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As the only independently developed hero in Tianmei Studio, Armor is widely praised by players for its simple operation and perfect skill mechanics. But as far as the current version is concerned, the strength of the armor is really not very suitable for the needs of confrontation. But in this year's KPL autumn playoffs, armor once again returned to the public's vision, and appeared in a "passerby game", then it still played Wild Kai.
Some friends may feel that the reason why armor can board the KPL again is because of the adjustment of the hero, which enhances the early adaptation ability. Although playing wild armor is the way of playing in the passer-by bureau, it is also so that he can develop and form quickly. In fact, for the real passer-by bureau, the armor has always had strength, but it needs more processing in the details.

The core thinking of the wild armor:
For many small partners, playing wild armor is to increase the speed of development, and has more advantages in gank. But for the current armor, it is not only to strengthen its own ability, but also to have more counter-game thinking. There is an essential difference between the armor of the road and the armor of the road, the armor of the road is more of a person staring at people, and the armor of the wild needs to coordinate the overall situation.
The core thinking of playing wild armor is how to give full play to its own advantages, such as strong outbreaks, such as instantaneous injuries and so on. In the eyes of many people, the outbreak of armor comes from the bonus of equipment, so in the equipment collocation, they will choose how to be violent. But is this really the case? In fact, the essence of armor is that there is only the enemy rear row in the eyes.
Armor's first enhancement point:
What is the endurance source of the armor, I believe everyone knows, it also comes from a skill, and the skill can also cause some damage. But before it was enhanced, one of the armor's skills was basically only used to replenish the consumption, and the damage was not so direct. However, after enhancement, the armor's skill is very large, and there are also unexpected gains in team battles.
The increase in the base damage of a skill allows him to have a stable output in the early stages. The main output of armor is indeed two skills, as well as slashing, but one skill can be used more as a blood harvest after increasing the base damage value. The reason why the current wild armor can soar in appearance rate is that this skill is no longer limited to the recovery of health.
Armor's second enhancement point:
For this point, there are many small partners who have objections, that is, the three skills after the value adjustment, after the level is formed, it is 5 points lower than the original value. At this value, it should be weakened, not strengthened. But for the hero of the armor, such a final value can actually not be cared about, because in the later stage of the armor, itself will not be too concerned about the value of these 5 points.
However, in the early stage, the increase of the basic value and the improvement of the effect are completely different. Because in the first and middle periods, in order to ensure its own output, armor will not choose defensive equipment in the matching of equipment. The block value of the three skills is directly increased by 10 points, so in the first and middle team battles, it can play a good effect. Moreover, the forming speed of the wild armor, whether it is the economic molding speed or the damage molding speed, is faster than the confrontation road.
Features of armor:
At the beginning of the current version, there are many small partners in order to improve the ability of armor, in the choice of equipment is more based on defense, in such equipment collocation, or the same can play a considerable output. But such an outfit is contrary to the core capabilities of the armor. Because of this equipment combination, even if you can kill the hero in the back row, the subsequent damage is very small, which loses the characteristics of the armor.
The characteristics of the armor itself also pursue instantaneous explosions, whether facing enemy rear row heroes or hurting front row heroes, you can use this instant burst to hit high damage. Therefore, in the current slashing environment, many players have returned to the state of pursuing instantaneous explosions, and the effect achieved is not bad. And the wild armor also needs to pursue an instantaneous explosion, after all, the wild armor lacks a displacement, for some heroes with extremely high flexibility, the armor without displacement has no threatening ability.
Instantaneous burst of armor, no one can stop:
For the instantaneous outbreak of armor, in fact, all players know, but there are very few small partners who can really beat this outbreak, more is the output of fate, which also causes many small partners to directly cause kills in the confrontation, but finally did not hit the key target.
Here, everyone needs to have a setting, that is, the avatar attack setting, with this setting, even some heroes with displacement, there is no way to directly withdraw from the effective attack range of the armor. Especially in the later stages, whether it is the armor of the wild or the armor of the confrontation road, the only target is the enemy's rear row. It is also a hero who can kill himself and his own core output bit, only in this way can he achieve the effect he wants.
Outfit recommendations for wild armor:
Pursue Blade, Shadow Tomahawk, Boots of Resistance, Armor of Rage (Famous Sword/Resurrection), Endless Blade, And Power of the Grandmaster
Here to explain the outfit order, the Shadow Tomahawk is in front of the Resistance Boots, not to represent the priority of crafting the Shadow Tomahawk, but after the synthetic pursuit blade, it is necessary to give priority to the synthesis of the Shadow Tomahawk medium piece of equipment to improve the output of the middle of the armor. As for the Violent Armor, although this equipment is a defensive device, many warrior heroes use it, and there is no doubt that the output equipment is also suitable for armor.
As for whether to choose the broken army to increase the damage of the armor, in fact, from a personal point of view, it is completely unnecessary, because the critical hit of the Endless Battle Blade and the power of the Grandmaster can meet the output needs of the armor. And such an outfit, using the instantaneous explosion of armor, even if it is a tank hero, it is difficult to really resist the output of armor.
Well, the above is still today's content, so do you think there is still room for higher development in the current version of the wild armor?