Let me briefly share my experience of the game Empire Team. I don’t understand the mechanics very well. I hope someone can correct me. I drew 5 soul sword masters, 2 soul fire spells, 2 soul emperor stabs (fuck), and 0 souls. Light Cavalry, the 1-soul Emperor Priest used before 60 gold.
I feel like there’s nothing much to say before 41. After all, 41 only comes out with level 5 equipment. At that time, you just need to get a level 3 equipment and you should be able to fight. You can live in silver for a while, get star-upgrading materials, single stack Juggernaut or A double pile of swordsman and fire spells will do, and a milk rider (animal husbandry) and an emperor thorn can just pick up junk gold.
For the holy relics, I initially chose the Sword Saint Imperial Relics and the Imperial Beifeng Set (for automatic use, and can be drawn with just coins). Others will buy the Relics Imperial Set or any gold equipment they brushed out. The main attribute of the first hand is high. As for the BOSS, it should be easy to fight except for the void. There are some mechanical BOSS that you should pay attention to. If you like to be automatic, just choose Whirlwind, War Cry, and Heroic Sprint for the Sword Master. Anyway, enemy mobs with few traits cannot defeat the Sword Master, so they will give priority to playing Whirlwind, and then kill them with Whirlwind. After a Whirlwind Slash, the BOSS can also hit the stakes. It should have a million-level health. The output of the Sword Master is also impressive, and it can usually be equipped with divine damage and stacks. The previous fire skills can be used at will, but it is recommended to get it right in one step, choose two buffs, huge fireballs, and use them as attackers.
In the 40-60 range, the Juggernaut team began to gradually move from the main C main t position to the deputy c main t position. At that time, the level of fire spell training should be mentioned. The Phoenix suit should be able to put together a set. All People's talents can choose to ignite the ground and hit the critical hit. The hit of the fire spell is very lacking. The nannies choose the attribute bonus after fully igniting.
At this time, I chose the Imperial Sacred Artifact for the Sword Master, 2 2 Lanster Urals, which can hit and suck. The Imperial Priest brings group healing and inspires darkness. The skills of the Imperial Thorn have never changed, and the defense-reducing hand-to-credit ratio is very high. . But the problem with Emperor Mu is that it automatically dies too easily, and the milk volume overflows within one round, and the purification is also single-target. . Except for the large concave numbers, it was uncomfortable to use, so I later replaced it with a light ride.
When the official difficulty is weakened, it is said that 80 difficulty is equal to the previous difficulty of 60. When I start to level up, 60-70 does feel like I can pass it automatically. After 75, the difficulty returns, and I start to continue grinding levels by riding alone. In addition to crossing special layers, I The traits are all directly 3. I played very recklessly and lost a lot of gold cards.
After approaching 80, the Juggernaut is really weak. On the one hand, he can hit someone who can't be hit. The small monsters can be reduced by tens of thousands at a time, and the monsters of others can be increased by hundreds of thousands. Sometimes when he is revived, the Juggernaut's direct damage will be directly disabled. Sometimes Bring a counter-injury, and you have to use milk to make up for it at the end of the round. The Emperor's Thorn is not very resistant, let alone the Fire Lady Emperor Mu, the assassin can kill it instantly. At that time, I was most afraid of the elite berserker (killing the Juggernaut through shields) or the BOSS crocodile (I got up, and the blood was full in seconds), and it was a headache to fight. After switching to Light Cavalry, the healing posture, healing link and group purification are indeed better, but not much better. The relic of the gods requires various damage reduction, and it is difficult to stand. 3 traits and 4 traits. Some situations are truly outrageous, and reopenings are commonplace.
After that, I changed my mind and gave up the Ural set. I grabbed 4 Lanster Holy Armor and Holy Objects for a speed. The ring has a skill range to ignite taunt damage and reduce the damage. Light Cavalry changed the healing link to a defense bonus. After the change, the Juggernaut has indeed increased in strength. If there is no blood-sucking problem, you can manually do it for a few rounds, and then the treatment posture will solve it. Anyway, it will be restored outside the round. At this time, basically, the Sword Saint Light Cavalry is able to resist, ignite the bleeding dots, Emperor Pierce Armor, and then take a look before automatically shutting down. If something happens again, congratulations, prepare for manual exercises, otherwise it will be iron-clad violent.
Finally, I would like to share with you the skills in the game to capture positions. God personally likes to add points and relics.
Skill:
The Sword Master is hit by whirlwind, sprints to receive taunts, battle cry increases damage, flat A brings stun, flat A changes range, and whirlwind hits people with additional damage.
Assassin: attack count 1, poison knife change range, all invisibility and duration 1
Fire spell: buff energy recovery, buff damage increase, big fire ball all golden, (big fire ball is not too strong except the blue one with critical hit bonus, just use the others)
Light Rider: Stance is infinitely moving (this difficulty level is very powerful), normal treatment brings 20 damage reduction (god), stance probability to shield, defense increase, defense duration, purify point on the ground, purify energy back, purify the opponent negative 1, attack Stun (this thing is said to be able to knock people out when hit with an anti-injury shield, but I haven't verified it). Once you get the relic, you don't need to use the treatment in the skill to take effect on yourself.
God:
Battle: It all depends on the number of monsters killed. I personally like dodge, resistance, life, hit, explosion damage, and damage (if you don’t kill enough monsters, I won’t click on it).
Life: 200 blood and two 100 blood (priority is not high)
Magic: True God No. 1, damage 40, damage 80, energy consumption 1, range
Poison God: Poison immunity, blood limit deduction, automatic stacking of poisons
Vulcan: Fire immunity (this is mainly because the stacking speed is faster, you don’t need to click it), defeat the explosion (it’s very powerful when you hit the restart level), hit the flames on the ground to increase the damage by 30 (this is not too high), stand on the fire and reduce the damage by 25 (Juggernaut team damage reduction fragrance)
Ice God: Ice immunity, ice slowdown (mobs control the field), ice damage reduction, ice sharpening toughness, 100% chance of being easily injured (fire ecstasy once)
Blood God: The credibility and cost performance of the high-difficulty Blood God is different from that of the low-difficulty Blood God. The low-difficulty Blood God can get all points, while the high-difficulty Blood God can use the last two to add some hit points to the fire spell.
Dark God: True God No. 2, basic attack stacks darkness, energy, 50 attack
God of Defense: melee resistance (the ones that are better for fighting mad battles), long-range resistance (for fighting trolls and imperial archers), total resistance 15, this effect is not obvious, but it is not bad.
As for relics, let’s not talk about gold. For difficult ones, you can consider purple stone carvings, paladin manuals, invisibility balls, scrolls, body protection runes (three resistance and 15 defense ones, this golden thing has 40 defense, which is too heaven-defying), scales (Stack shields every round, used by automatic mobs), summon fire elves (to bully the opponent's AI mistakes), don't use the synthesized ones to silence yourself and deduct half blood and add shield, spare parts are fine. The other ones that stack ice and poison are actually average in difficulty. Standing is the most important thing. The output of fire spells is really high.
Finally, I wish you all the best to pass the difficulties of 60, 80 and 100.
(The picture shows a screenshot of a previous pass)
How many automatic brushes are there now? Do you have any lineup recommendations?
5...5 Soul Sword Master
What equipment and holy items do light riders and assassins bring?
At what difficulty level does normal difficulty start?
This ID looks familiar. Does the poster play Fort III?
What holy items should I bring with me in the later stages of Imperial Cavalry?
awesome
aba aba
I can't bear it because the Sword Master is not T in the first place. Another job transfer should be better. My personal guess.
Boss, can you help me ask you what the sacred items in the suits of the next few of you are. My current lineup is the same as yours. Then the fire spell will turn pure, and the necklace will be brought back to the blue one, thank you.