Traditional Culture Encyclopedia - Traditional stories - Which mage plays well in the glory of the king?

Which mage plays well in the glory of the king?

The first category: extreme output (output type)

Xiao Qiao, Ying Zheng, Zhou Yu, The Story of Diexin, Gao Jianli, Mai Shiranui, da ji and luna.

Play: development comes first, and the explosion point is output in the middle and late stage.

This kind of hero needs to carry out the output to the extreme, which requires a good development in the early stage of the hero, in order to have an economic choice of equipment that can cause high damage. You must have enough patience to play this kind of hero. The so-called "pulling one hair and moving the whole body", as long as there is room for output, you can bomb your opponent with your own output like a pear in a rainstorm. This requires players to have enough level in walking, consciousness and operation to control their ability to reverse Gan Kun.

& gt recommended equipment

Scholar's wrath attribute: +240 spell attack is only passive-destruction: spell strength increased by 35%

Just like the equipment is destroyed by the verb "destroy", after the equipment is produced, the output mage almost destroys the opponent on the battlefield like the destroyer.

Witchcraft Staff Attribute:+180 spell attack +400 maximum mana +8% movement speed only passive-spell blade: After using this skill, the next ordinary attack will be damaged by high spells, and this effect has a cooling time of 2 seconds.

This equipment is suitable for the mage whose skills are interspersed with general attacks, and its passivity also improves the mobility of the mage.

Virtual staff attribute:+160 spell attack is only passive: +45% spell penetration.

In the later period, opponents often put on a lot of anti-magic equipment when facing the powerful legal system output, and the role of virtual staves will be infinitely amplified during this period.

The second category: intelligent details (auxiliary type)

Cai Wenji, Bian Que, Mi Yue and Zhong Kui.

Style of play: team income comes first, auxiliary equipment contributes to economy.

Every sip of milk, every control and every protection needs to be taken seriously by the auxiliary mage, and the details determine success or failure. I believe that under the situation that the economy has given way to the main output, the auxiliary wizards have more time to think about these problems. From the style of play, operation, and even installation, the team's income is the first, and the pre-patrol, post-protection and summoner must be in place. I believe we can win better in the competition.

& gt recommended equipment

Nightmare's Tooth Attribute:+140 spell attack +200 spell defense only passive-Abyss: reduce the enemy's 100 spell defense within 800 range.

Assassin-type wizards should not be too strong, and there is more room for output improvement based on their own legal system.

Time prediction attribute:+160 spell attack +600 maximum mana +800 maximum life unique passivity-time: gain 8 spell strength and 40 health points every 30 seconds, and stack up to 10 layer unique passivity-hero reward: recover 20% health and mana points within 3 seconds after upgrading.

The evolution crystal of synthetic accessories performed very well in the early stage. If a passive reaction is triggered when playing a group, the opponent will only be defeated by the "indestructible" auxiliary foot.

Holy Grail Attribute:+140 spell attack +20% cooldown reduction +5 seconds 25 mana recovery+140 spell defense is passive only-mana source: 20% mana recovery after killing assistance.

The most important thing for an assistant mage is skill. Of course, high cooling is the best choice, and its blue-fading effect is naturally the key to assist the mage's endurance.

The third category: endless control (control type)

Zhen Ji, Sean, Wang Zhaojun, Wu Zetian, Mozi, etc.

Playing style: first grade, GANK in the middle of the explosion point.

Control will make opponents a target, completely exposed to their own output, and its importance is self-evident. Level is particularly important for controlling wizards, and their control ability will be improved with each level of 1. Even at some key levels: 2 and 4, one more control skill directly than the other side can directly let one's own team take the initiative. This type of mage has good GANK ability in the medium term, and swimming with teammates is a good choice. =

& gt recommended equipment

Frost Staff Attribute:+150 Spell Attack+1050 Maximum Life Passivity-Frost: Damage caused by heroic skill will be accompanied by 20% deceleration effect, lasting for 2 seconds.

The so-called control is divided into hard control and soft control, and deceleration as soft control can well limit the opponent's position; The blood bonus brought by this equipment can also increase the life support for vulnerable wizards, so as to play more skills.

Glowing Moon Attribute:+160 spell attack+15% cooldown minus only initiative-Moon Guardian: 90 seconds CD, immune to all effects, unable to move, attack and use skills, lasting 1.5 seconds.

The guardian of the moon can directly "petrify" assassins who want to cut into the back row. This equipment allows the control mage to play two sets of controls in a team battle, and its cooling effect can not be ignored.

Mask of Pain Attribute:+140 Spell Attack +600 Maximum Life Unique Passivity-Torture: Lasts for 3 seconds, causing 3% spell damage per second equivalent to the target's current health Unique Passivity: +75 Spell Penetration.

This type of mage's control ability is unattainable, but no one is perfect and may not be as powerful as exporting spells. The mask of pain allows the control mage to do high damage while controlling.