Thief+recovery SM, 2 100 Still worried about war+treatment?
Keywords, dagger, mutilation
If the thief with you doesn't like or is not suitable for playing with daggers, then this post may not be suitable for you.
If your thief has the heart of a dagger and is preparing equipment for it, then consider my suggestion.
My gift is 0 9 52, and the road to treatment is all over the third floor.
Let's talk about the thief's talent, 5 1 3 7, deep poison damage (it seems that there are also 49 0 12 points)
From my point of view of restoring SM:
1. All talents about poison are full.
Two daggers with attack speed of 1.8, plus the poisoning probability increases 10%, and the resistance probability decreases 10%. Basically, it is difficult for XD to drive away the poison with double cleaning, not to mention that we have to attack and disperse it.
2. Self-30% resistance to poison
This talent ensures that a vicious thief will not be at a disadvantage and will not be killed by the other thieves in the process of confrontation with other thieves. On the contrary, they still have considerable advantages. We met a group of 2200+ thieves, and after beating our thieves' output by more than 2W, the other side only won 1W, winning 23 points. Therefore, deep drug thieves still have an advantage in the civil war.
3. Rapid recovery +20% therapeutic effect
With the third layer of treatment, thieves can get 70% treatment effect even if they are killed, and the death effect is offset a lot.
4. Persistent outbreak of damage
Let's take this for example. We are fighting horses, and the opposite 74 has no time to brush the blue dry; We play martial arts, and when drinking water in the opposite XD, we directly chop the SS full of blood to death ... It is very common to have 4 or 5K blood after kidney attack.
2.4 Damage is increased by 15%, which makes the damage of Deep Poison talent not much lower than that of war, and the poison is greatly improved compared with that of war.
Let's talk about SM again. Everyone knows that SM is the most radical treatment method, but we should also realize that SM is the most comprehensive treatment method for standing piles. Only the Cavaliers are better than us, but we can interrupt the attack and disperse it, which can put a lot of pressure on the opposite side as a whole.
To put it simply, this combination relies on the high DPS pressure of the deep thief and the strong standing post of SM to brush blood more blue than light treatment. . .
Why does the XD opposite always blow, entangle and become a bear, and the shepherd opposite always draws my blue? Because of the pressure. A little hurt by the stealth thief can't give the other side too much pressure to treat, so they have a lot of time to control it. Deep drug thieves have high DPS and fast drug use. They don't have much time to control the face-to-face consultation, and most of them are brushing blood. Well, basically we won.
Like playing a thief. Two stealthy thieves got into a fight, and D across the street easily controlled SM. Our treatment pressure is not great, and detoxification is stronger than ours. Can the first blow of d be interrupted for the second, third and fourth time? Either run to the post, or you can't run away, you can only watch it blow away. . . After the thief changed the poison, the situation was different. D had to be busy with treatment. He can blow you two or three times in a row, but it is almost impossible to blow you four times. Why? Because their thief's blood has turned red. The first three times, we beat it with our own technology. So the pressure to control is also very small for us. I used to be afraid to go near D when I met a thief, but now I can stick to XD directly. I'm Desa, so you must have a bigger advantage at this time.
Let's talk about how to play each combination in detail:
DPS+ therapy
The basic idea is spell therapy and DPS. 2000+ is nothing more than war thief hunting and surgery+treatment.
War/Rogue+Healing:
For soldiers, SM has two choices at this time, one is to stand 30 yards away to add blood to the thief, and the other is to stand within 8 yards to add blood to the thief. The mutilator is not mobile, so it's best not to let the soldiers have a chance to intercept you, because it will make your thieves very painful. If the soldiers continue to fight the thief, it will be very simple. Brush. . . If you have time, disperse the soldiers, and you will find that the opposite treatment, especially the blue of XD, will drop quickly. If the soldier turns to hit you, take the soldier and the thief around the opposite treatment column and brush the treatment wave for yourself when your thief hits the kidney and chisel. Keep a little distance from the soldiers and let them beat you one step further. Basically, after winding, all the skills of opposite treatment are thrown out. Just once or twice.
For thieves, thieves in paragraph 2000 generally choose to fight thieves, so that we will be more comfortable. . . Just brush it, leaving aside other details for the time being. Similar to stealth thief+restore SM. It's still the same for a thief to hit you. Take the thief around to the opposite side for treatment.
Skill+treatment: similar to the method of stealth thief+recovery of SM, but the only difference may be that we should help the thief disperse and drive away drugs, and if necessary, we should use ice shock to help the thief stall SS.
For the opposite treatment, it is 74. Indeed, we may not be as good as brushing our teeth, but there are interruptions and dispels. The detoxification of 74 is weak, and the effect of death and treatment bonus is stronger than that of the opposite side, so the pressure of 74 is much greater than ours. All we have to do is brush the blood on 74, interrupt the holy light and disperse the BUFF on 74. If the bull's head can still step on one foot, it is generally easier to fight.
Hunter+non-knight's treatment: hunting for virtue and beating LR will do, while hunting for animal husbandry and beating for treatment. SM should help the thief stall his target.
Hunter +74: This combination is probably our most difficult DPS+ treatment, especially the surviving frozen stream LR, which is very difficult to fight. SM's blue bar is under great pressure and it is unlikely to send 74 frequently. The surviving LR itself is very hard, and it will be very sad for thieves to open the frozen trap. Brushing 74 and 74 is easier than brushing blood. . . The group played two games and lost all. . .
Double DPS:
Double DPS is very difficult to fight, especially the thief method. And playing double DPS depends on the first hand. When the first hand arrives, you basically win. It is very difficult without first-hand information.
Thief Law: We choose to fight thieves. If the other party is also a thief, you can post a post to help the thief add blood. Hide and become a sheep, interrupt the foundation, and FS becomes a sheep. Basically, we lost. . . It's sad to hit you. If you hit the kidney with an ice ring, you can solve it with a badge. You can turn the fire at once, or you can turn it around. Can only be wrapped around the pillar, so that the opposite mage has no chance to face you completely, especially not to pinch the ice arrow. . . . Generally speaking, the thief method is difficult to fight, so the deep poison method is not suitable before 1900, and there will be more thief methods.
Tip: When a thief strikes a thief (whether it is a deep poison or a dark step), the easiest thing to lose may be being reversed by a mage at a critical time. The best way for us to deal with counter-measures is to lay the foundation! When thieves gather fire thieves, the position of adding blood is very important. Post a post, don't completely expose yourself to the mage, the most important thing is to stand 30 yards away from your thief. Then put down the foundation and you can brush your blood. The foundation only takes care of yourself. Many wizards are counter-productive when collecting fire, and they don't care too much about what BUFF you have. In this case, the counter is still likely to reach the base. Even if the opponent notices, it will take at least 1.5 seconds to throw the ice gun/musket. During this time, either a therapeutic wave has been read out, or it is enough for us to react, stop reading and just eat hard.
Rogue skill: The warlock has short legs, which allows the rogue to fight the warlock without waiting for the other rogue to come out first. If the thief across the street hits our thief, it is similar to the thief's method. Standing 30 yards away, not even leaning against a post. Brush your blood and repair your trembling. Ss can't stand it a few times. If the thief hits you, we thieves still stick to SS. On our own side, the wolf will drive away the poison and run with the thief. Don't let him hit you comfortably. Help the thief cure his trembling. Without the support of fear, the SS could hardly kill our thief.
Thief+Dark Shepherd: Our thief keeps an eye on the thief, because if the thief on the other side stops you, the DPS of dark shepherd terror can completely kill you in an instant, so be sure to hold down the thief on the other side, keep a good distance, chill and brush your blood.
In general, it is DPS pressure, brushing blood and keeping a good distance. A little brainless. . And eat more equipment, but it is indeed a better coping style of war+treatment.
My equipment is S3 3+2, a full set of defensive treatment, S3 milk hammer, elemental shield and ornaments are all battle masters.
Thieves are S3+ defensive sleeves, S3 daggers and ZUG energy-restoring ornaments, which are relatively bugs of human thieves, so swindlers are often the first to get the best.
We don't usually play much, so we don't play twenty or thirty games a week. If we have time, we will still call 2200 2300.
In addition, there is something wrong with the score, which has not been updated for more than 2 weeks.
How much more do you need? Give me a short message and your email address in a minute, or give me more questions you want. I'll give you a detailed search!