(1) add some points
It is understandable to be full of wisdom first. Whether it is brain power or physical strength after all-round intelligence has always been a controversial topic.
There is no right or wrong, just personal preference.
With the increase of physical fitness, of course, there will be more blood and the recovery of life will be improved. High HP does play a vital role in PVP.
Spirit has increased, MP has increased, and the key is that crit has also increased.
I'm a DPS stream, and I advocate maximum attack. The HP of wizards is not outstanding, and the growth rate of HP in different occupations is different.
The following is a reference: detailed explanation of the professional attributes of growth rate.
Therefore, relatively speaking, compared with the HP growth rate of the war department, the HP brought by the wizard's physique is not worth mentioning.
Personal advice, full of intelligence and spirit, attack+crit the king.
② Arena
Witchcraft is a powerful profession in one-on-one combat in the arena. The advantages of wizards are mainly embodied in powerful control skills, and a thorough understanding of skills is the basis for operating wizards well.
Illusory fear
This skill is the bane of any profession. As long as you are hit by fear, it must be a gorgeous combo. However, reducing the hit rate of high-level targets is a very depressing thing. According to my own experience, I can be scared smoothly within Grade 5 of high school, and it depends on luck to be 6 to 7, but the probability of being scared is still very high. It's hard to say that I'm above level 8, and 10 is completely invalid. It is important to know the level gap between yourself and your opponent.
The following interchange
Transposition plus 7 seconds invisibility has brought many first-hand advantages to the mage, except for the assassin, which allows the mage to strike first. In order to control the situation first and pave the way for the next skill output. At the same time, it can also be used as a skill to escape and save people.
deprive
Clear state, and all BUFF, but also with poison, although the poison is not malicious, but it is like the feeling of buying one get one free, very cost-effective, very powerful. The disadvantage is that the skill singing time and trigger time are longer.
Dark curse
The most terrible skill of a wizard. Continuous injury and good attack, even as a blood cow knight, can not help but sigh: WS's poison is really fucking cruel.
Dark words and spiritual thoughts
The main output skill, PVP, must be used, and it will be very painful if it explodes.
Hurricane whisper
After the public beta, the wind array did not have the effect of probability imprisonment in the past, so it looks like a chicken rib now. Although it has a certain effect in dealing with melee.
Spiral hurricane
Push away, the probability slows down, and it has little influence on the legal system and archers, mainly dealing with knights and soldiers.
In addition, 1V 1 does not recommend the use of silent words, which are not very toxic and need to be sung. Throwing a mental output during singing time will be higher than the output of silent words.
Strong state+passive+domain skills
Our exhaustion of argot and the movie set made us have a good start again. As long as it is turned on, the opponent's defense, attack speed and five basic attributes will decrease by 10%. This is not a small number, and it is undoubtedly an advantage for a mage whose magic damage is lower than that of a mage.
Because of the diversity of wizard skills, we can flexibly adjust and use skills in different occupations. Among the other seven occupations, the occupations with higher winning rate are knights and warriors. The professions that test operation are wizards and priests. A bit tricky occupations are sacrifice, archer and assassin.
knight
At this time, some wizards follow the skills directly, but the illusion of fear will not be interrupted until the end, so be sure to count the seconds accurately. Chaos for 6 seconds can not only increase the damage, but also win the cooling time for our invisibility. Therefore, after reading the wind for 4 seconds, I began to sing Lingsi, and immediately connected deprivation+poison spell+waves. If this gorgeous skill is released, even a blood cow can't afford the double damage of deprivation and curse. At this time, the knight will come after him and faint. Run in the opposite direction and the distance will fluctuate immediately. The reason why I don't pay attention is because the time to sing is enough for the knight to catch up with you. If we are stunned by the shield, we are not afraid that the knight's attack will not kill us in a short time, and the spiral hurricane will continue to distance us. The two poisons hanging on the knight and his own wave output do considerable damage.
When you are confident in yourself, you can try not to be invisible. Run backwards when counting down, start directly with fear, and then pick up the same routine.
soldier
Compared with knights, soldiers need a little judgment. High-end combat soldiers often try to figure out the time when wizards fantasize about fear, so that our fears are invalidated because of arrogance. Therefore, when learning the countdown, we should carefully observe the soldiers. If the soldiers are crazy about the countdown, it's easy. Run in the opposite direction, be invisible, distance yourself, and wait for the soldier's madness to disappear. Immediately after disappearing, fear, trap wind, count seconds, sing spiritual thoughts, deprivation+curse+waves (gorgeous combo). Then run hard in the opposite direction and make waves when you are away. Soldiers are not knights, and poisoning is very painful.
If the soldiers are arrogant after the start and fear strikes arrogance, then we still have a chance.
Keep a lookout between yourself and the soldiers, directly deprive+curse+wave not to sing spiritual thoughts. I don't work hard because soldiers will charge and interrupt when they sing. After a group, run in reverse immediately. Soldiers can't catch up, so they let the waves run. If the soldiers charge, the hurricane pushes the return air array and runs in the opposite direction, letting the waves run. It is very dangerous for a soldier with low legal defense to be hit repeatedly.
If you are well equipped and confident in your operation, you can try to challenge high-ranking soldiers.
First of all, we must understand that fantasy fear is 100% ineffective for targets above10, so we still have a chance of winning without fear. The operation is also simple, but you should pay special attention to running.
When counting down, run in the opposite direction. At first, hang the dark spell directly and immediately become invisible. Illiteracy will not be deprived because of singing, and will not be interrupted because of the charge of soldiers. When sneaking, set the wind for a few seconds. One second before the end of the stealth, sing spirit+deprivation+wave. At this time, pay attention to running, jump back to the steps, wait for it to cool down+wave and hang a curse directly, jump back to the steps. If the operation is not wrong, the soldier will fall after the second wave. However, due to the explosive power and powerful physical attack of senior soldiers, they may be seconds away after charging+penetrating+picking up stars, so it is still very difficult to leapfrog PK.
grasp
Mage is also a profession that tests operation. We wizards can also find different tactics to deal with the flexible play between different wizards. For a mage with the highest professional attack, hard resistance is obviously unwise. What we have to do is to use stealth skillfully, distance ourselves and minimize the damage.
If the mage's opening is invincible, it is the best and simplest. Run in the opposite direction, sneak a second before the invincible end, set the wind for a second, mind+deprivation+curse+wave, if the mage teleports and is not dead, quickly lock it, and there is no mind wave directly. Another perfect solution. However, high-end wizards are not invincible at first, and there are often several situations.
If the mage starts blinking, then his intention is obvious and difficult. I want to avoid the fear of driving, and at the same time set fire to increase the damage. Usually we will be burned by the opening fire, and we are not afraid of death. Quickly lock in chaos, jump out of the sea of fire to open the distance, set the wind and count the seconds, 2 thoughts+deprivation+waves. Don't hang a curse because the mage will soon be invincible. After invincible, we count the seconds and become invisible before invincible is over. Mind reading+curse+radio waves. Run in the opposite direction and wait for victory.
If you attack directly without blinking, ignore it and fear it immediately. After that, watch the wind for seconds, strive for chaos without interrupting the damage, sing spiritual thoughts, deprive+curse+radio waves, and the mage is poisoned after teleporting for 2 seconds. If the mage is invincible, it will become invisible in seconds. Before invisibility is over, sing spirit+wave. The mage's blood and defense can't resist such an attack. The opponent is a mage, and our tactics can be very flexible. Don't play cards according to the routine, just improvise.
pastor
We wizards have high legal defense, and the burning decision of the whole-hearted priest poses little threat to us. What needs attention is the silence and purification of the priest.
Start quickly, lock in fear and prevent silence. After the fear, set the wind for a second, recite the spirit+deprivation+poison spell. After being silenced, he ran backward to avoid burning and ruling. The priest's recovery has always been there, so he will keep adding blood, but it is not as vicious as us. Fortunately, cleanliness and healing are hymns, and two kinds of poisons hang on the body, and the priest's unclean blood will soon bottom out. Then when the priest sings, it is our excellent output time, and then two spiritual thoughts+waves are connected. So the priest must release a hymn for help, which means we need another round of attack, yes, invisibility. After invisibility, the cooling of fear has ended. Let go of your fear, set the wind, count for a few seconds, and then pick up a gorgeous combo. Without a hymn, 18 seconds of silent cooling still won't work. We directly read ideas+radio waves and output them continuously. It is not difficult to win under the attack of mind and poison.
Archer
Archers after the revision of the public beta have been bothering me for a long time. The 20-meter skill of shelling golden cicada not only gives the mage a headache, but also the increase of HP makes us poison the archers in a short time. If you are trapped by the golden cicada and then switch places, then the victory belongs to the archer. What we need to master is to distance ourselves from the archer and put him down before being transposed. Pay attention to the archer's casting action, the trap is under your feet.
For archers who attack several times faster than the mage, that set of gorgeous combo is flashy, and a set of skills is changed by archers before they are put in the middle. In this way, it is much simpler. For the new version of archers, don't deprive them, don't let go of the waves, be invisible at first, be afraid+set the wind, maximize the distance, be mindful+curse, quickly release the two skills and connect them, and then run in the opposite direction immediately. Pay attention to the exact reverse operation at 180. Archers' anger can't shoot us out in seconds, and slow-down archers often get poisoned if they don't catch up with the transposition distance. It seems simple, but high-end archers will put the trap right and then pull away to lead us to step on it. What we need to pay attention to is to remember where the archers put the traps and avoid them when they are invisible. If the wizard operates correctly, then the victory will belong to the wizard. If the running position is inaccurate or you accidentally step into a trap and get transposed, then the wizard will be at a disadvantage.
offer sacrifices to ancestors
One hegemony and one unique skill is a headache for the mage, and it is difficult to operate. However, these two skills depend largely on the state. If we want to defeat sacrifice, we need to pre-empt the power of sacrifice in the cradle.
Steal when counting down, if the opening is not hidden, the sacrifice will sing a breath, then we are in the beginning state. Fear after invisibility, set the wind as a second, mind+deprivation+curse+waves. Breath penetration and territory are instant skills, but it takes 1.5 seconds to hit the body at a distance of 25 meters. Therefore, the wizard should be fast, and a set of skills will run in reverse. If Lingquan fails to remove the poison from the sacrifice, the sacrifice will be poisoned on the way to kill us. If Lingquan is in a clear state, the wizard will definitely be pulled 25 meters. Keep a good psychological quality and don't be confused when you are pulled. Although the pulse-taking is instantaneous, the seven wounds sing for 0.5 seconds, so after being pulled, the spiral hurricane quickly pushes away and sacrifices two spirits and then makes waves. The curse dies as soon as it cools. Assuming that the sacrifice combination does not break out, then the victory is ours. If we are violently attacked by bullies, we are likely to be killed in seconds, so the confrontation with sacrifices is also lucky.
Some wizards choose to leave chaos behind in order to have the strength to fight back after being pulled by the absolute realm. This is also a good method. Sneaking with both hands, wind, mind+curse+waves. It is also very painful to run in the opposite direction and sacrifice every 2 seconds, unless the spiritual spring is cleared. At this time of the meeting, there was a sacrifice, and then the field pulled people up and rushed up. No, we still have fear+spiral hurricane. The following is the test operation. Whether it's being pulled or ghostly, it depends on the distance. As soon as the sacrifice comes, the hurricane pushes away and then fears. After the fear, we run away and distance ourselves so that we can go all out. Curse has cooled, deprivation has not been released, so a mind+deprivation+curse+wave. So even if it is an infinite sacrifice, it is also a motor.
assassin
Before the public beta, assassins have always been the greatest pain for wizards, but after the public beta, wizards have more HP, so under the same level and equipment, under the premise that assassins can't kill us, we have a chance to turn over. The assassin must be invisible, keep an eye on the wind, a small skill, and jump up and down the steps of the arena, which will make the assassin very headache. Running around with the wind, the assassin pulls you out, and you will definitely get lost+strangulation, group concealment+assassination. If we were not defeated, victory would be in our favor. Finger lock fantasy fear, has been beating fantasy fear after being attacked by an assassin. No matter how good the assassin's connection is, there will definitely be a flaw between strangulation and assassination, which means that the assassin will be afraid anyway, which is simple. Distance yourself, meditate+deprive+curse, and then become invisible. According to the assassin's magic defense, he fell to the ground before the end of the stealth.
③ site
Witches in the wilderness, like the ability to be sealed, are liberated at once. In the arena, no matter how the wizard hides and uses his shadow to protect himself, he is still in a circle with a radius of about 50 meters. Fighting is cruel, the real fighting is in the wild, and the real battlefield is also in the wild.
Change with constancy. Although the battlefield has changed, the skills and tactics of various professions are really similar. Tactics will not be discussed much. The only thing that needs to be explained is that if we are attacked in the wild, we should lock it immediately. Which key on the tab ~. After locking, you don't have to think much, and you dare not distance yourself directly. Because the transposition is not affected by the fighting state, you can hide yourself at any time in the wild, adjust your mentality and calm down, and then use the experience and technology of the arena to deal with various occupations after everything is calm and stable.
Especially if the archers are ambushed in the wild and change their positions directly, our chances of winning will be very small, and the blood will almost bottom out when the archers are invincible. For other professions, it is not so difficult.
The above is my experience gained from more than 1000 actual combat, all of which are presented. The premise is that there are no bugs, no medicine and no fair discussion on the plane. But this is just a tactical reference. Wizards have flexible skills, and the connections between different skills can be very diverse. Using wizards is an art, not a technology. I just hope it won't help players who have been playing wizards and insist on playing wizards. Because of their limited ability, there are still many shortcomings in practice. Welcome wizards from all regions. Experienced professional players can be unreserved. I will accept your suggestion with an open mind. Please give me more advice!
(4) About wizards' pets and equipment
In the first section, I explained my views on attribute points very clearly. Since it is a DPS stream, we should still pursue the attack to the maximum extent. So I am an intellectual and spiritual pet. Of course, this may not be suitable for everyone, and equipment should be considered when adding points. Therefore, the pet's attribute points do not need to be so rigorous to pursue how to add. I think the original intention of pet production is to make up for the lack of career points. In this case, the best point is to add points according to your occupation. For example, occupation is intellectual spirit, then pets can bring intellectual constitution, occupation is intellectual constitution, and pets can bring intellectual spirit. Take what you need, HP is less, MP is less refined, and attack with the law is less and increase intelligence.
The pet's gameplay also adheres to this idea. It should be noted that don't underestimate the passive skills of pets. In addition to the resistance to pets, each passive skill also has a very noteworthy professional attribute. Add HP online, reduce cooling time, and add attacks and crits. Similarly, check for leaks and fill gaps according to your own needs.
The attribute of equipment also plays a vital role in the battle. For DPS stream, the first recommendation is of course: shadow magic attacks magic crit.
At the same time, it is also very suitable for the mage to add intelligence and spirit, cause damage and attack HP.
In addition, physical fitness, life, luck, experience, attack speed, skill cooling, movement speed, etc. It is good for every profession.
For players with high equipment requirements, if you can try to activate the soul chain, your overall combat level will be improved to a higher level.
Quote: Soul Chain Suitable for Mages Highly recommended: The ultimate four-leaf clover of Dharma saints has a strong obsession and is very suitable for mages.
The stunt, wisdom and essence of dharma sage
Skills: spell attack +5% wisdom: intelligence +5% essence: spirit +5% pole: spell critical strike +7%
The dream of flying in spring eludes the soul.
Flash: physical dodge 5% dodge: spell dodge 5% spirit: 8 seconds. Life magic each reply 10 points. Direction: moving speed +7%.
Parry's tap showed the light.
Combat: Physical Hit +5% Occupation: Magic Hit +5% Body: Physical Fitness +5% Ming: Maximum Life+15%
The fragrance of four-leaf clover, red Naji
Spirit: within 8 seconds, the life demon recovers 10 rainbow: 2% of the damage done to the enemy is converted into HP.
Na: 2% damage to the enemy is converted into MP auspiciousness: luck +5 gain experience by killing monsters +5%.
The warmth of the morning light, the light of the body.
A: Physical defense +7% mind: spell defense +7% body: physique +5% light: the damage taken is reduced by 7%.
Shadow trouble
Skills: spell attack +5% Pro: spell hit +5% wisdom: intelligence +5% rainbow: 2% damage to the enemy converted into MP.
Shadow: The mage's active combat skill level is+1