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Chapter 1052 If you have a wall, I will smash the wall!

Chapter 1052 If you have a wall, I will smash the wall!
【Magic energy backtracking】

Flashing back to the Archmage's shawl-blonde hair, a glint in his deep pale blue pupils, and a silvery glint by his staff.

A crisp skill sound effect.

"Let the magic energy pour out!"

The skill bars of the shooters around him advanced as if they were fast-forwarded by ten seconds.

Flash back to the special effects of the Archmage's [Magic Retracement] skill, which quickly cools down the skills of his teammates, which is somewhat similar to his friend [Time Walker] who is successful.

However, [Time Walker] is to let the character's time go back a few seconds, not only the blood volume status, mana status, and skill status are all backtracked to the past, even the equipment status will be backtracked.

But this is a big move skill and is limited to single players.

Flashback Archmage [Magic Energy Recall] is a small skill, but it is a group effect, and it has limitations. It can only quickly cool down the cooldown of the skills used before. You quickly cool down for 10 seconds.

But these 10 seconds are enough for the ranger profession.

The reason why the ranger profession is not popular enough in the [Faith] competition is that his AOE skills are not as powerful as mages, and the range is not enough, and the second is that he has higher requirements for operation.

Many skills of the mage profession are locked skills, which are easy to hit.

Ranger's skills are almost all about predicting and shooting and raising hands. This is the most troublesome part for professional players. Once a mistake is made at a critical moment, the impact on the team will be devastating.

At this time, the only advantage of Ranger's skill flow is that it will shine again with the cooperation of Flashback Archmage.

Mage skills have a longer cooldown.

Ranger's skill cooldown time is relatively short.

[Magic energy recall] puts all the skills of the ranger into a state of ready-to-go, and 10 seconds is exactly the cooling time of the general skills of the ranger profession.

I have to say that the ability set by the [Faith] card is still very good. If the cooldown time of the mage's small skills is very short, it can be used as a turret when combined with the [Flashback Archmage].

After all, mages are far more unreasonable than rangers.

Whether it is the anti-aircraft gun magic with a range that exceeds that of ordinary rangers, or the AOE that covers the ground, or environmental skills, they are all skills that can change the situation of the battle at any time.

[Flashback Archmage]'s [Magic Retracement] gives more cooldown reduction time, then this character will definitely be able to shake the sky when cooperating with a mage.

It's a pity that the 10-second cooldown is tasteless and it's a pity to discard it.

The only ones that can cooperate are Ranger and Warrior.

As for fast-paced characters like monks and assassins, the cooldown time is only a few seconds, and they don't need the assistance of [Flashback Archmage] at all.

Jiang Xun's idea is to use the [Flashback Archmage] to cooperate with the ranger to carry out the twin skills Poke flow to compete.

The first round of Poke shooting is over.

The shield just raised.

was broken directly.

The screen was full of piercing sounds.

Another disadvantage of ranger skills is that the range is small and the hit rate is low. Its trajectory and ballistics are much weaker than those of mages. This is why most games often only have one ranger in the lineup.

This character is positioned for a long-range role that can use physical output.

If it wasn't for worrying about the opponent's full magic resistance equipment to resist, everyone would rather use the core of the dual magic system than let the long-range shooter like the Ranger appear on the stage.

Too much personal ability.

Jiang Xun made this round of moves, and the entire system of the Eternal Team was fully presented in the eyes of the professional team. First, he used the advantage of the range of the imperial eagle eye to play the [Mark] effect of twin cooperation.

Secondly, match the other three rangers to play the Poke piercing effect of physical armor piercing.

That is the traditional long-distance consumption kite-flying genre.

Then, there is the use of the unpopular character [Flashback Archmage].

The understanding of this style of play is relatively simple, and you can break through it at a glance. The difficulty is that this set can be used to play games, but you must choose a good map, and you must choose those maps that have more confrontations at far points to be effective.

Now, everyone think about it.

Wasn't the first map chosen by the Eternal Life team?
It's normal for the map I chose to have such preparations, and the Atmospheric team made the right judgment and chose a shield player who is extremely strong in defending Poke.

It can stop one, but it can't stop the crazy bombing of four shooters.

The worst part is that the opponent has successfully occupied the area of ​​the ancient dragon head that increases all attributes every minute. If you don't hurry up and snatch it down now, it will become more and more difficult for them to fight later.

Maybe there are four people now, and four skills can break the shield.

Wait until the full attribute is added to a person who can break the shield with one arrow.

This situation is extremely difficult to resolve.

Divide and attack?
Split the firepower on both sides?
The ancient dragon's head is in the center of the bridge. If both the left and the right attack, the opponent will inevitably divide into two waves to fight.

If you plan to divide and attack, you must divide and attack if the attributes are not stacked.

Otherwise, when the stack is full, you will only have one shield role, and you can only support one side. If their attributes are high, an archer can fight a small team without a shield role on the other side.

The Atmospheric team ran into a stalemate on this map.

Team Eternal Life had gained the advantage, so how could it give the opponent a chance to fight back?Their plan from map selection is to occupy this area, and then fight stronger and stronger, using the opponent as a target to shoot.

Divide and attack?
Already thought of it, okay?
As long as the Eternal Life team doesn't lose people, the Atmospheric team will have no chance to meet them, so they will consume a set remotely and crush you to death.

What do you think the Atmospheric Team can do?
This position was occupied by the Eternal Life Team. In fact, the Atmospheric Team's chances of winning were already very low. They should have let the Eternal Life Team play out their own prepared system.

The only way to win at the beginning is to overthrow the members of the Eternal Team before they gather and occupy this place.

First 1 minute.

Everyone in the Eternal Life team got the first wave of all-attribute bonuses.

Everyone's attack power, attack speed, armor penetration, physical defense, and magic defense have all improved slightly, and the income is still very high, which is equivalent to each person replenishing 1000 economical equipment.

As long as the place keeps them occupied for 5 minutes.

All skill damage is converted to true damage.

That would be the end of Team Atmospheric.

The real damage ignores the shield of the shield and directly smashes the broken defense.

However, all the attribute improvements in the first minute have been eaten, and in the next 1 minutes, it is not impossible to give a BUFF that turns all damage into real damage!
Your atmospheric team is powerful, so let's play a group kill now to see.

just.

Can the Atmospheric team fight this group annihilation?

(End of this chapter)

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