1. Recommendations for the level 110 male roaming version
1. Since TP can be +7 at most, fatal shot damage is greatly increased. Fatal shot + rebound has a theoretical damage of 13W per second. There is no reason to be dissatisfied.
2. Three bursts, fatal shot, and smoke bombs have similar positioning. They are all last-hit skills, and the 110 version has tight SP, so you can only choose one of the three, and you must give up three bursts and smoke bombs.
3. You can consider filling up the remaining SP for remote blocking. The 110 version has more remote attacks and its practicality is significantly improved.
4. You can consider giving up death raids and mobile shooting, and use three-shot bursts and smoke bombs to move small skills. However, the author does not recommend them. The status of pile driving in the 110 version is not very important, and there is no need to forcefully pursue instant damage.
In the 5.110 version, SP is tight and TP is overflowing, so the range of skill options is relatively small. Considering issues such as functionality/hit rate, the median skill is chosen from mobile shooting/death raid.
6. The advantages of full death raid are short output time, high instantaneous damage and low theoretical damage per second. If the damage per second is increased if the stone guard is given, the tight position of the roaming stone guard will basically not give the death raid stone guard position.
7. The advantage of mobile shooting is that the theoretical damage per second is high and it is more flexible and can be used to last hits. The disadvantage is that the output takes relatively longer, and the skill may be interrupted if the skill is powerful.
8. SP can be used for long-range blocking, and other favorite skills (such as stepping, shooting, etc.); extra TP can be chosen according to personal preferences and operations, and will have little impact on damage.
2. Common gameplay techniques for male roaming
1. Misplaced shooting and multiple explosions: When roaming to release random shooting and multiple explosions, we do not need to keep a straight line with the monster. We can choose to perform random shooting and multiple explosions on the side and rear of the boss. Selective positions can ensure good output. environment.
2. The monsters in the new copy are extremely aggressive and have a lot of movement and teleportation skills. The monsters in the new dungeon have a dominant body and can move at high speeds. They are well adapted to the version. The monsters in the new copy have problems with the original ink mark. Since there is no need to consider 20S piling has disappeared.
3. The positioning problem of the hawk gun: The position of the hawk gun will affect the final output of the hawk gun. Simply put, the longer the hawk gun rotates on the boss, the higher the damage. How to maintain a longer rotation is briefly described. The explanation is not clear. Even after reading the guide, it requires a lot of practice. It has practical significance but is not significant.
4. The skill of the eagle gun is interspersed. After having the eagle gun to protect the stone, the eagle gun only has 2 rounds of throwing. It can be used with high-frequency strikes (storms, random shots, suppressed shots, etc.) to form soft control over monsters, forcing the monsters to be unable to carry out operations. move.
5. Obliterate: Obliterate must have a complete shooting action to deal full damage. It cannot be softened in advance. In addition, there is good news for everyone. In the update in January, Obliterate fixed the softening problem of headshots and obliterates. , now these two skills can be softened at will.
6. First sleep: You can adjust your position at will during the first sleep of roaming. Before you take a rest, you can add an aerial shot to liven up the atmosphere.
7. Second sleep: It is recommended to practice in the training ground to adjust the final position. Second sleep is controllable and not random.