I found a [Titan Journey] guide on the Internet because many friends in the circle have been asking questions about careers recently. Although the PC game may be very different from the mobile game, there should be no big changes in the career. change.
The God of Hunting is the representative of piercing damage. It has strong attack power from the archery system in the long range, and switches to spears and shields in melee combat. With a 50% DA bonus, and a good shield (the special green from the ant hole: the unyielding will of the warrior), it can fight even melee monsters. Not a problem.
In the archery department, the first level has a chance to shoot piercing arrows, which is good, but the second level is better, with fragment damage and super AOE effect. The more monsters, the higher the damage.
Volley, 20% chance of 2 additional attacks. Equivalent to a 40% increase in attack power. Weapons limited to bow and spear.
Call of the Hunt, the advanced version has a very high piercing damage bonus. Long duration and longer CD.
Hunting art, aura, 75% piercing damage, 35% dodge when advanced, very powerful.
Hunting Master, lowers puncture and physical resistance, and upgrades to lower DA and elemental resistance.
Tree Knowledge, contrary to Weapon Master, increases DA by 50% and increases attack speed. The weapon requirement is a bow or spear.
Scarecrow, a very good human shield. Taunting skills can only be used after a few seconds after summoning, so you need to prepare in advance.
Stab, 300% movement speed, single target attack. A high percentage of blood loss, but it needs resistance reduction support to be effective. Generally add 1 point for charge.
The fighting style of hunting is to shoot arrows from a distance and change the shield when you are close. A little use of the terrain to gather monsters, fragments and penetration can bring out terrifying attack power.
All in all, relaxing and comfortable, the God of Hunting is a super powerful specialization.
The God of Hunting has a strong character. The Bow and Paradox combination is the perfect choice for any class that includes the God of Hunt.
PS: Puncture damage is superimposed on physical damage, 1×9<5×5. The God of Hunting already has a high puncture bonus, so adding physical damage to equipment will be better than the same puncture damage. (Similarly, to maximize damage, you should try to increase strength, not agility.).
The perfect synergy between two powerful specializations. There are only two words on the defensive shield - invincible. The attack has a 20% chance of hitting the spear 3 times and a 60% chance of a shield strike, which is unmatched. The defensive shield has a high physical damage bonus, and the God of Hunting has high piercing damage. DPS is also one of the best. For equipment, physical damage is given priority, and piercing is chosen only if the piercing damage is particularly high. Maximize piercing damage and take care of shield damage.
The combination of the God of Hunting and the King of the Expansion Pack, the skills of the two specializations have 80% DA, 60% of the distance, and 43% of the movement speed. The spear uses the weapon skill of Dream Realm and does not waste it. The phantom attack combined with the God of Hunting's damage is even more terrifying. In the later stage, pay attention to the equipment to double flash. In the early stage, you can pile up some blood recovery, add herbs and turtle breath, and you can easily get a blood recovery speed of several hundred.
Bandits are the most suitable profession for archery. Adding poison to the archery skills can make large monsters stupid, and you can just shoot them leisurely. When you meet the Boss, deal it with a fatal blow.
The skills of the law of nature are very useful for the God of Hunting, and archers with pets are also very traditional hunter roles. It's a combination of natural methods, and it's very powerful. The wolf of Nature's Law can provide 90% physical damage bonus, but the wolf requires a lot of points.
King of Battle does not improve archery, and Dual Wielding and Weapon Master are not useful because of the spear. Mainly when using a spear, the essence of the King of Battle is the weapon skill - Impact. 75% damage bonus, as well as various practical effects. Spear Zhanfeng does two damage and also has good attack power. The King of Battle has 30% dodge against melee combat. Combined with the God of Hunting’s 50% DA bonus, it is easy to be immune to melee combat. As for long-range, fortunately, the God of Hunting is not afraid of long-range.
Fury of the Storm has a lot of good skills, spell interrupt and storm, but the others are not very helpful to the God of Hunting. While there are a lot of Ice Bows in the game, don't be fooled, focusing on physical and piercing damage is more powerful.
The defensive shield of the God of Hunting has a good ability and does not require blood-stealing. The God of Hunting's King of Battle method is mainly long-range, and does not make much use of the aura of the Soul of the Dead. There is nothing in the Soul of the Dead that the God of Hunting can use. The only thing that is useful is that the outer world energy in the Dark Contract adds a little bit of physical damage.
Earth Spirit has nothing to offer. Turning on the aura can increase physical damage by 30%, but this makes the already insufficient mana limit even more stretched. Without a volcano, using petrification is just waiting to die. The Earth Guard is a good human shield, but unfortunately the God of Hunting doesn't need it much, and he has a scarecrow himself.
The attack power is slightly lower than that of the King of Battle (actually it hurts when the shield hits people), but in exchange for the super strong defense power.
The damage of the Shield Bash system is increased by about 60%, but considering that the attack attribute of the shield is not like that of a weapon, the effect is even worse.
Quick Block: A very important skill. In the game, the shield has a CD of 3 seconds. This skill reduces the blocking CD by 90%, truly exerting the shield's defensive shield effect. After maxing out the skills, the CD is slightly reduced, and you can basically keep blocking the whole time.
Passive shield bash is actually dual wielding in disguise. The damage is increased by about 60%, but considering that the damage of the shield is not as good as that of the weapon, the effect is lower. (But considering the powerful defensive shield effect of the shield, it is really a foul to have such a high attack power)
Shield rush, similar to war wind. The number of attacks is small, but it has control effects, stuns, and skill interruptions.
Shield Bash, active skills, small AOE. The deceleration effect is very good. Although the CD is short, the mana cost is a bit too much. The defensive shield is very mana-poor. It doesn't even have a mana limit, so you don't even have to drink mana.
Giant form, increases damage by 50%, increases strength, and absorbs damage.
The King of Battle's alertness, aura, and advancement have very important abnormal status resistance.
Regroup, restore blood and mana to the body, and advance to provide elemental resistance and damage rebound. A very useful skill. After the advanced magic regeneration is filled up, the mana returned is more than the mana used. Just use the CD if it's good.
Adrenal Gland, a randomly triggered blood recovery effect, can also increase physical damage by 90% when advanced, which is quite impressive.
He specializes in defensive shield and has a very strong personality, so he uses a shield. (Of course, what do you think about choosing the defensive shield specialization without taking a shield?)
The defensive shield specialization is almost non-existent in the early stage. The shield's blocking probability is very low. The defensive shield is as its name suggests, with no attack power, which is really sad. It is extremely powerful in the later stage. After fast blocking, almost no enemy can cause damage to you. The physical damage bonus is also very high.
The shield of the defensive shield is very buggy, even the control effect is blocked. It can also be used to hit people.
Defensive Shield has a difficult start. It is better to start with the War system and use the corresponding specialization. If it is combined with the Magic system, it is also better to start with the Magic system, and the War system adds points. Paired with the laws of nature and the souls of the dead, then just struggle.
The King of Battle's dual wielding had to be given up, and he still used an impact. Although he gave up dual-wielding, the Conqueror's strength is still excellent. Weapon Master adds 50% OA, and has the skill to reduce the enemy's DA, giving him constant critical hits. The military flag and the giant are both offensive and defensive.
The improvement in Dreamland is very balanced. To fully utilize the power of phantom attacks, you still need to use spears. It's just giving up the shock blow, it doesn't have much impact.
There is no resistance reduction skill in this combination. To exert piercing damage, you need to rely on the resistance reduction of the weapon. It has a fatal blow, and its explosive power is very good. Toxin weapons, blinding, have such powerful control skills, and are safer. Premeditated strikes are also useful. What this combination lacks is resistance reduction.
The aura of the Soul of the Dead is quite useful for Defensive Shield, and Dark Pact's blood-to-blue conversion is also good. But it is only limited to 75% of the physical damage of the external energy, and there is no more bonus. The lich is also a very powerful helper.
The ability of the Law of Nature is also mainly defensive shield, and the defensive shield specialization requires offensive assistance. The skills of the Law of Nature are all useful and nothing is wasted.
Spell interruption, storm resistance reduction. Fury of the Storm, Heart of Frost, and Auxiliary Defense Shield are also very effective. But the attack power is not greatly improved.
You are your own human shield, no matter how many earth cores you have, it will be of no use. As a legal system, Earth Spirit has a very low blue limit. The ring of fire is somewhat useful, but this combination can't be used.
The main advantage of the King of Battle is high OA and powerful melee attack power. The defense is weak, and dual-wielding means giving up the shield. It has 30% dodge against the defensive shield power in melee combat, which is not bad; but in long-range combat, just cry. The monsters in the game can move around. If you chase him and run away, and play a race with him, the result will be that you will be shot into a sieve.
The dual-wielding system increases the damage output by more than 75% and has 30% AOE attack. The strongest physical attack, but unfortunately it is always abandoned due to weapon conflicts.
Weapon Master, increases OA by 50%, increases attack speed, and limits swords, axes, and hammers.
The King of Battle is furious, triggered randomly, increasing OA by 50%. Just 1 o'clock.
Impact is the strongest weapon skill in the game, with the highest damage and extremely powerful additional effects.
War wind, 300% movement speed, AOE skills, 1+1 is enough. When dual-wielding, both left and right hands can attack, so the attack power is very good. It will also poke twice with a spear, which is amazing.
War horn, field control skills, range stun.
Battle Flag, which greatly increases attack power and damage absorption. It can reduce the enemy's damage and physical resistance after advancement. Be sure to add it in the early stage. If you plant a flag, the DPS will be doubled and you can easily defeat the boss.
Horn of the Ancestors, summoning powerful warriors.
The damage of the King of Battle specialization is very high. Although offense is the best defensive shield, a certain amount of defense is still necessary in the face of a steady stream of enemies. It's good for melee combat, but anyone who rushes to you will die. The remote control is all against the wall. Zhan Feng enters the battlefield rashly and doesn't kill them all at once. The monsters scatter and you become the sieve.
Dual-wielding is very powerful, but it conflicts with the God of Hunting and the Defensive Shield, and dual-wielding is always the one given up. The conflict with these two powerful specializations has seriously affected the further improvement of the King of Battle.
The King of Battle's attack power is super strong, but he just needs some defensive shields.
Dreamland has both offense and defense, and its rich skills alleviate the King of Battle's long-range problem. Dreamland also has a 30% OA bonus, so it can be said to be the king of attacks. The rich control methods of Fantasy Land create a good hacking and killing environment, allowing the King of Battle's abilities to be fully utilized.
The Law of Nature is very suitable for the King of Battle. It has a very high blood volume and can also increase blood. Plague slows down and reduces resistance of the enemy, which not only increases the attack power, but more importantly, eliminates the embarrassment of not being able to catch up with the enemy.
Throwing knives plus poison, blinding, poison gas bombs, Thief's Shadow's field control is very good. Another useful one is the fatal blow. Of course, a fatal blow requires the use of a spear, and Zhan Feng also uses a spear. Conflict in running, dual wielding in beating people. PS. This combination lacks puncture resistance.
Baofeng's 100% teleportation solved the big trouble. Fury of the Storm and Heart of Frost are also very useful auxiliary control skills.
Vampires must not be controlled and their secondary resistance must be high. To use the lich to hook monsters, there are also corners.
This combination makes full use of the Earth Center Guard's human shield. There is no improvement in the King of Battle power.
The most important thing about Soul of the Dead is the third level, the most powerful skill of the legal system (this attack method can also be regarded as the combat system, the legal system is so sad in this game). After the resistance is reduced, the percentage blood reduction skill can easily kill the boss instantly.
Lich: The most powerful summon. After the level is high, there are resistance reduction skills. The first level is to reduce the blood by a percentage. The resistance is reduced. If the blood is reduced by a percentage, the boss will be defeated in seconds. The second advancement has 80% damage absorption, making the Lich nearly invincible. The third advanced level is a small AOE field control, and the damage is also good, but it is generally not used very much, and it is quite mana-consuming.
For aliens, just add 1 point, just to reduce the blood by percentage.
Death Chill weakens the aura, mainly reduces the life-draining resistance and vitality resistance in an advanced way. The resistance is reduced by more than 100 points, and even the skeletons can draw blood. And allows Vitality damage to do extraordinary damage.
Triple attack, the staff attack is divided into 3 lines, which can be upgraded to AOE. Close enemies will take 3 bullets, so the actual damage of this skill is very high. Due to the death chill, the vitality resistance is greatly reduced, and it can easily deal thousands of damage. The staff is inlaid with furious blood, and the ring is inlaid with filthy ichor. The melee monster rushes over and is gone. Remote control is very troublesome and requires the use of terrain monsters.
Dark Contract, blood changes to blue, advanced to increase element, vitality and physical damage.
Blood-sucking, advanced blood-sucking chain, very useful in the early stage, but full triple in the later stage.
Fear, little control skills.
Slavery, for entertainment.
Death protection, restoring a little blood when the blood volume is low, is of no use.
To combat the three racial discrimination skills of skeletons, in the early days, the Soul of the Dead was really helpless against skeletons, but no one would add these three skills. Because you can’t beat it even if you add it.
It is very painful to open up wasteland for souls of the undead, because I have no skills, so I just rely on a wand in my hand, plus the lich, and the two of them swing the wand together.
Soul of the Dead is only a three-level skill. It is monotonous and powerful from beginning to end. For any legal specialization, triple level is a skill that cannot be ignored. It has the powerful power to turn other specializations into support.
However, Necromancer's Soul greatly reduces life-draining resistance and is also very useful for combat types, and can even suck blood from skeletons.
In fact, it is still the same as Wrath of the Storm, but with three layers instead of ice crystals. The third level of this profession is mainly about elemental damage. Lightning has high damage, and cold can take into account vitality damage. The choice depends on your equipment. Storm has completely solved the biggest difficulty of the triple profession - long-range. (You have to wait 1 second for the storm to take effect, which means the first arrow shot by the monster is still very accurate. Be careful to hide and don't let the storm go, and you will be killed by a volley.)
Both professions focus on vitality damage, and when superimposed on each other, the damage is even more terrifying. The third level of this profession can best utilize the power of vitality damage. Nightmare and Lich both deal vitality damage, two super powerful pets.
Very simple and powerful, the only attack skill is the third level. With the support of the law of nature, the defensive shield ability is good, and the third level of peace of mind is it.
Similar to the Divine Envoy, but slightly weaker than the Divine Envoy. It's still Earth Spirit's style of play, with Triple Layer replacing Flame Rush.
This combination has no future in the combat system, so it still needs to be triple level. The poison and blinding of Thief's Shadow are both useful. It's a shame that the fatal blow was wasted.
Paired with the war type, it helps to suck blood.
The only attribute is strength and intelligence, which seems half-baked, but is actually extremely powerful.
Distorted wave, physical + electric shock damage, 50% slowdown. The damage in the early stage is very good, but only 1 point is used for slowing down in the later stage.
Distorted reality, powerful AOE skills, physics + vitality, advanced electric shock + blue burning + petrification. With one move in hand, I have the world.
Phantom attack, 239% of all damage, piercing damage will be increased twice. Advance to a group attack, very high fixed damage, stun, and absorb mana. Invisible on the move.
Contact, weapon skills, and all damage, in the same way as Thief's Shadow's Premeditation. The damage is higher than premeditation and lower than impact.
The sand of sleep hypnotizes you, and you wake up when you attack. Not much use.
The Clear Dream series are all passive skills, very comprehensive, physical, electric shock, vitality; OA, DA; increase all speed, teleportation, slow resistance.
You can only choose one of the three halos. Empathy = blood-stealing and counter-injury, Turtle Breath = damage absorption and recovery, and Divine Punishment = resistance reduction and skill interruption.
Nightmare, a pet, has a control skill to seduce monsters, but it is of no use.
Dreamland is not strong in terms of attributes. The key lies in its skills, phantom attack, super high damage, and AOE. The advanced level has very high fixed damage and is very powerful in the early stage. Reality distortion, 7 seconds of crowd control, and very few monster immunity. 1000 electric shock damage is enough even in the hands of a war type.
Unparalleled field control ability. To attack, rely on phantom attacks. The damage of normal attacks is not high, and you can only choose one of the two weapon skills. For Boss, phantom attack + fatal strike, very simple.
There is nothing to say about the assistance of the Law of Nature, and the skills of the Dream Realm are also very comprehensive. Enhanced version of dreamland, worry-free future.
Storm, 100% dodge, and reduced resistance, AOE damage is good on normal difficulty.
Spell Blast, which can dispel powerful buffs from enemies. The included blue burning can easily kill legal bosses instantly.
Storm Fury Elf, pet, double flash, skills add 150% elemental damage.
Ice Crystal is the main attack skill, with a natural 0CD. But it is useful if you have equipment that increases the casting speed.
Lightning ball, crowd control. Lightning, high damage, but CD is too long.
Hand of Storm Fury, single target aura, cold damage 72%, lightning damage 100%, lower than Earth Spirit, but pets still have 150%, poor Earth Spirit.
On normal difficulty, just cast the storm, and then use the staff to point it.
The main attack skill in the later stage is ice crystal, and the casting speed needs to be increased as much as possible.
Fury of the Storm is a powerful magic system, and it is not difficult to fight with anything. Storm and Spell Blast are powerful skills that everyone else is jealous of.
Although the legal system combinations have little overlap, just throwing out various skills is still very powerful.
Among these professions, Fury of the Storm is just an embellishment.
Dreamland's skills have good control and high damage, making them very practical. The gap in the dreamland skill is just right for the ice crystal to be pushed to death. You need to pay attention to melee enemies. The distortion of reality has a time to spread, and even a short moment is a very dangerous moment.
Not much has changed, and the assistance of the natural method is in place. If you have enough points, you can add wolves and serve as cannon fodder.
Still the Fury of the Storm, the Shadow of the Thief uses flying knives and poison to help control it, making it safer.
The design of Earth Spirit is probably to feature destructive power, taking into account both physical and magical damage. Unfortunately, the actual effect is very poor. In terms of physical attacks, there is nothing to show for it. In terms of magic attacks, it lacks resistance reduction skills, and the damage bonus is also lost to Fury of the Storm. The damage itself is insufficient, and it has basically no auxiliary ability for other specializations. The only bright spot is pets, which are the best human shields.
Earth Spirit enchantment, +145% fire damage; the second advancement +30% physical damage, which is negligible; the third advancement provides 75 armor, which is also negligible.
Rock explosion, 33% chance of adding 245% fire damage. Including the Earth Spirit enchantment, the average fire bonus of Earth Spirit is 230% (storm + 250% lightning damage).
The volcanic rock ball itself has a very small range. When you advance, you can produce several fireballs, which will have a larger range and a shorter CD. It can be used as the main weapon in the normal difficulty. Calculate the distance, throw it in front of the monster pile, and step on it as soon as the monster runs away. One wave of monsters and one fireball. Later it was just used as a field control skill.
Volcanic eruption, powerful AOE, the boss battle of Earth Spirit is to wait for the volcano CD and lead the boss in circles.
Petrified, invincible, but unable to move. Remember to place a volcano at your feet before petrifying, otherwise you will be waiting to die.
Rushing flames, like ice crystals, are the main force in the later stage.
A resident of the center of the earth, he has the taunting skill and is the best human shield in the game. Although it is a very strong human shield, it cannot withstand the spearmen and Macha in the fourth act for long.
The Earth Spirit itself does good damage, and the pets are also good, but there is no overlap with other professions. Blazing Shield's 15% physical damage resistance is better than nothing. And there are a lot of equipment that can provide this skill, so you don’t have to think about it when matching professions. The volcano's damage is on the ground, and it's very unpleasant to encounter floating monsters.
In these combinations, Earth Spirit is completely lagging behind.
The purest mage, his skills are also very comprehensive, his pets can pull monsters, and he can dodge the fury of the storm far away. This is the only combination that has a significant bonus to Earth Spirit's damage. Stormfury's pets +150% elemental damage, so the fire damage bonus reaches 380%, which is quite impressive.
The control skills of the Dream Realm are very important to the Earth Spirit. It can pull in monsters, distort reality, and make flames surge, making it easy to eliminate large monsters.
This combination can use the summoning style, but it is not very powerful. The character's attack power is still far better than that of summoned objects. With the help of the law of nature, the heart of the earth has a high blood volume. If you add more blood to it, it will not be a problem to resist anything. The only profession that can easily kill the Shaker.
These two specializations don't even have resistance reduction, one fire, one piercing, they can't survive without resistance reduction. Fortunately, Thief's Shadow can control the scene, and Earth Spirit's damage is not bad, so it can be said to be passable.
Thief is a physical profession, but it does not have the same powerful attack power as the previous physical professions. But has excellent control capabilities. Blade Light greatly increases the puncture ratio, but thieves do not have resistance reduction skills, so they will be blinded when encountering monsters with puncture resistance.
Traps, the function of traps is only to attack. The attack power is quite strong, and you can easily pass the normal difficulty with this. Epic is not difficult either, legend is not so good.
Flying knives, 100% penetration, 6 seconds CD, can be upgraded to multiple flying knives. The thief's shadow skill. Throwing knives can be attached with weapon attributes, resistance reduction, slowdown, heavy hit, and various other effects on weapons. With full upgrades, combined with the upgrade of poison, it is very good for large-scale field control.
Toxin weapons, auras. The first level up, 50% slowdown, the third level up, 50% miss, 40% confusion. Use it with flying knives to control the field.
Blinding, a wide range of field control skills. Need a few more points.
Poison gas bomb, 33% slowdown at level 1, advanced damage is considerable in the early stage.
The light of the blade increases the weapon penetration conversion ratio. For example, a spear has 70% physical damage + 30% piercing damage. After turning on the full level + 4 blade light, it will become 44% physical damage + 56% piercing damage.
Premeditated strike, weapon skill, 3 hits, the damage is not high.
Fatal blow, the strongest single target damage. 600% damage bonus, 450% piercing bonus. Can kill the boss instantly with one hit. This is the reason why those physical professions choose the Shadow of Thieves.
There are traps all the way in normal difficulty. In high difficulty, the attack output mainly depends on the second specialization. The main function of Thief's Shadow is control.
The traps of Shadow of Thieves can be used successfully on normal difficulty. Be careful in epics. Legendary ones are too tiring to rely on traps. Thief's Shadow can greatly increase the puncture damage, and the fatal strike has the power to kill the boss instantly, which is very attractive to the combat system. The rich control skills are also very easy to use, and are the only function of matching with the legal system.
Thief's Shadow is under the control of the helper in these professions, and there is little room for development.
The Shadow of Thieves is also a professional support in the later stage, and when combined with the combat system, its power is doubled.
What kind of combination is this? How do you kill monsters? Stare them to death? Plague doesn't reduce puncture resistance.