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Marco Polo wants to play well, the details can not be less, the skill mechanism is very important

Hello, hello everyone, I am an ordinary actor, the raider hero brought by this issue is Marco Polo, seeing the small friends here will say, hey, Marco still needs a raider? Isn't it enough to have a hand? The little friend who sent out this question, this is the difference. If you want to play Marco well, the details can not be less, or it is a spin jump, I close my eyes and send people's heads. Marco as a multi-shift, high damage, high burst hero this is his strength, but the disadvantage is also obvious, the body is brittle, the skill is easy to be interrupted. Marco has a lot of appearance and winning rate in all segments, what kind of magic makes this shooter, even if it is weakened repeatedly, or let the players pursue it, next let's reveal the secret of Marco Polo.

First, the introduction of skills

Passive Chain Reaction: Each of Marco Polo's General Attacks and Skill Damages will add 1 layer of defensive damage to the target (5 layers for creeps), and after reaching 10 layers, it will restore 30 energy, while the target will trigger the defensive damage effect. Each time a target takes Marco Polo's damage during defense damage, it takes an additional 40 (+50% physical attack) true damage (which can be critically damaged) for 5 seconds. Marco Polo's Skill Damage only enjoys a 50% Orb bonus. Skill analysis: Marco passive understanding is not difficult, general attack and skill can be superimposed real injury effect, need to pay attention to is that the real injury after the real injury is stacked after the general attack real injury is higher than the skill real injury, some small partners will say, that 1 skill is not faster than the general attack? Indeed, the general attack is also a damage point, all play Mark do not blindly focus on skill damage, general attack also has an effect on damage.

Passive skill damage

Passive General Attack Damage

1 Skill Gorgeous Revolver: Marco Polo gains a 10% movement speed increase during continuous shooting in the specified direction, each shot deals 130 (+27% physics bonus) points of physical damage can trigger the magic ball effect of the general attack, hits restore 10 energy, the extra attack speed will affect the number of bullets fired by the skill, and the number of bullets fired when the attack speed reaches 0/80%/130%/180% is 5/7/9/11. Skill analysis: 1 skill is very simple to understand, straight line out of a string of bullets, can be controlled to interrupt, need to pay attention to the attack speed improvement on the 1 skill of the improvement of some small partners will ask, when will you meet the requirements of the attack speed? Out to the end of the world + attack speed shoes + dagger + inscription attack speed to 80% gear, out to lightning dagger (shadow blade) + dagger, attack speed to 130% gear, and finally out to break dawn attack speed to 180% gear. That is, Marco's damage period at various points in time, in fact, Marco is not weak after the end of the world, and the follow-up equipment is to make the damage can be quickly played.

1 skill effect

2 Skill Roaming Gun: Marco Polo flashes in the specified direction and appears in the target position immediately; Passive: Increases damage by 20% and movement speed by 15/18/21/24/27/30% when there are enemy heroes within 500 of Marco Polo's side. Skill analysis: Marco a period of displacement skills, how big is the range of 500, the position of 2 skills; is a major skill of Marco's self-preservation development and damage; some small partners will rely more on 2 skills passive to explore the field of vision, but because the distance is not far enough, sometimes when you react, the enemy is already in front of you, so you must combine 1 skill strafing and 2 skills passive two points to explore the field of vision.

2 skill passive effects

3 Skill Mania Barrage: Marco Polo Flash appears in the specified location and continuously fires the barrage around, dealing 150 (+35% physical attack) physical damage. The extra attack speed will affect the number of bullet screen waves fired by the skill, and the number of bullet screens 10/13/16/19 will be fired when the attack speed reaches 0/80%/13/16/19. Skill analysis: into can be when the damage output, retreat can be when running displacement skills, need to pay attention to the release of the timing, this will be explained in detail in the back of the play, the strong period and 1 skill, you can refer to the 1 skill outfit time.

3 Skill effects

Outfit: Shadow Blade and Lightning Dagger can be used to see their own habits; some friends are tangling with the grip of ice marks and frost impact, if you think of consuming the torture genre, choose ice marks, if you think of active attack, you can choose frost shock. If you want to play a little more securely, the advice frost shock, there is control and shield, you deserve it.

Combo moves: 1+3+A, 1 skill hit and then put 3 skills, 2 skills to keep the running path is still adjusting the output position, as for when 1+3 is appropriate, the following will be explained in detail.

Inscriptions: 10 Red Moon, 3 Capture, 10 Hunts, 10 Eagle Eyes, Conventional Attack Speed Penetrates the Inscription.

Summoner Skill: Purifies when the opponent has more control, and less stun when the opponent controls more

Skill bonus points: main 1 pair 2, there are large points large. The main 1 skill damage is higher, and the 2 skill bonus is not as high as the 1 skill damage bonus.

Second, the playing style is explained in detail

After talking about skills, we next look at the way of play, why Marco is favored by all kinds of players, the first point is undeniable that he is indeed very handsome and showy hero, the second point is his excellent development mechanism, 2 skills passive and 1 skill long distance clearance, so that he can survive the development period unharmed, the third point is that his strong period comes quickly, the strong period is very long, out to the end of the world can follow the fight, and the damage is not bad, even in the later stage, the damage is still considerable. The fourth point is that the passive true damage mechanism will not be eliminated in any version.

Early development, online use of 2 skills passive and 1 skill long-distance clearance, not to the end of the world before the easy to go up to turn large, has cleared the line development mainly, the early horse can be very brittle in the absence of any defense armor, even if there is purification can not be interrupted big moves, in the crowd is still easy to die violently.

Group ideas: play group ideas follow the hero who comes out of the outfit, Marco did not come out to the frost impact before, long distance with 1 skill consumption, when it comes to the group remember to attack first, do not rush to lose 1 skill or 3 skills, and then lose 1 skill harvest when the front row of health is less than 1/3, what? Our front row fell first? Don't panic, and then go back to the long-range 1 skill consumption stage. What the? No front row? Still not flustered, 1 skill is consumed first. If the opposite mage is very smooth, wait until after the witch is enlarged, the idea is the same as above, consume before fighting the group, first attack when fighting the group, and 3 skills are used for harvesting. Some of my friends will say that I can't help but want to enlarge. Ah this, then you may be good to play with a brine egg. In addition, about the timing of the release of 3 skills, it is divided into three situations: the first situation we control to 3-5 people, you can combine the frost impact to directly put 3 skills; the second case 1 skill hits more than 5 shots or general attack passive superimposed to more than half a block, what? Do you want me to count the bullets of the gun? Ah this, the simple point is to passively superimpose to more than half a grid, you can zoom in. In the third case, the key skills (control, increased injury, reduced defense) are handed over or the opposing lineup does not have hard control. Of course, the above situation is still the same as the above, you need to consider the opportunity after combining consumption and general attack; if you want Marco to play well, 3 skills must be endured, and it is not necessary to go up.

Restrained Heroes: Descendants, Luban, Marco has a good suppression force for the standing shooter, only need 1 skill hit, 3 skills can be harvested, for the shooter without displacement is very stressful.

Restrained heroes: Sun Shangxiang, Di Renjie, Gongsun Li, for many shift shooters, Marco 1 skill is more difficult to hit, general attack can not take advantage of the cheap, need to pay attention to the release of 1 skill, 3 skills do not go up; Di Renjie 2 skill is equivalent to purification, CD time is not long, with flash can quickly pull away the distance, need more than 1 skill to consume and then put 3 big moves to harvest.

After reading this article, I believe that the small partner has a better understanding of the hero Marco Polo, I wish you all the marksmanship of the gun god a hundred shots, I wish you all the kings on the stars, welcome to leave comments; like the dot wave attention, I am an ordinary actor, we will see you in the next issue.

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