Start adding guitar skills, stop playing and devil playing, and add as much water as possible.
First, the performance of recovery (it takes 15 points to complete)-it is not necessary to complete, but the main points are important.
This skill is good, giving nearby players+blood and+10% experience (duration 1 min), which is quite powerful. Multiple guitarists use this skill together.
The ability to blow up the string is also the reason why many players play the guitar trumpet.
Second, guitar playing therapy, guitar playing therapy, guitar playing therapy, and guitar playing group therapy (it takes 8 points to complete four blood-adding skills). -Fill it up.
There are two routes to add blood: guitar playing therapy → guitar playing therapy → guitar playing therapy → guitar playing therapy → guitar playing group therapy.
Guitar group therapy → Guitar group therapy Ⅱ→ Guitar group therapy Ⅲ→ Guitar group therapy.
A pre-school route or post-school route is for the final group therapy of guitar playing, which can add blood to yourself and team members at the same time. I suggest learning the first rule.
Route, add blood to yourself. If you want to add blood to others, use the restored performance. This is necessary.
Third, the voice of the Holy Spirit (need 10 points to fill it up)-it is recommended to fill it all up.
This skill is similar to the shouting skill of shield guards. You can increase the maximum HP value of yourself and players around you. Adding 10 points can increase 700HP (duration 1 1 min) at a time, which is quite practical.
Fourth, the voice of the devil, the performance of the devil (it takes 25 to add 2 attack skills)-it is recommended to add them all.
If you don't want to hit the guitar in a strange place, just light it. After all, you still need to learn a few tricks of self-defense.
Five, proficient in water sprite [primary], proficient in water sprite [intermediate], proficient in water sprite [advanced] (it takes 25 points to fill it up)-it is best to fill it up.
The water property has a certain influence on the skill of adding blood, and may also have a certain influence on guitar attack.
Sixth, the voice of the water demon (20 points for full)-if you have many skills, go ahead and forget it, because the skilled water demon has already ordered.
Same reason as above.
Seventh, the voice of the heart (fill the need 10)-it is recommended to fill it all.
Very practical skills. If you add 10 points, you can add 30% (strength, magic, physical strength and luck) to yourself and the players around you at one time, and one will appear at random.
The cooling time is quite short, and typing an attribute takes 9 minutes.
The above seven points are my first choice to add points to the guitar. If you need 1 13 points to fill in all the points, it depends on your personal situation. Next, I will explain a few other guitar skills that I haven't learned.
First of all. Charming performance, sacred performance (it takes 30 points to complete 2 skills),-Don't learn.
Play verve to increase the attack power of nearby players (one performance+16 seconds) and+10 experience (1 minute). This skill process takes 10 second, which only increases the attack power of 16 second (-I tested this skill and found that the attack power in my status bar did not increase), so it is not cost-effective to exchange this skill for 15 points. If you want to+experience, you can directly use the restored performance.
Divine performance increases the defense of nearby players (once performance+16 seconds),+10 experience (1 minute). This skill process takes 10 second, and only increases 16 second defense (after testing, it is found that defense increases every j 150). If you click more, you can click. However, it takes 15 points to fill in.
Second, detoxification and first aid (it takes 2 points to complete 2 skills)-personal preference.
This skill can be added or not, and it is used too few times.
Third, the call of the elves, auditory confusion (it takes 30 points to fill)-the extra points after seven basic points.
The call of the elves reduces all resistance of the enemy by 50 per J.
Hearing impairment, a skill that can only be learned by 100J, reduces the enemy's strength by 3% per j.