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How do I match the strongest lineup when buying equipment in God Realm? I have three different ideas for the strongest lineup in the God Realm. For the staff, I recommend the Arcane Ranger, the Frost Goddess, the Fire Queen, the Thunder King, and the Wind Lord. For the necklace, I recommend the Storm Druid, the Twisted Tree Guard, and the Thunder Walker. , Lightning Spirit, ring recommendation mountain giant, goblin engineer, arcane prophet, arcane dwarf, ice plague king, thunder chief. Many friends still don’t know how to match my strongest lineup to farm equipment in the God Realm. Now I’ve compiled an introduction to my strongest lineup to farm equipment in the God Realm. Let’s take a look.
Wand Track: Arcane Ranger, Frost Goddess, Fire Queen, Thunder King , Wind Lord
Necklace Track: Storm Druid, Twisted Tree Guard, Thunder Walker, Lightning Spirit
Ring Track: Mountain Giant, Goblin Engineer, Arcana Prophet, Arcane Gnome , King of Ice Plague, Chief Thundercaller
The first is the staff track
1. Wind Lord, currently recognized as the strongest, almost all of them are Wind Lords on the list. The upper limit is the highest and the lower limit is also higher.
Frequency: The most useful gems in this game, percentage, instant kill, and teleportation gems are all triggered by high-frequency attacks, so frequency is an important consideration.
In addition to frequency, to be more precise, you should also look at whether there is group damage, whether it can be superimposed, and whether it can penetrate. These are all ways to increase the number of gem judgments.
The Wind Lord itself has penetration. Its upgraded storm gathering, vacuum, and turbulence damage frequencies are extremely high and they are all group damage or penetration.
can be superimposed, especially in a large group of people. The gathered monsters penetrated and superimposed the vacuum many times, which was very powerful and unique among the staff tracks. And there are mechanical gems like electric windbreakers that can further increase the frequency.
Damage: Relying on storm druid and vacuum to gather monsters, plus the superimposed damage of vacuum and turbulence is very explosive. With these upgrades, the damage of the wind lord is not afraid of any other skills, but it is more expensive to upgrade. Without the above upgrades, the Wind Lord's damage is only moderate.
Control: It is very difficult to play pure damage in the later stage of the game. You must have control. If you control the monsters, you can get more output opportunities, and at the same time, you can gather monsters and still have more damage. It can effectively improve the coverage of group damage skills.
In terms of control, Wind Lord needs to gather monsters (storm gathering, vacuum), stun (vacuum collapse), slow down (deceleration upgrade), repel (slow down and upgrade), and stun (vacuum collapse). Comes with it, and has knockback upgrades and gems),
can be said to be the level with the most comprehensive control. Because many monsters are immune to one kind or another, the more comprehensive the control, the higher the universality.
Generally, three consecutive winds plus storm gathering can make the boss who is not immune to knockback stand in front of the city wall but cannot fight. Three consecutive winds plus vacuum collapse can permanently control a group of monsters to death.
Gems: I won’t talk about percentage, instant kill, teleportation and other common gems. Their adaptability is mainly reflected by the frequency mentioned above. The hurricane's mechanical gem has an electric windbreaker, which can effectively increase the strength of the hurricane, but it is not strictly necessary. There is room for hurricane damage knockback gems, which are not very effective but are adequate.
Weaknesses: Shield puppet (very afraid of absorption, damage control is greatly reduced, but vacuum collapse and storm gathering can be controlled), wind element (immune to knockback and monster gathering, but can be killed by damage, Vacuum collapse is also possible)
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