How can Long Valley Tournament Archer PVP play well? PVP game is more intense and exciting game, players and players showdown, after the victory is often more sense of accomplishment. Today, Nine Tour Xiao Bian brings archers’ arena skills to share experiences, not much to say, unclear players come together and look below!
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Two consecutive shots: The most frequently used skill in the life of the arrow, the damage is not high, and the point of growth is also very low, but the CD is short, instant and a very good stiffening effect is Very good, usually after the other party eats, for example, a magic arrow, it is released after freezing, and it’s easy to fall to the ground.
Because the CD is short, you can use your hands to block the other person’s approach and use it more often to make the opponent fall to the ground.
Puncture shooting: In the case of lack of skill in the early stage, it is used to sweep more land. Because the release is slow and the damage is not prominent, it is not recommended to release it directly. Later skills are comprehensive, usually the PVP pulls the second skill bar to be idle.
Multiple shots: Although I didn’t add later, I can’t deny that it is a good skill. The obstruction effect of the melee professional is very obvious, and the damage behind me is also considerable. Unfortunately, SP consumption is relatively large and CD is relatively long. Do not give up.
Magic Arrow: The magic arrow must be added to the front, the CD is also relatively short, practical effect is very good, usually in the PVP is to shoot at the foot of the target or predict the other’s route to shoot the ground, small-scale explosion The effect, caused by the rigorous rigorous complement of a second burst or imaginary shot enough to fall to the ground. After being close to each other, you can also release yourself after the tumbling, let the other person stiffen, knock down the other person, or pull away.
Hawkeye: Because it is a magical arrow god, because the SP is tight, it is not added, but if you open 40, it is recommended to add a little, DPS within 10 seconds does increase a lot. However, the 10-second effect of PVP’s 60-second CD replacement is not practical enough, so give up first.
Cyclone Legs: It is not recommended to add. This is because the arrowheads are relatively low-hard and straight-handed, and they are close to each other. Obviously, this is not a weak-headed arrow, but it is not a distance. Advantages of the gambling, although there are some cases of magical use, but not directly, but also cut off the psychology of this gambler, for the Arrowhead is greatly beneficial.
Rolling and flashes of light: In fact, this needless to say, tumbling plus 5 plus 6 will all work. The flash of light must be full. There is no explanation for the reason.
Round-kick kicks: added to the 5th-level post-attack cracker at the end of the game, and should be used with caution or disabled in PVP. The archer’s technique is reserved for the ranger’s front, not for the arrow god to bring it to death.
Flying kick: If the SP is adequate after 40 hours of opening, it is recommended to prevent the floating of the CD, but it does not have the ability to fight back and get out of trouble. No advance, because it is also a risky technique.
Getting up and kicking: I would like to say that I still need to add, although the experienced opponents in the arena do not eat you this trick, or even deliberately waiting for you to use this trick, but if you do not add, hit the There are many rounds, and the other party knows that if you wait for the dead, you will be tragedy.
Kicking: I haven’t said anything and I don’t plan to add it. Because in the actual PVP, halo to others is not easy, even if later out of the cracker, most of the others fainted in the distance, there is no need to run in close kicks, even if the near faint to others, I have large The skills to deal with
imaginary shot: This is a magical technique, even more magical than the next triangular arrow, the disadvantage is that the short jump distance, the advantage is actually another manifestation of the shortcoming, is the speed , Instant, no extra moves, obvious effects of rigor.
Triangle Arrow: This is a magic technique: Although there are actions that are too fancy, the air rolling is not invincible, there is no disadvantage of the tyrant body, but it does not obscure, an arrow can not play PVP without this. The range is very far, the impact is equivalent to the magic arrow, and after the tumbling or flashing, the triangle arrow is also
is the most common way for the arrow to pull distance, and can also take the air to burst, causing 2 segments in the air. Dodge and 2 strokes of the drift effect. To deal with sharp and aggressive opponents should be used with caution, do not easily waste this CD, the key can help. The accuracy of this skill must be more practiced. Another common use when you often kite opponents is to back off against the enemy and roll forward. Very gorgeous and practical.
Aiming: This current version has BUG, plus a little bit to eliminate all remote defense effects of the other party. Although PVP is weakened, it is also very practical. It is very simple to target each other, 10 seconds of CD , 20 seconds of continuous, do not worry about missing, it is effective to increase the damage.
Spiritual exile and precise targeting: Don’t look at the instructions on the simulator. It is wrong. Plus this is a waste of SP.
Anger bursts: a 3.5 second set, two or more seconds, and three arrow fans, with a puncture effect. One of the three major control skills of Arrowhead. The actual use of air-to-air opponents is not very high in terms of the percentage of hitting opponents. It is generally better as a sweeping move because you are aiming at the fallen enemy, regardless of how the opponent is rolling or not.To be within range, must be. But even in the middle, you should pay attention to the distance between yourself and the other side. Sage is generally shielded or devotional. Mage and bow will fight you, and Juggernaut will attack you with sword air. You can use bombs to pick you up, so even if you hit the game, you must pay attention to the opponent’s actions and priorities. Use a roll to keep a good distance and then attack. It’s generally recommended to shoot with focus, because the guys like to jump and hide. Or use tracking to throw out and recapture, double
strike
Shock Bolt: Speed, damage is low, and the rate of stun is very high. Arrow’s three major control skills second. The actual use effect is very good and can be freely used in various tricks. More flexible.
Longbow master or crossbow master: Although not open 40, speak in advance, this choice will be the same as you like, of course, if you have to make 40 big moves, most will give up. Distance is the biggest advantage, and a few percent of damage is effective for any skill and shot. It is very practical.
Convergence Shot: Very high output, 2.5 seconds of release time is a defect, and powerful blows and penetrating powers make this skill, even the Magic Bow, have a good effect and are usually not used alone. After the body or vertigo.
Flying in the Air: This skill is actually a special post I have written about. It is a plus, but there is not much discussion here. Want to know to find my post.
Concentrated Shooting: The first skill of Magic Arrow. A very good sweeping skill. It is also a good skill to break the sage shield. After hitting each other directly, it counts multiple attacks. Damage is not high, but coverage and sweeping ability are strong. Hardness is also very obvious. Like magic arrows,
This skill is usually placed on the opponent’s foot.
chasing arrows: may be the highest skill of the arrow gods, but that point is also very poor, generally PVP is not used, the distance is too short, the angle can be turned after release Small, poor, is generally used to sweep the ground in close quarters, or to prejudge an enemy that is close to the front.
Novices are used with caution.
Express Arrow: The single output is probably the strongest skill of the Magic Bow. Many people may not understand this sentence. This skill needs to be used well. It needs to be close-fitting and dislocate. It can make up to 6 or so opponents. The damage should be twice as much as the tracking arrows. But usually we can’t expect
This can be used throughout the game. It is generally used as a substitute for multi-segment shooting for melee confrontation. It can also be released back to the opponent, but note that the six arrows thrown out by this skill are From front to back clockwise, pay attention to the distance to prevent interruption. Use this skill to be a good starter. At least I think so. Normally this usually hits at least two, then the sides or back to the opponent, causing stiff, but your distance from the opponent is also short, not enough time for you to turn up and down the opponent, the trick here is to use A shot is made to take a stun, but this requires
exercises to be able to play, because it is necessary to instantly adjust the 90-180 degree throw. After the hit, the other fell to the ground.
Tracking Arrow: The ultimate skill of Magic Arrow is also the first of three major control skills. The 16-second CD, the wicked follow-up effect, and 8 high-rigidity in the middle of the game are the ones that can knock down each other with any skill. The biggest drawback of this skill is that it is easily blocked by buildings and has a little release time. Be careful to prevent it from being interrupted when releasing. A skill to use, this ability only the other party will be bright within the range, so this skill can be used as a radar. When facing away from the opponent’s kite, looking at the ability to light up can basically determine the other’s distance. Can also prevent some of the likes of the wretched opponent hiding in the corner.
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