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The following three techniques can be used for reference.
1, far and near swords intersect quickly. This is a very simple skill, that is, the combination of dagger and sword or the combination of dagger and single sword to quickly deal damage. This is the most basic trick, nothing good. Just remember one thing: don't covet the harm brought by the combination, otherwise the loss will outweigh the gain. The flying distance of the sword after the dagger intersects is very long, which can be used to make up for the secondary damage. It is a very practical skill to shake the sword after the long sword enters the sword and cancels the flat A, especially in the early stage. Because the flat A is generally slow, people who are near without any skills can use A2A3A43 (or 2) to kill the enemy quickly at this time, which is very practical for those soldiers and tanks who are not very explosive.

Two, two, three, big. Enemies often notice and adjust their hidden skills when they release their swords. Skill+Flash can avoid this situation. The most important thing is that your skill length has been extended by a flash distance. This method mainly lies in surprise. Because the big move is delayed, the enemy will be alert if you open first. When operating, slide the skill in the opposite direction and flash direction, quickly slide to flash after releasing the skill, and release the flash in the direction of the enemy. Flash can cancel the post-shake, and the skill can be flashed. It is easier to succeed if you move your hand to the flash position.

3, double skills. As long as Mo Xie, a senior general, releases the enhanced skills and presses Yue Hui, you will find that the skills you want to release still exist after the countdown. And if the next big move is not released, the next big move can instantly release two enhanced skills! When operating, put two fingers on Yue Hui and the skill you want to strengthen (not hold it down), and press Yue Hui immediately after strengthening the skill. This operation is really a bit difficult for beginners. You can practice more in the training camp, and the success rate will be much higher after proficiency.

The second double move is to take advantage of the passivity of the big move: the mage can reduce the CD of the big move by one second per sword (the central hit is reduced by two seconds, which is only related to the number of sword hits, not the number of enemy hits). Therefore, when the CD reduction exceeds 35%, because the master's sword has flying speed, two-thirds of the skills should be put first to ensure that these two skills can hit enemy units, and they are within two-thirds of the skills. Then don't throw out the enhanced skills, and control the time and position. When there are eight seconds left in the CD of the big move, throw the enhanced skill at the person you want to play, and then throw a non-enhanced skill. At this time, you will find that the big move is almost good.