The DNF 100-level version is coming soon. Many professions have made some adjustments in the 100-level version. In this version, players must not only consider equipment matching, but also consider re-adding points. Many players are asking how to add points to the level 100 Destroyer, so let me share my recommendations for adding points to the DNF level 100 Destroyer. Let’s take a look at how to play the Destroyer in the level 100 version.
DNF Level 100 Destroyer Skill Points and CP Recommendations
reason:
The male big gun is an explosive output profession, and its first awakening is an instant release skill. The big skill has a high burst and a long CD, which means there is a skill vacuum period. Therefore, in addition to the large output energy saving, it is necessary to match the small skill with high output and short CD. Skill transition.
First of all, you need to max out the passive enhancement and Buff skills. For skills above level 40, except for the plasma emitter, which is at level 1 as a control skill, all other skills need to be maxed out. These skills are also the main output skills of male big guns, and they generally have a long time. CD, skill selection below level 40 is full of grenade launchers and FM-92 spike cannons, which are small spike bombs.
Among them, the choice of level 100 passive awakening chooses to improve the output ability of Yijue.
Since the quantum blast has high damage and short CD, and at the same time, with the enhancement of the Stone Guard Quantum Storm, it has large-scale AOE damage to clear monsters, so the remaining skill selection needs to supplement the skills to clear the mobs and the interleaved output skills with short CD. The male big gun, laser cannon and small sting bomb are old output skills. They have good feel and damage performance, so they are recommended to be full. For the remaining SP points, choose an anti-tank gun or a focused flamethrower. The author here recommends the anti-tank gun, which has the advantage of CD. It is short, fast in spellcasting, and has high single-target output capability against a single mob that slips through the net.
TP first chooses high-output and high-explosion skills: large sting bombs, quantum blast bombs and X-1 compressed quantum cannon, then selects full grenade launchers with shorter CD and stronger AOE, and the remaining options are laser cannons and small sting bombs. You can choose to fill up one according to your habit. The author recommends a laser cannon with a shorter CD to improve the ability to clean up mobs.
Guard Stone: Quantum Bomb + FM-92 SW Spike Cannon (Large Spike Bomb)
Runes: Purple Blue Red Quantum Bomb + Purple Blue Red FM-92 SW Spike Cannon
For stone protection, first choose quantum blast bombs with strong AOE and short CD. Its 20S stake output can be released twice, which effectively enhances AOE monster clearing capabilities and BOSS stake output capabilities; secondly, you can choose large stab bombs or X-1 compression In terms of quantum cannon, the damage of large spike bombs is higher than that of compressed quantum cannon. In terms of hand feel optimization, quantum cannon is better than large spike bombs because it reduces the charging time. The author here recommends the combination of quantum explosion bombs + large spike bombs to maximize the damage. The damage burst ability of the skill; the stone protection level artifact > rare.
In terms of runes, choose the purple, blue, and red runes that maximize the output of quantum bombs and large sting bombs, namely the Talakuda rune, the Oathkeeper rune, and the second promise rune; the rune levels are gorgeous> Shine > Dull.
The gunner's attack speed is very slow, so we must use movement speed to make up for it, because our heavy armor does not have gorgeous combos, just floating bombs and missiles. Therefore, the running position is ranked first. Everyone may feel that the starting skill of the big gun is too little, and if someone catches him, he will lose half of his health after bursting. How can people not catch you? This requires you to have a lot of experience to know what the other party is going to do and where the other party is going to run next? What skills will the other party use to chase you after you fly cannons? How big is the other party? When and how will the skills attack you? What skills do you use to attack the opponent and how will the opponent counterattack? These are all things you need to be familiar with. For example, if the opponent has a little health left and you don't have good starting skills, and you are anxious about each other, you can release a missile in the air, predict the opponent's position and then continue remotely. Then this missile is very valuable. If the opponent places it in the corner or at the door, A missile prevented him from coming out.