My name is MT. The classic reappearance of the strongest profession is a brief analysis of what to choose when changing professions. There are a total of 12 professions and six heroes in the game, so which profession is the strongest? Friends must be very curious, let’s take a look below.
Six major professions, each profession has two branches, a total of twelve professions
(Tip: The strength descriptions of each character below are analyzed from a civilian perspective. They are basically calculated based on the skill damage coefficient. They do not represent the real strength. Please refer to it with caution. For example, some professions have relatively low skill damage coefficients, but The boss has a very high panel and has a krypton gold pet, so the damage he inflicts will be very high)
Mage:
ice method
pve: Early damage is okay, group damage is No. 1. After opening the orange one-star magic weapon, group damage in the early stage is even more overwhelming than other professions. I can win PK when pushing towers and maps. In the later stage, I am weak against single targets and there is no damage. However, pushing the tower is still the main force, and the five-star magic weapon deals group damage;
pvp: one of the three giants (the other two are anti-war and beast king hunting), T0 main output, fire ring killer, if you want to play PK mainly, practice it, it is very good in the early and late stages;
fire method
I haven't tested it yet. There are relatively few people playing it. The single target is higher than Bing's. The PK should be average. The five-star magic weapon is to strengthen the single target. Depending on the value, it should be good to suppress the blood pressure of the single target in the later stage;
thief:
Assassination Thief(Poison Thief)
pve: I used to play the most popular single-target profession. After the thieves in the foreign servers were cut down, the overall output was very average. The output could not be seen before the third turn. After the third turn, the poison thieves had a small improvement. After that, the status quo was maintained. The poison thieves were not so good. Looking at the equipment, ten layers of poison are real damage. Only attack power affects poison damage on the panel. It is still very suitable for clearing up wasteland in the mid-term. After having a five-star magic weapon, poison and sneak attack can be mixed, and the output can be improved a little. In the later stage, the blood pressure is a bit weak, but if you go Stealth-style killing is okay; the level 45 skill Flying Kick paired with a two-star magic weapon is also very strong in the early stage. Defeating the channel monster can reduce 4000 double defense. 70% of the monsters in this game can read the channel, and successfully interrupt one monster and other monsters. All are reduced. It's great to hit the tower. This should be a bug. It's also very powerful to use this to get the first kill in festival activities. In the later stage, it can't compare with the percentage defense reduction of combat thieves.;
PVP: It’s very rubbish. Even a thief who takes a full red potion will be killed instantly when entering PVP. I don’t know what the mechanism is;
fighting thief
This profession has a lot of controls, and the percentage armor reduction is very strong. In the late stage, the main armor-breaking and blood-suppressing professions, the level 45 one-star magic weapon has a very high armor-sundering, and the blood-suppressing skill coefficient is better than that of the poison thief, but it is very expensive on the panel: Attack power, penetration, gain, critical hit, no less hits, more skill group damage, you should be able to push the map and push the tower in the later stage, the pvp is probably better than the poison thief, and has more control skills;
Divine stick virtue:
The nurse druid is just a pure hero, with no bright spots. The critical hit blood-sucking buff after the third turn is not bad, and the milk volume is large. Pushing the map to climb the tower to increase blood is slightly better than the shaman. The buffs are numerical values, not as strong as the shaman's percentage. , no one brings it in PK, very mediocre profession, five-star artifacts are useless;
wild virtue
Pve: The Tiger Balm profession, which can tank, increase health, output, and provide buffs and debuffs. Its tankiness is similar to that of a warrior, but it lacks the magical skill of silence in defense. Its ability to protect teammates is also worse than that in defense, but its output is better than defense. The battle has been upgraded to a higher level. It can heal teammates and reduce the opponent's double defense by 30%. It is also a magical skill. It is an all-round character and has similar positioning to Warcraft. It has no special highlights and no obvious shortcomings. In the early stage, the damage is combined with the explosion of Beast King's four-star magic weapon. , after six continents, the blood pressure was weak, and in the later period, all aspects were relatively mediocre;
pvp: PK is awesome in the mid-term. The 2-second sweep should be the fastest among all professions. One claw passes over the opponent's back row and the back row is gone. If the combat power is suppressed, this PK can be used until the later stage. It's a bit disgusting to play as the main force. ;
Shaman:
Milk Sa
pve: The amount of milk is lower than that of milk druid, but the buff is very powerful. It is average in the early stage. It starts to work at level 72. After advancing to Thunder Cloud, use the whirlpool flow. With the two-star magic weapon of milk samurai, the whole team will gain nearly a thousand points of object penetration. Wear, and this buff can last for almost the entire battle, directly improving the output of the entire team by a level. When the character panel comes up in the later period and the advancement is full, the buff will start to become weak after the sixth continent, but in other aspects it will still be there. Yes; the two third-level skills that increase blood are also very useful, and the five-star magic weapon is okay;
pvp: The third-level soul shield combined with the anti-war group shield is very tough and can really grind the opponent to death, and is more afraid of being dispersed;
Elemental Shaman
There are relatively few people playing it. It is a late-stage profession. The percentage buff in the late elemental stage is very strong. The skill CD is very fast. It can add a lot of damage to the whole team within 15 seconds. It also has 5 seconds of invincibility from the spring water (will be dispelled), and the output is very high. It's rubbish. Even if you have a five-star magic weapon, you can't see where the damage is. Personally, I don't think it's as strong as a milk shaman in PK;
warrior:
Prevent war
pve: The highlight is that there is a silence skill, which is very useful for fighting certain bosses. It is also very resistant to towers. Towers after level 1600 cannot resist it. There are also quite a few control and interruption skills. The advanced skills have a 45% reduction in items. The defense also greatly improves the physical team, and it basically does no damage to itself. You don’t need to practice it in the early stage, and you can pull it in the later stage. If you practice it in the early stage, the team’s output will be less, but it doesn’t have a big impact. The magic weapon group shield silence is also good;
pvp: One of the three giants, with strong defensive ability and shameless ability to back row in seconds, no one can surpass him, but you can practice more in the later stage;
Fighting wildly
The output of PVE is a bit low in the early stage. After the treasure reaches five stars, it improves greatly. If the boss takes him as the protagonist, he should take out the five-star treasures as soon as possible. With five layers of anger, the damage is very high. In a single round, he can hit the opponent's health by 30%. Moreover, it has the ability to restore blood, so it is currently the best front row player in the late game;
The early stage of pvp is rubbish, but in the later stage the board is okay, but the ability to protect teammates is not as strong as defense;
hunter:
Beast King Hunting
pve: A must-have character in the early stage. The level 45 Beastmaster Power buff can bring a great improvement to the team in the early stage. If the 4-star treasure can be activated immediately, it will be the strongest support in the early stage. Even in the later stage, it is also very strong. existence, but was overpowered by his brother Shooting Hunter in the later stage, so he only used it in the early stage. There is also the early stage magic skill Arcane Arrow, which is also very strong when paired with a one-star magic weapon. In the later stage, the output of the Beast King is average and needs to be beaten with blood. For output, it is recommended not to turn three times. When there are three-star or five-star treasures in the shooting, turn to shoot and kill;
pvp: One of the three giants, after three turns and two skills, you can go directly to the front row. After graduating from the later stages, you can consider shooting and then turn back to the Beast King;
shooting hunting
pve: King of beheadings, three-star magic weapon has 20% beheading effect, which is very common, five-star has 30%, its own third-level skill Medusa is also a small beheading with no upper limit, and the Eagle Power skill will be updated after advancement It is the strongest buff for the physics team in the later stage. I personally recommend that after the Eagle Power advanced skill is released at level 76, the Beastmaster will switch to shooting. Shooting itself does not require any attributes;
pvp: It’s rubbish and has no sense of existence, so I won’t talk about it;