laitimes

Fantasy Journey to the West: New and old players return to the through train, keeping these knowledge points in mind will allow you to spend less money

I believe that everyone has experienced many online games, the rules of each game are different, and the gameplay strategies are also different. As a turn-based online game, Fantasy Journey to the West has a variety of gameplay, and each game is different from the strategy skills. In the process of fighting monsters and upgrading, players can only quickly achieve their goals by mastering the methods and skills, and they can also save a lot of investment. The following mainly to share a few knowledge points, new and old players are applicable, learned, can let you spend less money unjustly.

The first is the choice of sects, it is recommended not to choose the bottomless pit and the legal system.

As long as you're not for PK, it doesn't matter if you're single-open or five-open. Bottomless Pit, a sect that has been weakened since the birth of the sect, every time the sect has been greatly changed. Don't think that this time is the last, the next time may be weakened.

Fantasy Journey to the West: New and old players return to the through train, keeping these knowledge points in mind will allow you to spend less money

For reasons of not choosing a legal system, the monster's law defense or law resistance values are often adjusted. Take Saturday's bell, from the constant card seconds 1000+ to now weak to 800 seconds, or even lower. If you don't want to be disgusted all the way down, it is recommended to choose a solid wound sect, and the investment is only 1/2 of the legal system at most.

Fantasy Journey to the West: New and old players return to the through train, keeping these knowledge points in mind will allow you to spend less money

Newcomers play the question of whether to open alone or five open. If you can bear to deal with people of different levels every day, like dreamy social attributes, and want to be intoxicated with self-indulgence, choosing to go it alone is undoubtedly the best choice. But if you choose to go alone, you have to accept the current very dismal item rewards, accept the possibility of difficult tasks flipping at any time, and accept mutual tearing under different unexpected situations.

If you want to experience the convenience of being able to brush the task at any time, and want to be happy as long as you get the item, then go to five open, the cost is five times that of a single open. It was a little hard to get started, but it was really happy after it was formed. But social attributes must be missing, there is no way.

Fantasy Journey to the West: New and old players return to the through train, keeping these knowledge points in mind will allow you to spend less money

If you even want to entertain yourself with a cooperative copy, then ten open, enchanted, out of it is yours. Of course, it is really isolated from the world, and the cost is ten times that of a single opening.

Fantasy Journey to the West: New and old players return to the through train, keeping these knowledge points in mind will allow you to spend less money

Advice for your baby on the newly started five-open gear. Try to buy the number to start, buy 69 empty numbers with a certain foundation, and buy back to directly upgrade 70 levels. Definitely better than practicing a group of numbers yourself, time, point cards, energy are all costs. Equipment as far as possible to choose finished products to buy, dream or relatively very valuable, you upgrade, the equipment you bought before can be sold. So from this point of view, why do many novices say that they spent a bunch of money on the treasure cabinet, or are tired, probably planning also feels that you spend money on value-preserving equipment, and can not really be counted as "consumption".

Since dark fatigue is mentioned, let's talk about it. Dark fatigue is only for long-term hanging only the number of the scene. However, many people say that they cannot have a bell, and they only give dark weapons to catch ghosts. Don't talk about true or false, because there is no way to verify. Here's just how to avoid it.

Fantasy Journey to the West: New and old players return to the through train, keeping these knowledge points in mind will allow you to spend less money

1, charging money, is the best solution, the charge here is not you buy equipment to buy a baby, as mentioned above, I do not think that the planning of this part is counted as your actual consumption, it is at most your game flow. Point skills, point cultivation, this kind of belongs to the game of real consumption.

2, multi-dimensional to experience the game, do not just catch ghosts, light seal demons, the copy only brush black chicken stone monkey. If the properties of the number are really too poor, and there are really too few things to do, don't open the cash model, and then refer to the first avoidance principle.

The last bit of knowledge, the baby try to buy the finished product. You can advance on your own, but try not to refine the book yourself, or even change the finished book. There are actually a lot of finished babies on the market, and when there are conditions to choose, don't go to The Chances.

Fantasy Journey to the West: New and old players return to the through train, keeping these knowledge points in mind will allow you to spend less money

If you have to type the book (change the book), there is only one suggestion, learn to look at the team's current skill map, take the same skill book in the same area, the baby with similar skills to do the reference, roughly judge whether the skill you want to fight is "stuck". If you get stuck, waiting for Tuesday maintenance may help you save some money. There is no skill in playing books, 3 points of experience judgment conflict card slots, 7 points of looking at faces.

The above are some knowledge points about the return of new and old players to the game, which can make everyone take fewer detours.

Read on