Traditional Culture Encyclopedia - Photography major - How about tomorrow's Silence of the Ark Agents?
How about tomorrow's Silence of the Ark Agents?
Basic information of sparse sound
entity
Obviously, the occupation is calling for help. The attack speed is 1.6, and the attack range is the same as that of the single method. Because the thin sound is a gift of crisis contract, and from the last delivery in Bebik, the agent exchanged by the contract store belongs to the standard card pool strength, not the strength given to the agent by activities such as grani and Ke Yan, so the related attributes of thin sound can be completely compared with that of Meier, the deployment cost is 9→ 1 1, and then it is deployed for 70 seconds, and only two potentials are-1.
As for other attributes, except that the body has 20 resistance, the attack and defense blood will not be too prominent, and it can even be said that it is pulling the buttocks (an attack below 500 full level), and the main combat power of summoning assistance is still summoning things.
Summoner (hereinafter referred to as token)
Token is a ground unit called "mobile camera car", which has bad properties, but Mibojing Level 2 has more than 400 panels, so the camera car is not expected to fluctuate too much. Its ability should be combined with the following talents and skills. Just to mention one thing here is its attack range, as shown in the following figure:
It can be seen that, unlike the deep-sea tentacles and Mel's Mibo, the camera car with sparse sound has its own attack range in front, which gives it the opportunity of shield output and staggered encirclement and killing in actual combat. Real batch blade master.
Genius
The official map is as follows:
Talent is an aid, and the effect is to make the camera car have normal anti-hiding ability. Judging from the previous pv demonstration, the anti-hiding range should be eight squares around. Maybe some doctors will think that this range is too small to reuse, but in addition to making it play a 3-grid anti-stealth effect through clever positions that are not met by the enemy, don't forget that this is an ultra-low cost, all-round airborne token, and you don't have to occupy positions and wait for the enemy to crash into the anti-stealth range. We can break the stealth by directly parachuting when the stealth enemy enters our fire coverage (flanking, sticking or riding directly, of course, the latter will do better). For more detailed usage, let's combine the following skills to cloud it.
A skill
The official map is as follows:
Warm-up and sustainable skills, after ignition, all token (which will take effect on site and after admission, see the figure below) will be given with enhanced attack power and "camouflage" effect. Let's look at these two elements separately:
1 attack power increased. Considering the camouflage effect, it is estimated that the third level can reach the magnification of about 170% (refer to the skill of the ranger), but the basic attack of token may be more hip-pulling, so it is estimated that the attack power after opening the skill is about 650-800. The output is estimated to be equivalent to a whiteboard Lanza, which is generally acceptable.
2 camouflage. This is a new mechanism that can be understood as a hidden subordinate according to the description.
Hiding doesn't eat pointing and sputtering damage, and camouflage doesn't eat pointing but eats (by the way, both mechanisms will eat site damage such as poisonous fog and ground fire), so it is a weakened version of hiding. Facing the enemy group, the pigeon may be affected to death. The self-destructive blood witch who appeared in recent activities is absolutely unambiguous.
So this effect is mainly to ensure that token can avoid the enemy's single method, single sniper and plane killing, but at the same time it completely loses its lightning protection function.
Generally speaking, a skill tends to construct a stable and lasting anti-hidden token, which, with the blessing of camouflage buff, is bound to have excellent survivability and provide some output.
Second skill
There is a small outbreak of tactics, and there are many elements of this skill. Let's look at it one by one:
1① token replenishment.
This is the skill of adding a hand token immediately after the first ignition in the game. If you have been in contact for thousands of years, you will know that this is a quite good mechanism, and the pace of deploying and using tokens will be smoother. This mechanism is mainly subject to skill rotation. If it is a 90-level rotation, it will not only affect the skill coverage, but also seriously affect the supplementary efficiency of token.
2 2 ②buff gives time.
This skill will give token a series of buff, including expanding the scope of anti-concealment, improving attack and defense and legal resistance. Personally, it is estimated that during the skill duration, the tokens on the field and after entering the field should be able to eat this buff, instead of just giving the tokens that are on the field at the moment of ignition.
③ Expanding the scope of anti-concealment.
The original description is "expanding the scope of investigation", which can be completely understood as expanding the scope of anti-concealment.
④ The outbreak and survival of token attacks.
This skill background is the red arrow on the second floor, and the attack power should be improved well. After the end of the skill, the stun effect will in turn increase the weight of other positive effects, so the ignited car may temporarily become a force to be reckoned with.
⑤ Negative effects.
That's rude. After the end of the skill, all tokens will be in a coma for 10 second, and cannot be attacked or stopped for 10 second, and will be damaged from a distance. However, it is still unknown whether the self-contained eight-grid anti-hidden effect still takes effect, and personal estimation should not be affected, because this is an inherent effect derived from the sparse tone ontology talent and should have nothing to do with the state of the token itself. Coma effect has always been a double-edged sword, which not only leads to blank output and strange leakage, but also gains a little breathing time to increase one's viability. In actual combat, we need to make a good plan and seize the opportunity to use it.
abstract
Rare sound can basically be regarded as an anti-covert summoning aid, which comes from the contract store and is equivalent to giving away a five-star agent with card pool strength for free. Token's normal anti-concealment mechanism is very gratifying, its survivability can also be strengthened through skills, and it also has the ability to expand the anti-concealment scope tactically. The token itself can fly around the audience flexibly to achieve various tactical intentions. In addition, the ontology also provides the simplest and most easy-to-use token replenishment mechanism of "opening skills to fill hands".
But at the same time, it must be recognized that relying entirely on ground tokens to counter stealth is bound to be limited by many factors, such as the surplus of deployment, the grid of the site, the viability of tokens, the number of tokens in hand, and so on. In actual combat, it may be a bit difficult to counter the stealth tower without thinking.
At this stage, there are no invisible enemies worthy of special attention in the game. Many times, the role of the invisible enemy is only to temporarily occupy your reloading block position.
However, with the continuous enrichment of the game mechanism and the blessing of various crisis contract attachments, there will definitely be strange invisible enemies who need doctors to be distracted in the future. At that time, agents with anti-concealment mechanisms may become just needed, active in positions or front lines, and become the first person to break the eyes of the enemy and the host.
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