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Chapter 1096 Congratulations to the prisoner who joined the gog family bucket(2/2)

Once the parry fails, it is equivalent to using the face to receive the skill, and the consequences will be very serious.

These two skills, together with the setting of breath value, are the key to whether the hero Prisoner can show off.

The third skill is "Change Weapon". According to the setting, the Prisoner is a god of war and is proficient in various weapons, so he can freely switch between different weapon types.

Because it should not be too complicated, Min Jingchao designed three weapon modes.

One is dual-wielding two-handed weapons. In this mode, the forward swing of the attack becomes longer, the attack distance becomes longer, the attack power is slightly increased, and the sweeping attack has an AOE effect, but the attack speed is significantly reduced;

The second is to hold the sword with one hand. In this mode, the attack distance, attack speed and attack power are moderate, but the blocking effect will be slightly improved;

The third type is the dual-wielding dagger, which has the shortest attack distance and the lowest attack power, but the attack frequency is extremely high, and it can produce additional critical hits when attacking the enemy from behind.

When choosing different weapon modes, you should also take into account the current breath value status and the impact of equipment. For example, if you want to go to the reaper assassin style, you can use the attack speed and critical strike equipment and focus on daggers, while if you want to go to the half-meat warrior style, you can focus on hands.

arms.

However, you cannot use one weapon to the end. In order to encourage players to switch weapons more, each time you switch weapons, there will be a short-term damage increase and a BUFF that slightly increases the parry success rate.

The setting is also easy to explain: if you use the same weapon for a long time, the enemy will figure out the routine. If you change the weapon and change the attack routine, the enemy will be caught off guard and you can increase the damage.

The ultimate move is "Martial God Awakening", which has both passive and active effects.

The passive effect is that when you continue to fight with the enemy, each successful parry or attack can weaken the enemy's aura, which is manifested as a ring appearing under the enemy's feet, showing four colors: green, white, yellow, and red.

The more disordered the enemy's breath is, the slower the movement speed will be and the damage received will increase. When the breath is red and disordered and the blood volume is lower than 8%, the damage of the Prisoner will directly trigger the killing effect.

But the premise is that you must continue to attack. If you fail to continuously suppress the enemy's breath value, the enemy's breath value will gradually improve until it turns green again and disappears.

In addition, there is another passive effect of being possessed. When the player frequently uses parry but fails, and the number of deaths continues to accumulate, the prisoner will enter the possessed state. At this time, the success rate of his parrying skills will be improved, and there is even a certain chance.

Triggers the auto-parry effect.

The active effect of the ultimate move is to enter the awakening state of the God of War. When the enemy's breath is weakened, the effect is greatly improved, and the enemy's breath value improves and slows down. The kill line is also increased to 12%. After killing one person, this effect will increase by a small amount.

time. In other words, it is easier to harvest the battlefield.

But this killing effect is not a mindless killing, but the breath value must be disrupted to kill, so it will not be too invincible.

Overall, this is a hero that is extremely difficult to operate.

Its game mechanism is worth studying. If you can play it well, it will be a strong choice for both single combat and harvesting the battlefield.

But if you want to play well, the conditions are very demanding.

You need to have a good breath value to attack or release skills. You need to accurately release each parry skill according to the different skills of different heroes. You need to choose parry and dodge correctly. You need to think about your main weapon and match the equipment to adapt to the three weapon modes.

rhythm, and you have to choose correctly whether you want to be a separate band or join a group.

Played by masters and played by weak players, they are not heroes at all.

But what’s interesting is that even if you keep this hero with a weak hand, you can still ensure the bottom line through the possessed state, so that this hero can also use the parry effect to gain skills. It will not be like the Wind Mohist Ruan, who will be sent after several times.

It becomes pure waste and only happiness remains.

In terms of balance, this hero is completely different in high-end rounds and games compared to low-end rounds.

In low-end games, most people can't play well, so you don't have to worry about him being too strong, and with the magic mechanism, you don't have to worry about him being too cheating.

In high-end rounds and competitions, the enemy can respond by disrupting his aura value and weapon switching settings. And although the Prisoner's parry seems strong, once the parry fails, he may be instantly defeated, with high benefits.

Comes with high risks.

It's normal for professional players not to be able to show off his skills, but if he were to show off, the viewing pleasure would definitely explode.

Min Jingchao even had a premonition that the hero, Prisoner, might form a happy duo with Ruan, the Poet of the Wind, in the future, who would be happier.

But no matter what, no matter how good the hero is, Prisoner is still much more useful than Happy Ruan Nan.
Chapter completed!
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