Traditional Culture Encyclopedia - Traditional festivals - Tomorrow's ark Ceylon how tomorrow's ark Ceylon skills information at a glance

Tomorrow's ark Ceylon how tomorrow's ark Ceylon skills information at a glance

Tomorrow's Ark in Ceylon as this time to be able to bail out to the full potential of the cadre, her strength in the end how is the question in the minds of many people, the following Xiao Biao brought is the use of Ceylon attributes review, as a single nurse, in the game of the attack is the lowest, but the owner of the special range and skills.

The dryer attributes

Characteristics: has a large healing range, but in the treatment of more distant targets when the amount of healing becomes 70% (see above for the attack range)

Final Cost: 19 (20 + 2-3)

Final Life: 1655 (1455 + 200)

Final Attack: 482 (442 + 40)

Final Defense: 482 (442 + 40)

Final Attack: 482 (442 + 40)

Final Attack: 482 (442 + 40)

The dryer is a single-unit nurse. /p>

Final Defense: 126

Final Legal Resistance: 5

Attack Interval: 2.85 seconds

Only looking at the panel then Ceylon is at the bottom of the list with or without Trust and Potential, even ranked after the 4-star, and the Attack and Defense are not outstanding.

There are three main reasons, ① Ceylon is currently the only single milk with magic resistance, ② Ceylon's talent to make up for some of the lack of attack power, ③ Ceylon's attack range is special, special skills.

After the talent is maximized, Ceylon's milk quantity is close to that of Shining Spirit not counting the talent.

However, magic resistance and talent can only save a little bit, Ceylon still belongs to the worse if only compared to the panel.

What Syran excels in is her attack range, which is only six more frames and not much, but can play a key role at certain times (such as when you have to milk a more distant two-way when there's only one med position) and is difficult to replace for other medics (Hermo can replace it to a certain extent).

About Ceylon's trait, the 9 frames that extend out are all in the farther range, and all reduce healing by 70%, with the reduced healing calculated after all bonuses.

Overall Ceylon's attack range, although special to the extent that no one can completely replace it, but it is not so strong that it will affect the degree of gameplay, even if the players who missed the event without Ceylon, but not because of the lack of lead to not be able to pass the figure of the situation.

The Dryad Skills

▲Talent 1: (Essence 2 Full Dive) Attack +6%, changed to Attack +24% when water terrain exists in the field

The Attack +6% is only slightly higher than Javelin (510), and higher than Hermer (597) if water terrain exists.

The average attack boost for the talents of a high star Dryad is 13%, and the difference between the attack panels of a 5 star and a 6 star is usually around 7%, so it's safe to say that Ceylon's talents are considered to be better, they're just weighed down by the panels.

This skill is also telling the player that in addition to Summer Lives, there will likely be levels with water terrain in the future, such as maybe the plot will go to an actual beach (Shi Shi Starr is a lake), but at least Summer Lives every year will certainly be useful.

▲1 Skill: (Level 10) The amount of healing on the next healing is increased to 200% of attack power, and is not reduced by trait effects

Can be recharged 3 times. [Auto-Reply, Auto-On, Consume 8]

Comparing to the Mordant Medicine 1 skill, which is also 8 Technique Power and stored 3 times, Mordant Medicine is healing 125% of Attack Power and healing an additional unit, for a combined healing of 250%, which is 50% more than Ceylon.

From this you can see that Ceylon 1 skill sacrifices some of its milk, but adds an effect that is not reduced by trait effects. This effect doesn't have a huge impact and the sacrifice isn't that big.

Able to attack 2.8 times in 8 seconds, assuming that every 3 attacks can trigger the 1 skill, the average boost per attack is 66%, the boost is still relatively high, and can angel 1 skill boost is almost the same, but the medical is very easy to cause overflow.

Charge 3 times is less useful, but there will be no conditions immediately use, has been fighting the map is simply not possible to accumulate, even if the monster spacing long extermination of the map as soon as the start of the fight, will soon be consumed after the 3 tier, and most of these three times are overflow.

The recharge is useful for gaps in the ongoing battle, for example, there may be a few seconds in the ongoing battle when a melee combatant will not drop blood, and this is the time when if the mechanics are full, the recharge effect will not allow these seconds to be wasted.

Overall the 1 skill is not weak, but the main 2 skill has a very special effect, and the 1 skill becomes less important.

▲2Skill: (level 10) +60% attack power, +1 healing target, friendly units within attack range gain "resistance" for the duration (duration of some negative effects reduced by 50%, currently including stun). [Auto-Response, Manual On, Consume 80, Duration 40, Initial 40]

From the power, you can see that it is a type of skill that is not allowed to be turned on very often, and the effect is similar to that of Shining Spirit and Nightingale, which are both providing a defensive type of ranged buff.

Resistance reduces the effects of stuns, such as the stun effect of Avalanche, which is caused by the cadre's own skills. such as Amia, Thunder Snake, and Faraway Mountain, as well as stun effects caused by normal or elite enemies, such as Sledgehammer and Sniper.

Excluding the skills of the BOSS, the current test of the broken bones of the reduction of physical resistance, the frost star of the reduction of attack speed have no effect. Does not include Entangle Warlock's Entangle, Agent's block cap reduction.

The last part of the "Resist" description says "currently includes stun", which probably means that it only includes stun, which means that you can only resist stun as a debuff.

Stun is the most common debuff, and it only includes stun. Reducing the stun time can also have a good effect, for example, when facing a sledgehammer, a heavy can resist 9 hammers in a row (after the third stun, it will squeeze the sledgehammer back in front of it, and after the sixth hammer, the sledgehammer will be squeezed behind the heavy, and only disengage in the ninth hammer), and responding to sniper stuns can allow the same dryad to be hit again.

The best thing about this skill is that it has a nice special effect along with a very large increase in healing, like Shining and Nightingale's 3 skills, which have strong special effects but less actual milk increase.

Compare that to Mordant's 2 skill, which is attack power +65% extra to heal a Dryad, which is almost identical, meaning that the skill doesn't nerf the other because of which of the effects is particularly strong. It's equivalent to a 220% boost.

Overall Cadre Review

Siran is a head-to-toe "special" medical, with an attack range, talent, and Skill 2 that are currently irreplaceable on their own.

But when I look at it in detail, I always have the feeling that Ceylon is "soft".

The attack range is exceptional, but 6 of those frames reduce healing by 30%.

The talent bonus is high, but it limits the ability to fully utilize it to water terrain.

The 2 skill resist effect is unique, but only seems to support reducing the duration of one debuff, stun, at the moment.

It gives me the impression that whenever Ceylon is about to yell out that she's special, her voice gets smaller and smaller.

But this also maintains the balance within the game, and could even be considered a good design, looking at the free limited casters, Amia, Grani, and Ceylon, none of them have great panels, but all of their skills are special. Amia has the only ignored magic resistance skill, Grani has the only block 2 skill in block 1 vanguard, Ceylon has a special attack range and resistance buff. they are all unique, but will not affect the players who do not have it to pass the normal level, limit the influence to a manageable range.

I think what the planners are trying to do is that the players who get them will have an easy time getting past certain maps later, but the players who don't have them won't have a serious impact on pushing the map. This is the same training advice I give to everyone, veteran players who want to make their BOX can deal with more special situations then practice, do not want to practice and do not have to force themselves to deliberately practice. Newcomers can go through the event map in a row first.