Chapter seven hundred and eighty first road
Since legend is a new beginning, the first thing punk needs to consider is naturally his own path, especially after reaching the more vague and hidden stage of the direct difference between a mage and a warrior, it is still very important to understand which way you should move forward.
Since we mention the mage's path to advance and the path to advance of warriors, any selector has to understand the essential differences between the two when they reach the legendary stage.
You should know that the difference between a mage and a warrior is not just a simple distance. When you reach the legendary level, only laws are related to distance. Some laws are suitable for close combat, while others are suitable for long-distance combat. However, no matter what law it is, it is not a unique mage or warrior. In other words, mages can also use spells that use "laws suitable for melee combat" and warriors can also use fighting skills that "laws suitable for ranged" are the reasons why the two "weird" "professions" of melee mage and ranged warrior are born.
However, even when it comes to legend, the mage is still a mage, and the warrior is still a warrior. This difference is because the essential difference between the two ways of thinking has nothing to do with the power system.
Warriors are good at thinking about things with muscles. Although legendary warriors have experienced a lot and may be full of life wisdom in dealing with people and things, most warriors are still used to, like, or only use "instinct" and "fight" to move forward. Even if they have tried the mage's research methods, how can the thinking developed by thousands of years of combat be so easy to change?
This is the inherent problem of the essential way of thinking of the warrior and the caster. Long life often only makes the professionals' firm thinking more firm...or can also be said to be stubborn.
In addition, the magician's spells developed very complex and difficult to understand due to the influence of the former Netherell civilization. Faced with these knowledge that most mages cannot understand, how could a warrior who even mastered magic language does not exceed three digits and often enjoys fighting wholeheartedly and cannot calm down?
On the basis that most warriors have simple minds, their combat methods are also very single, and they often do not have the diversity and flexibility of mage spells at all.
As for what if the few pitiful combat methods of the warriors were restrained by the enemy, what if they did? The warriors said that there was no way, run away!
After all, the warriors have never had the brilliant historical accumulation of Netherier civilization. Most of the fighting skills they invented are simple and monotonous. Since the successors do not have enough knowledge and creative thinking to improve them, the fighting skills basics like "charge" have been passed down in the Netherier era and have not changed a word yet. The spell models invented in the same era have evolved into tens of millions of improved versions. The "charge" fighting skills are still the same "charge" fighting skills. How could the warrior's combat methods be more than single in this way?
So a vicious circle was formed. The warriors were not flexible in thinking and invented monotonous fighting skills. The younger generation used monotonous fighting skills to fight. The flexible thinking also became inflexible in the monotonous battle against the enemy for thousands of years. Then the younger generations with inflexible thinking could not improve the monotonous fighting skills of their seniors. They passed the monotonous fighting skills to their younger generations......
It is not that the power of the warriors is not strong enough. It is just that compared with mages relying on creative thinking and knowledge-based research, the road for warriors is more difficult and their combat flexibility is lower. It is difficult to have endless ways of avoiding like mages when facing the "conspiracy" of the long river of fate. Therefore, even if the threshold for warriors is much lower than that of mages, over time, more and more combatants are stuck at the bottom, and most of the real strong men are powerful mages.
And to be honest, although the number of low-end warriors is far more than spell casters, the success rate of warriors in advance to legend is far lower than that of spell casters. Among the few legendary strongmen, the number of warriors only accounts for a little more than 10%, so... basically no one consciously changes the current situation of warriors.
On the road to promotion to legend, Punk will of course choose the pure mage path that he is good at and likes. Whether it is promotion or combat methods, it may be a great way to believe that he has to rely on his fists all the way, but Punk said that he is definitely not good at that way of moving forward.
After choosing his own way of moving forward, Punk must also think about the focus of his various magic methods.
The great master "Scholar of Aerial" Vadrasha's knowledge about legendary spells is still profound in memory. These diverse legendary spells involve the application of various popular or unpopular laws. If you want to study a certain series of spells to the extreme, then the legendary mage is very necessary to choose their own major and minor directions.
After all, there is too much knowledge. No mage who has just reached the legendary level needs... or it is impossible to study all spells too deeply, be broad but not sophisticated, and greedy for too much, and not chew hard to make a lot of money.
The real best and most stable way to move forward is to major in one or two factions, one or two factions, and then other factions are widely involved - this is also an excellent choice for the personal test of countless powerful people in the era of Soul Netherell, and it can be said that it is the best choice for a legendary method to advance.
In addition to factions, legendary spells also have distinctions in law types. This means that as the most orthodox spell caster, Punk, in addition to the major faction that has been confirmed and the minor faction must continue to maintain, he also needs to choose his own major laws and minor laws!
Of course, you cannot choose such major things that involve the future path. Moreover, Punk is very clear and strict in his major skills and minor skills. It is absolutely essential to carefully select carefully after careful consideration!
Regarding the part of the rules that he wants to major in, Punk’s requirement is that “even if he is in a serious injury and coma, he can rely on his subconscious instinct to be accessible instantly”!
Because in punk positioning, the law of the major must be used to fight. No profession can guarantee that he will always remain in good condition when entering the battle. Only by practicing the major's skills to an instinctive proficiency can he also have the power to fight when seriously injured.
As for the minor's rules, Punk's requirement is to be proficient in releasing it anytime and anywhere.
In Punk's view, this type of spell should be more of a spell that assists in experiments and research when conducting legendary experiments. Spellcasters in the safety laboratory can naturally spend more time and carefully construct and prepare spell models. Therefore, the requirement that Punk gives him is to be proficient, but the series of spells that minor in the law must be learned a lot to ensure the diversity of experimental methods!
As for the countless other spells that can be used to dabble and strengthen, punk's requirements are much lower. The great Olympian Vadrasha has too many spells in his memory. It is impossible for punk to master them all in a short time, so he plans to understand all these spells and then ensure that it is enough to cooperate with spells and casting gestures when it is necessary to use them!
Chapter completed!