The Identity V game constantly brings new survivors and regulators to players. This is to allow players to develop more ideas for the game. Each regulator has talents and needs to be matched with the survivors. , let us take a look at the recommendations for adding talents to the fifth personality hermit.
Talent recommendation one: [Confined Space] + [Retention] + [Wanted] + [Frenzy]
This set of talents is suitable for maps with dense windows such as [Arms Factory] and [Sacred Heart Hospital], because the hermit is slow to step on the board, has a long skill cooldown during the first chase, and has poor game ability when facing terrain with multiple windows. Weak, so we need to rely on [Destructive Desire] to make up for it. [Wanted] can help the hermit obtain a lot of information while guarding the chair, and through this information, he can gradually establish his own advantages in the later stage. [Rage] When the hermit is guarding the chair, you can use skills to knock down the survivors on the outside by attacking the rescue position multiple times, or use [Perception] to prevent the opponent's survivors from lighting up the password in time after knocking down the rescue position. machine.
Of course, if you are a hermit who prefers [Teleport] to control the field, you can also carry this set of talents, and you can abandon [Hengsha], [Wrath] and other small talents that depend on your situation and play style.
Talent recommendation two: [True Card] + [Retention] + [Wanted] + [Frenzy]
This set of talents is only suitable for hermits who carry flash. While using [flash] to ensure their own finishing ability, they can also switch to [teleport] to control the field in the later stage. This can greatly improve the hermit's ability to win. The only flaw is that they step on it. The boarding speed is too slow, so it is only suitable for carrying on maps where the boarding area is not too dense. Of course, you can also abandon other small talents and use [Appetite for Destruction] to increase the boarding speed, but it is not recommended.
Recommended auxiliary traits: [Flash] or [Teleport]
These two auxiliary traits correspond to different hermit play styles.
[Flash] focuses on early pursuit, which can make up for the hermit's lack of long cool-down skills and pursuit ability in the early stage, and improves its finishing ability to prevent survivors from slipping away in the later stage. [Teleport] is suitable for hermit players who prefer to control the field, but carrying teleportation requires players to have a certain awareness foundation. They can grasp the approximate location of survivors on the field through [perception] and the details of the pursuit process, and fight by frequently changing and chasing. The rhythm of the survivors is disrupted, preventing them from replenishing their status in time, and ultimately ends the game with a wave of harvest.
Taken together, [Teleport] has a higher upper limit, and [Flash] is more stable. Therefore, which style of play to choose depends on the map, the lineup of survivors, and the player's experience and awareness honed through the game. The [Teleport] style of play requires a tight rhythm. Once the rhythm of switching and grabbing is not found for a period of time, and the survivors take the opportunity to make up for the situation, then all the early preparations will most likely be wasted. [Flash] has a long cooldown time, and there are not many opportunities to change and grab. It is necessary to implement the idea of "targeting" to have the possibility of maintaining a tie and winning.