Chapter 33 The career development direction of the puncture department
The piercing profession hall has three professional instructors:
The professional instructor on the left has a dagger embroidered on his left shoulder, which corresponds to the development direction of specializing in melee combat, equivalent to thieves, assassins, etc.
The professions in this branch are good at bursts. Not only can they attack extremely quickly, but their damage is second only to magic professions. Even within a certain period of time, the damage far exceeds that of magic professions at the same level. The reason is that the profession characteristics of this branch are: combos - through
Various skills trigger control-type status effects to achieve consistent attacks.
For professions in this branch, once their skills are complete enough, a set of combos can take away any profession of the same level that is not a defensive profession. And they are good at leaving with one strike, so it is difficult to retain them - because they have many life-saving skills:
Skills that increase movement speed in a short period of time, sprint and teleport over short distances, and hide one's body shape.
Specializing in the melee branch, its disadvantages are: group attack skills are extremely rare, it is not good at group combat, and its hands are short—the attack distance is the shortest among all professions.
Therefore, professions in this branch will make small throwing weapons and props to make up for their disadvantages - causing long-range damage and increasing some group combat capabilities. Non-small weapons and props will affect the consistency of attacks when used.
The professional instructor on the right has an undrawn bow embroidered on his left shoulder, which corresponds to the development direction of specializing in long-range, equivalent to hunters, archers, etc.
The professions in this branch are completely opposite to the professions specializing in melee combat. The biggest advantage is the hand length. Not only does it have the longest attack distance among all professions, but it is also good at triggering control effects such as slowing down and retreating through various skills.
To keep a sufficient distance. This branch of profession is the most suitable profession for kite flying, no one.
Professions in this branch are also extremely good at group combat when their skills are complete enough. The group combat capabilities of professions in this branch are comparable to that of magic professions, or even exceed that of magic professions. This is because the group attack skills of professions in this branch are no less than those of magic professions.
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More importantly, when the strength and damage of this branch of profession are strong enough, but the target's strength and defense are not enough, it can penetrate the target and attack people behind. This is something that other professions cannot do.
Moreover, occupations in this branch are easier to survive than occupations specializing in melee combat. Not only because they can attack targets from a distance, but also because they have stronger vitality than those specializing in melee combat - using game data
The explanation is: the professional bonuses of blood volume and defense are higher than those of professions specializing in melee combat.
The biggest advantage of a profession that specializes in the long-range branch is also its biggest disadvantage - the hands are too long: All skills of this branch of profession can only be used at a certain distance. This is even true for the normal attacks of some professions.
——After being brought close to a certain distance, the ability to attack will be completely lost.
Therefore, professions that specialize in the long-range branch will look for combat partners to make up for their disadvantages - after they lose their attack ability, their partners can still help fight so as not to fall behind; or they can contain their opponents so that they can distance themselves.
Professions of this branch who like to be alone will make various traps and arrange them within a certain range around themselves. The function is not to kill, so these traps have one thing in common: control - either slowing down the enemy or immobilizing them.
Opponents use traps to control close targets in order to distance themselves.
The professional mentor in the middle has an open bow embroidered on his left shoulder, and what is attached to it is not an arrow, but a dagger. This corresponds to the development direction of both far and near, which is equivalent to the integration of the two.
The professions in this branch have all the characteristics of the first two. They can explode when they are close, and they can fly kites when they are far away. They make up for their respective disadvantages, and they can be said to be very versatile.
However, this branch of profession has such advantages, and naturally it also has relative disadvantages:
First of all. When facing a one-on-one challenge, the explosion is not as good as that of a professional who specializes in melee combat, and it is impossible to form an effective combo. Whether it is the number of control skills or the actual effect of control skills, they are far inferior to those of professions that specialize in melee combat. They will naturally attack.
Incoherent; in group battles, the group damage ability is not as good as that of professions that specialize in the remote branch, and the attack range is far inferior to that of professions that specialize in the remote branch.
Secondly. Because of the two-way development, both far and near, you need to spend more time practicing skills and spending more resources to improve your strength. If nothing else, you need to prepare weapons in one more direction.
When facing enemies with different abilities, different weapons will be used, so even if you only specialize in one type, you must be equipped with multiple weapons. For example, when facing high-defense targets, you will use armor-piercing weapons; when facing high-recovery targets,
To target, you need to use weapons that can cause continuous damage.
Facing targets with different abilities, armor must be worn selectively. The simplest classification is various resistances: elemental resistances such as poison resistance, fire resistance, lightning resistance, stun, sleep, deceleration, paralysis and other state resistances.
Sex. This is the simplest classification, but there are more classifications.
Equipment alone requires more resources, not to mention other items: more skills need to be learned, and naturally more skill points are needed to upgrade skill levels; making traps and throwing items naturally requires more material consumption - this
It's necessary. You can't give up traps just because you can do melee combat; you can't give up throwing items because you can do long-range combat.
Although you don't need to make as many types as a specialization item, and you can selectively give up some of them, the actual consumption will only increase rather than decrease.
Therefore, what comprehensiveness brings is that more efforts are required.
There are only three career development directions in the piercing department, which may seem like many, but they are the fewest among the three departments.
There are seven career development directions in the magic system: specializing in healing, which is equivalent to a priest; specializing in attacking, which is equivalent to a mage; specializing in auxiliary, which has no damage and no treatment, and has various abilities to increase the attack and defense of teammates.
, three auras of speed, resistance and other attributes; dual development of treatment and auxiliary; dual development of treatment and attack; dual development of auxiliary and attack; three comprehensive development
The career development directions of the physics department are more: specialize in short-range attack; specialize in long-range attack; specialize in physical defense; specialize in magic defense; specialize in short-range attack, physical defense; specialize in short-range attack, magic defense;
Specialize in long-range attack and physical defense; specialize in long-range attack and magic defense; specialize in long-range and short-range attack; specialize in physical and magic defense; four comprehensive development and other twenty or thirty development directions.
Yin walked straight towards the professional mentor in the middle. The professional mentor saw Yin coming and said, "Do you want to be a member of 'Piercing'?"
Pierce: "Pierce" refers to "penetration", the name of the branch specializing in long-range branches; "pierce" means assassination, and assassination requires speed, which refers to the characteristics of the branch specializing in melee combat - burst. The branch specializing in melee combat
The branch name is "Assassin".
As the instructor finished speaking, a virtual panel appeared in front of Yin with three options:
"I don't understand the 'puncture' branch yet. Can you introduce this branch to me?"
"Yes, I want to be a member of the 'Puncture' branch."
Chapter completed!