How to play in the early stage of Three Kingdoms Conquering the World? In the mobile game Three Kingdoms, the actual combat of land reclamation in the early stage of the game is very important. Many players do not know much about how to match the early stage reclamation lineup. Here we bring you a detailed introduction to the actual combat in the early stage of land reclamation. Players who want to know more should come and take a look!
Introduction to the early game play of "Three Kingdoms: Conquering the World"
The first is the skill selection of output generals. Many veterans unintentionally choose the skill combination of group attack, group attack, and then group attack.
The total multiplier for group attack tactics such as fighting in all directions and overwhelming the enemy is not low, but that is when three targets are faced with full damage.
If we only have two or even one target, the effect of the overall strategy is far inferior to that of the single-target strategy.
Therefore, I recommend that when you carry a strategy, it is best to carry a group attack plus a single target situation. Take Sun Ce as an example. Sun Ce has a dual-target strategy. So when I choose the tactics he wears, he can only bring one group target skill at most.
There is only one position left for single-target skills or unstoppable skills. (The seven flooded armies are not included. The multiplier is high enough and comes with control and damage increase. It is no brainer to put it in the lineup. Of course, it is best to replace the original group tactics)
The second thing I want to share is the use of milk. As we all know, the recovery-type generals have relatively low initial attack growth, and they are almost completely unable to compete with some high-speed racing units for the upper hand. Therefore, many friends simply mess around and do not click on the first attack at all.
The author does not assert whether this method is correct. Let’s think about the role of restoring generals in the team. Is it enough to keep replying so that the opponent cannot kill us?
If we can completely keep up with the opponent's milk output, it will indeed make the opponent miserable, but we cannot defeat the opponent with blood recovery alone.
The author believes that recovery-type generals, including auxiliary generals, have only one role in the team. They assist the output position to deal the required damage. They must deal enough damage to win the opponent.
We need to know that in SLG games, the damage our generals can cause is closely related to the current strength value.
And after the opponent's general has bombarded our side for a round, our output is at a lower health line, and he may carry various negative buffs. Do you think he can deal the damage you expect in this round?
Of course it is difficult, so the author believes that the initiative value of some recovery generals (the medium-speed Da Qiao is the template) should at least be higher than that of our output position, so as to reduce the negative effects and improve the output position before playing output. Bloodline to deal better damage.
From this, we extend a little bit about the advanced usage of medium-speed recovery of generals, that is, interrupting the opponent's output rhythm. In some team formations, there is a long gap between the shots of the output general and the first shot.
Taking Taoyuan Bow as an example, Zhang Fei's full-level initiative without bonus points is 173, and Huang Zhong's is 153. Since Huang Zhong's initial initiative is less than 50, before reaching full level, this value will still be higher than that of other generals of the same period. lower.
There is at least a 20-point initiative gap between the two, and the initiative values of medium-speed heroes such as Da Qiao, Zhen Luo, and Huang Yueying range from 113 to 136. By adding full speed points and full initiative equipment, our initiative values can be easily approached. Even more than one hundred and eighty.
At this time, there is a high probability that our medium-speed milk will act between Zhang Fei and Huang Zhong, and Huang Zhong's damage depends to a large extent on the fear effect played by Zhang Fei. At this time, the cool breeze can be used to drive away diseases, and the green bag first aid can dispel the fear and other negative effects on teammates.
Is the damage that Huang Zhong can deal at this time significantly reduced compared to before? Even if our generals are slower in taking action, they can still maintain a relatively good state to deal with the situation.
And if the output in the team is a high-speed C that has already been shot, it can also maintain the state when it is shot in the next round.
Of course, from another perspective, mid-speed milk can be inserted between the enemy's functional generals and output-type generals, and you can also directly use control to interrupt the enemy's output rhythm. As the saying goes, I can't beat you, but I can't beat you. Teammate?