all, it depends on whether you choose a melee mage or a ranged mage. The melee mage is a human monk, and the remote mage is an ordinary elf or a human SS. Monk PK is a powerful SS, so if you want to play an elf SS, you can simply turn it around: mage-wizard-warlock, skill point 1-20 fireball 5, full intellectual exercise, full spell enchantment, and I personally suggest that the luck rate be increased to 5 or 6. Then when the robe reaches 20-40 mage proficiency, you can only exercise, the fireball increases to 10, the magic is full, the robe proficiency and spell boundary are full, and the remaining skill points give poison and life transformation. Poison is used to fight BOSS, so don't worry too much if you don't fight BOSS. Then, 40 years later, lightning stuns, flames entangle, snowstorms, proficiency in robes, witchcraft intellectual exercise, and full of magic. The wind blade technique can use 1 to repair the knife or not.
Then let me talk about the skills of life transformation. I really don't know how much to add this skill. My friend number, who plays FS, has never added this skill, and I have never used it. So I can't tell you whether this skill will be useful in the later stage. It's up to you to explore. It doesn't matter if you have to wash it again after 75 laps anyway.
There is also a monk who saves mankind. This profession can be said to be magic warrior, SS attack, warrior's blood and defense, but without group skills, it can be said to be invincible by single P. Of course, if you are interested in monks, you can leave me a message. I am blaming you.