How to improve the combat effectiveness of Dark Dawn high level archers? When the game level is high, you can choose two different transfer directions. Through skills, it is easy to see that patrolling is more suitable for fighting alone, while sniping is more suitable for guild warfare. Because the damage of patrolling skills is higher than that of sniping skills, but even so, vertigo is weaker than sniping. Only sword rain and sniping are used to fight back in patrolling, while Qimen dunjia is a fatal attack, and sniping has concealed weapon vertigo. The vertigo of Qimen dunjia, as well as the back jump blink and pick fly, have advantages in both displacement and vertigo. Therefore, sniping is easier to use in guild battle.
But even so, it's not absolute. If you are confident in your own skills, you can take a set of damage first, try not to step on the strange door to escape and suffer from vertigo, and go up to compete with the tour. You also have a chance to defeat the tour. If you wait for the sniper skill to start again, you will have less hope of success, Similarly, for fighting with other classes, the advantage of sniper's vertigo will be more significant.
After the level is high, the position of walking around in the face of high-level copies is very important.
You can't bear the damage of many weak demons. When you are at a high level, you can let the recruiters eat the damage as much as possible. But even so, it's hard for the hatred between the general monsters and the leader to be directly transferred to the recruiters. This is very common. You can only transfer the hatred to the recruiters if you die once and then resurrect, But I prefer to practice. I use the 21000 LV parade of level 50 to practice without recruiting soldiers. I suggest that when we consider the instant mobile station after 25000 LV, we should fly kites through the leader's warning distance.
When flying a kite, you must pay attention to the width from the position where the leader chases you to the warning distance. When the width is reached, the leader will return to the original position. And you want to use this interval for damage, to minimize damage, through this method can achieve zero damage through the copy.
But even so, the copy only has 5 minutes of trial training time, so we should balance the extra time and damage time spent in the walking position, make the damage stable as far as possible, make reasonable use of the skill restart, it is better to stay in the position where the skill starts again, dodge the leader's damage, stay in the limit distance, use the skill to the leader, and then open the warning distance, and wait for the leader to turn back When using the general attack damage, so repeat the cycle.
This is another form of trial training. If you can perform very well in the one-man competition, I believe you will be the strongest in both the competition center and the multiplayer competition.