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King: Why not recommend too many spell outputs in one round? Player: Witch now, game over

In fact, spell output is a slightly higher-level existence compared to physical output, and among all classes, the one who relies most on spell output is the mage. To know that there is a preference in today's canyon, then when doing armor, like to be more inclined to do physical defense armor, and less spell defense armor, because many people think that magic resistance is too single, and after it comes out, it can only increase the amount of health, which will waste a certain equipment equipment column, so it is conceivable that a good mage can make the opposite side produce much psychological pressure, of course, the only mage who can play spell damage is not necessarily only a mage.

King: Why not recommend too many spell outputs in one round? Player: Witch now, game over

There are also many other classes that can deal spell damage. Erin is the most typical shooter's magic shooter hero, her output is all spell damage, so it is also a change in the era of the shooter's profession. Erin, the hero chess, is indeed very strong, with the fury has become the new king of the shooter's standing, many people and him line, inevitably have to make a certain armor. There are also heroes with high spell damage like Sima Yi in the wilderness. Players who play Yu Ji are afraid of Sima Yi hitting the wild, which is simply like a nightmare existence. There are surprises to see the picture below

King: Why not recommend too many spell outputs in one round? Player: Witch now, game over
King: Why not recommend too many spell outputs in one round? Player: Witch now, game over

Each of these classes has representatives of spell damage, but although such heroes are very strong, they must not be put together in one round, otherwise it is easy to cause the lineup to clash, I have seen a very extreme scene, that is, against the road to play Sikong Zhen, play wild to play Sima Yi, shooter to play Irene and auxiliary to play Sun Zhen, plus a mage in the middle of the road, so there are five heroes in a lineup who rely on spell damage as the main output.

King: Why not recommend too many spell outputs in one round? Player: Witch now, game over

Many people encounter such a lineup is basically surprised, of course, spell damage in the early stage does have a good effect, because people's inscriptions and outfits are mainly based on physical defense, so such a pre-stage can play a good oppressive effect, but after the mid-term, this advantage becomes sharply falling, and even in the late stage, standing to let them fight, can not hit much damage.

King: Why not recommend too many spell outputs in one round? Player: Witch now, game over

To know that although the spell damage is very painful, he has a fatal shortcoming, that is, the witch and the eternal guardian of such magic resistance equipment, to know that although the magic resistance armor is small, but each piece is a fine product, the effect can be worth two of the material resistance equipment. Since there is no such thing as Dawn in the spell attack equipment slot, we all know that Dawn is the root of restraining all tanks, and he can increase the conditions of penetration, attack speed, attack power, etc., so that even if the tank has more meat in the face of such equipment, it is still vulnerable.

King: Why not recommend too many spell outputs in one round? Player: Witch now, game over

However, there is no such costume in the mage, and at most it can only produce a magic staff to increase penetration and spell damage, for the average consumable mage, it is impossible to inflict heavy damage on the enemy within a set of skills, and for heroes like Sikong Zhen and Irene, the continuous output of spells cannot be increased. So it takes several equipment slots to make equipment that has attack speed, spell damage, and penetration to be able to barely fight it. But once there are two magic resistances on the opposite side, the witch plus the eternal night, then even if you give more spell wear and spell damage, it is basically like scratching an itch.

King: Why not recommend too many spell outputs in one round? Player: Witch now, game over

So when there are too many spell damage heroes in the lineup, the opposite side will frantically do magic resistance, so that in the middle and late stages, they basically lose their advantages, and although the spell damage is good, although it is not the professional privilege of the mage profession, it can not be more. Unless you have a relatively high degree of concerted effort like five rows or three rows, and you can be sure to push the opposite side within a few minutes of the big first few minutes, then it is also a good choice. Otherwise, the selection of heroes should be discussed. It is best for no more than two heroes with spell output. Up to three people, otherwise dragged to the later stage opposite the magic suit, so that you can't scratch you can't scratch.

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