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Let's Go McFinn Swordsman Skill Points Guide "Let's Go McFinn" has many professions for players to choose and train, among which swordsmen are very popular for their unique fighting style. But for novice players, the swordsman's skill points are often confusing. This article is created by php editor Baicao and will bring you a detailed guide to adding points to swordsman skills. Through an in-depth analysis of swordsman skills, we will reveal the best point-adding plan for you from all aspects. Whether you are a novice or an advanced player, you can find valuable information here. Come and find out, let your swordsman become more powerful on the adventure!
Let’s go. Recommendations for adding points to McFen Swordsman skills
1. Main line/leveling settings (output)
The output of 0-turn warriors mainly revolves around the core skill [Thunder Thrust] 】of. The core skill can convert the basic attack into lightning damage, while allowing the basic attack to recover energy and trigger lightning damage with a probability. So the benefits of increasing attack speed are still huge.
Talents: Thunder Thrust (select all left), Casting Foundation
Equipment: Turn 0. Don’t pay special attention to the random entries, just ensure the equipment level. Prioritize strengthening weapons, gloves, and rings.
2. Secret Realm Setting (Tank)
When playing in multiplayer secret realms, we usually need a pure tank to resist damage, so the skills will be the same as It's different when playing the main line, focusing on injury resistance. As for output and treatment, that is the responsibility of other professions.
Talents: Thunder Thrust (select all right), Wall of No Retreat
2. 1-turn skill bonus point 1, main line/leveling setting ( Output)
After one turn, the swordsman needs to block a lot. The higher the block, the faster the energy recovery. The faster the energy recovery, the more core skills can be released. This is also the main output method of the first-turn swordsman. At the same time, high blocking can balance survival and output to a certain extent, but you still need to change the equipment of a pure tank when entering the secret realm. Generally speaking, it is enough to reach 40~50 blocks in block. In combination with skills, you can reach 100 blocks in actual combat.
Talent: Card Slam (select all left) Vitality Loop, Frenzy Burden
Equipment: After 1 turn, you can start to refine the entries, no need to pursue too much to complete without fluorine and microchlorine Off, as long as it’s almost the right entry, don’t worry too much about the numerical value.
1 Recommended entry for Swordsman (blue priority): block, critical hit, skill, hit, omnipotence, attack, and injury avoidance. Try not to dodge and reduce the number of block triggers.
2. Secret Realm Setting (Tank)
Tank skills are similar to those at 0th turn. Except for the core skills, the other only passive skills are the Shield of Vengeance. It has become justice from heaven.
Talents: Shield Slam (all right), Wall of No Retreat, Bottoming Upgrade
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