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Chapter 338 Fire Magic 10

"Will-o'-the-wisp" is the fifth upgraded version of "Will-o'-the-wisp". At the same time, this skill is also an upgraded version of "Will-o'-the-wisp". Like other skills of the "Flying" family, this skill also requires the magician to display certain

The will-o'-the-wisp floats in the air and moves freely under the control of the magician. This skill also includes direct attack, status assistance and special assistance functions.

As a direct attack, "Will-o'-the-wisp" is still the same as other skills in the "Will-o'-the-wisp series", with four attacks: physical attack, cold attack, corrosive attack and spiritual attack.

In terms of physical attacks, "Wisply Fire" inherits the attack form of the "Feiwu" family. That is, under the control of the magician, the attack direction, attack angle, attack distance and attack speed of each willow fire are constantly changed, and it can be used for group attacks.

It can also attack alone, attacking a large number of targets or a small number of targets.

The attack power can be distributed evenly or separately, and it can attack and trap enemies. The longer the skill lasts, the stronger the attack power is after inertia maintenance. The fewer targets are attacked, the more attacks each target receives.

The more you have, the group attack can evolve to be very powerful, and the single attack can even evolve to a sure kill.

In terms of cold attacks, "Will-o'-the-wisp" is the same as "Will-o'-the-wisp", "Will-o'-the-wisp floating on the air" and "Will-o'-the-wisp", and can accumulate the most will-o'-the-wisps in the "Will-o'-the-wisp series". However, "Will-o'-the-wisp" is only a one-time skill.

It cannot continuously accumulate cold air like "Will-o'-the-wisp". Although "Will-o'-the-wisp" is a continuous skill, it has a strong target lock.

Function, the accumulation of cold air is limited to a narrow range around the target. "Will-o'-the-wisp floating in the air" is directly static, and can also only accumulate cold air in a limited range around the will-o'-the-wisp. In addition, it is similar to "Will-o'-the-wisp"

In comparison, "will-o'-the-wisp" not only has fewer will-o'-the-wisps than "will-o'-the-wisp", but also can only affect a narrow range around the target.

The "will-o'-the-wisp flying" is different. As the magician continues to control the movement of the will-o'-the-wisp, these will-o'-the-wisps either hit the target or continue to move in a straight line or curve in the air. Wherever the will-o’-the-wisp passes, the cold radiation will affect the surrounding air.

As the elements exert their influence, the surrounding space will gradually be filled with more and more cold air. This will expand the cold radiation that originally only existed in the will-o'-the-wisp itself to the entire enclosed space.

The power of the cold attack after directly hitting the target is calculated based on the number of will-o'-the-wisps that hit the target. After the fire tongue of the will-o'-the-wisp licks the target, the cold attack itself far exceeds the cold radiation. If it is hit by the tongue of fire,

If you lick it multiple times, it will become even colder and the damage to the target will be more serious.

The corrosive attack of "Flying Ghost Fire" only takes effect after hitting the target. After hitting the target multiple times, the effect of this corrosive attack will become more significant.

As a mental attack, "Will-o'-the-wisp" is better than "Will-o'-the-wisp". "Will-o'-the-wisp" is better at being constant, that is, it continuously sends out mental attacks in the controlled area, and always maintains the same effect on a large area.

Psychic attacks and mental pressure. And "Flying Will-o'-the-Wisp"

The victory lies in change. As the will-o'-the-wisp moves, the mental attack also moves. It can increase the mental attack on certain targets along with the attack, but then other targets will also reduce the pressure. But in any case, this skill is above the mental attack.

It also achieves a more flexible level.

As a status auxiliary, this skill is the most powerful group auxiliary skill in the "Will-o'-the-wisp series". Because in terms of the number of will-o'-the-wisps, "Will-o'-the-wisp" has reached the pinnacle of this series; and in terms of the flexibility of control, it is also in this series.

The series is second to none; so this skill is naturally a powerful status auxiliary skill. For own targets of the necromancy system and those with strong resistance to the necromantic system, this skill can be used at the fastest speed and with the highest efficiency.

Strengthen and restore the state while practicing.

As a special auxiliary, "Will-o'-the-Wisp" has the following functions: first, disruption caused by the threat of direct attack; second, visual disruption; third, disruption caused by cold radiation; fourth, deceleration caused by cold radiation; fifth,

The negative status caused by mental attacks; the sixth is to block the enemy. The threat and visual disruption of direct attacks are basically similar to other magic skills. Therefore, the last four auxiliary functions are the biggest features of this skill.

Due to the large-scale cold radiation brought by "Flying Ghost Fire" during the movement, it becomes more intense and fills the entire space, so it becomes more difficult for enemy targets within the skill's control range to escape. The target will be affected by

The invasion of the cold will make it more passive. This will inevitably cause the target to be harmed by the cold radiation, and the cold will reduce the target's mobility and speed.

The mental attack and mental pressure during exercise will cause the target to have negative emotions such as fear, irritability, and despair. In severe cases, the target will give up resistance, choose to escape, or even wait to be killed.

In terms of blocking enemies, due to the control of cold radiation and mental coercion, the entire airspace controlled by skills has almost become a no-man's land. And the area that can be controlled by a few flying will-o-the-wisps far exceeds the static embodiment.

Object. Its control power is related to the skills of "Poison Fire Series"

The difference is almost the same. Although "Flying Will-O-Wisp" cannot completely block the enemy's sight like poisonous smoke, the dual control of cold radiation and mental pressure also makes this airspace an insurmountable fortress. Once this skill is used on traffic

An important road can have huge strategic value.

This skill has the characteristics of both sustainability and power. However, its power needs to be manifested under the continuous control of the magician. The system comprehensively determines that this skill is limited by magic recovery. From the beginning of using the skill to the end of the battle, it will not be able to

Get magic recovery including natural recovery, drug recovery and skill recovery. At the same time, the system also gives this skill a one-month cooldown time.

"Will-o'-the-wisp attack" is the sixth upgraded version of "Will-o'-the-wisp". This skill requires the magician to manifest several will-o'-the-wisps in an instant and launch attacks at the same part of the same target one after another at high speed.

The most powerful single-target attack skill. It is also one of the ultimate skills of the "Wisp" series. The main function of this skill is direct attack and special assistance. Under normal circumstances, it is not suitable as a status assistance.

As a direct attack, "Will-o'-the-wisp Attack" also has four attack methods: physical attack, cold attack, corrosive attack and mental attack. No matter which type of attack it is, it will show an extremely powerful attack due to the single attack of several will-o'-wisps.

Effect. Coupled with the high speed and suddenness of the attack, it is a single-target sure-kill skill.

As a special auxiliary, this skill also has the effects of attack threat disruption, visual disruption, cold radiation disruption, deceleration, mental attack negative status, etc. All these special auxiliaries will appear when the first will-o'-the-wisp hits the target. As the In subsequent attacks, these effects will become more and more significant, and with these significant auxiliary effects, the attacks will become more and more deadly.

Although the attack is powerful, it is only a one-time skill. Therefore, the system only gives this skill a limit on magic recovery. As an ultimate skill, such a limit is relatively economical.

"Will-o'-the-wisp" is an upgraded version of "Will-o'-the-wisp", and is also the ultimate version of another "Will-o'-the-wisp series". This skill requires the magician to create a number of will-o'-the-wisps, and these will-o-the-wisps follow the trajectory set by the magician when using the skill. Move at high speed and control the airspace covered by skills to achieve the purpose of direct attack, status assistance and special assistance.

As a direct attack, "Will-o'-the-Wisp" is a member of the "Wild Dance" family, and has one biggest difference from "Will-o'-the-Wisp". That is, "Will-o'-the-Wisp" only shows its power after the magician's subsequent operations. And "Wild Fire Dance" is a powerful skill from the beginning. The powerful attack power is poured towards the target at the first time, and it is poured into the target of the group.

Since the initial speed of "Wild Fire Dance" is very high, in terms of physical attacks, it reaches a very abnormal level from the beginning. And the trajectory set by the magician cannot be understood by the target instantly, and it is also difficult to prevent attacks.

Although the cold radiation of this skill cannot be filled up by the magician like "Wisps of Fire", and every space in the controlled airspace can be filled up, the trajectory movement of "Wisps of Fire" can also make the control of airspace full. Most of the space in it produces cold air because the air element is exposed to cold radiation, and plays the role of cold radiation together with the will-o'-wisp. As for direct cold attacks and corrosive attacks, they are the same as physical attacks. Due to a The fierce offensive we had from the beginning has become even more effective.

As a long-range spiritual attack, it affects every target in the controlled airspace from beginning to end. The will-o'-the-wisp moves at high speed from the beginning, which also greatly enhances the power of the spiritual attack during the movement. The spiritual attack and the cold radiation Different, it can directly affect the target itself without affecting the air element in the airspace. Therefore, the power of mental attacks only reflects more power in the speed of movement. This causes "Wisp of Fire" to have more power than "Flying of Will-O-Wisp". Powerful mental attack power.

As a status auxiliary, the magician is required to design a lower initial speed to ensure the safety of his target in the skill airspace. The status auxiliary ability of this skill is only slightly lower than that of "Will-o'-the-wisp", but it is better than other "Will-o'-the-Wisp" series. "Skills are more effective.

In terms of special assistance, "Wisps of Fire" is similar to "Flying of Fires", with functions such as attack threat disruption, visual disruption, cold radiation disruption, deceleration, mental attack negative status, and enemy blocking. Among them, due to the attack It is more powerful, and the first five kinds of auxiliary are also more powerful. In terms of blocking the enemy, "Will-o'-the-Wisp" is not like "Will-o'-the-Wisp" that can autonomously drive the will-o'-the-wisp to every place it should go for control, but it is better than "Wisp's Fire" from one place. It is very powerful from the beginning and can make up for this shortcoming.

This skill is a powerful continuous group attack skill. In addition to the limitation of magic recovery, there is also a cooldown time of half a year.


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