Cthulhu Corrosion: Another World Rescue Plan
Chapter 189 Magician's Battle Strategy
7th floor Yuhua Dengxian: There are several ways to play the magician. Since magicians of different levels have different skills, I will take the example of a level 90 magician single-handedly brushing a group of monsters. Low-level magicians can adjust according to the existing skills at hand.
There is no unique way to play. Moreover, the power of this game lies in its very flexible mechanism. Even the magician, a single profession, can cooperate with runes, alchemy potions, and cute armor to play newer and more gameplay. Everyone's ideas do not have to be limited to professional skills, and more possibilities can be explored.
The first way to play is the obstacle flow. The core of this play is to amplify the magician's long-range attack advantage. As long as your attack distance is longer than the enemy, you can kill it before the enemy hits you! So give priority to the following skills to build a defensive fortress!
Desperate Mire] - Used to devour low-level enemies and restore mana. This skill is a trick to restore mana. It must be available, otherwise there may be a situation where the mana is worrying. This skill is very useful. As long as you are facing an enemy below your level, you can throw the mire desperately. But the biggest disadvantage is that as long as the enemy is stronger than you, it can only slow down the opponent and will not have much effect.
Burning Ring - This is a five-meter ring of flame protection, which can prevent the enemy from interrupting the reading bar, and has a burning dot of continuous damage and curse BU to the enemy. There is no big problem except for the high level 82. It is recommended to use up four instants and then put a Burning Ring to prevent the enemy from interrupting the reading bar.
Magnetic Field Ring - It is also a five-meter ring of protection, but this protection is only effective for metal equipment that can be affected by magnetism. It can basically absorb most armored enemies and is very suitable for disarming. As long as you turn it on, you are Magneto, and you can also eject the absorbed enemy in the opposite direction.
But please pay attention to the judgment of the user when using it. It does not distinguish between enemies and friends, and some equipment such as Mithril Alloy looks like magnetic metal, but it is not. Misjudgment will cause the defense to fail and consume a lot of mana.
Gravity——This is also a very powerful mage skill. The added weight can directly crush the enemy to cause partial damage or dot damage, and the additional slow debu can also effectively delay the enemy from getting close. Like the Burning Ring, it is an attack and defense skill.
Therefore, the basic idea of building a fortress is to place a mud swamp to restore mana closest to the enemy and farthest from yourself, and then use the Burning Ring\\/Gravity to defend within five meters. If the enemy is a metal type, use the Magnetic Ring to disarm or eject.
Once a mage above level 90 builds this defensive fortress, it can be said to be invincible: the mana is guaranteed, the enemy cannot get close, and then you can not only use the ring to defend and attack alternately, but also use four instant chants to attack the brainless turrets, and there is also a super move like the Flame Crow that can accumulate the anger bar and has its own limit skill. Which enemy is not afraid? !
If the battle lasts too long and turns into an octopus, don't be afraid, because the octopus has nine brains! Although having nine brains will not make you chant faster... If you don't want to turn into an octopus, you can cast Mental Stability on yourself to force the san value to stabilize and extend the endurance, but I personally think that turning into an octopus does not affect the fight, and it can also save some mana.
Low-level mages can consider using Clay Statue and Void Fist as substitutes for the magic circle. Clay Statue can be used as a tank, and Void Fist can grab the enemy and throw it out... But these spells will require some mental control to cast, and the difficulty of operation is actually higher than the magic circle.
The second idea is control flow. This idea is to control the enemy to death so that he can't hit you, but you can keep hitting him.
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