Skill synthesis, the casting skill is F, the synthesis method is written on each talisman, the skills we commonly use are: 1.E Water Fairy Princess (5S damage immunity,) 2.QW Soul Reaper (seems like This is the name, the damage is not very high, we use it to travel short distances) 3. DD combines with the sun talisman, FW photosynthesis (continuous blood recovery + increased movement speed) 4. EW recruits an incorporeal water element (that is, it can only be seen It hits and cannot be controlled) 5.DE (Noah's flood, early damage is not low, the distance is medium) 6.RR combined with the Sun Talisman, FF combined with the Royal Holy Flame, one of Mu Q's high-end magics 7.RRFDD Royal Diamond Ring, It can slowly push people away from close range, control skills, and the damage is not bad (stronger than the previous one, weaker than the pure output), 8.RE (I forgot what it is called Fire Pillar, there is a level 4 exclusive that can directly kill the ghost flying dragon in seconds) Lord, a level 3 exclusive with low health, high damage, and super long distance. I once used this to kill the full-health ⑨ that jumped up in the air, otherwise I would be seconds, and the output of ⑨ will not say anything.) 9. RQ (I also forgot about it) Generally speaking, if RE can't drop people/monsters (such as Ancient God), use this to blow him away. It can protect against close enemies and the damage is medium.) 10. WR forest fire (double damage in range) 11. DD combined with the moon talisman , FW Satellite Sunflower (also damage + stun from near to far, the diffusion speed is relatively slow but the density is not low, no one can escape it for the time being) 12, DD combined with the moon talisman, FF Silent Moon God, continuous casting, no damage Low. Once you reach level 200, you can rely on the damage immunity of this skill to fight the ghosts in the lake. Keep an eye on the distance between the 20th and 25th wave BOSS. When you first enter the casting range, it’s time to hit this skill decisively. The skill will be over. At that time, it was almost the time when the cow head had two lives or the hill was gone. However, you should pay attention to preventing stun with this skill, because it is only immune to damage, not abnormal status, and stun can interrupt this skill. Then let’s talk about a few uncommon 1.Q solar emitters, artificially creating darkness, which can be refreshed at 0 o’clock at this time. The mission in the secret room, but it didn’t work on the girl next to Uncle Lai this night (it seems that I used this skill at night to turn that into daytime. I don’t know what it is, but it doesn’t necessarily work, it just happened once) 2.W Wind Spirit Horn Flute, which increases the movement speed of all teammates (the whole map, it seems not including yourself, we use photosynthesis for long-distance travel) 3.R is also a knockback skill, which can prevent close range 4.QE Mercury Poison ( Fire three poisonous arrows at the target with confidence, each at an angle of about 30 degrees, reducing movement speed by 50%. I forgot to reduce attack speed, but it doesn’t matter whether the brutal attack speed in the later stage is reduced) 5..D is also damage immune. Skills, groups, own range is 200, but generally it is impossible to have allies within the 200 range, and the time is not long. It seems to be the 3S6.REWQD Philosopher's Stone. After the revision, it does not have the effect of permanently increasing intelligence and the synthesis is too troublesome, so we generally No need to (actually I don’t understand the skill description at all and don’t know the effect) There is also a folk trick that I forgot what it’s called. I never remember to use it anyway.
Finally, I wrote this based on vague memory. The effect is subject to the game skill description
Note: Mu Q’s exclusive is obtained by the magician. RE I remember that part of the damage formula is “exclusive level * 25”. Also, the hero who relies on skills is not exclusive. How to play: When we use Luna to fight against the Resentment Aggregation, we are often obliterated by the system, so we use various super long-range skills to slowly consume them, such as QE, DE, RE, EW, and WR (be careful not to rely on them). If it’s too close, just the edge of WR can be burned, and the EW water elf can hit that one. Anyway, it consumes slowly and there is enough time. The main damage still depends on RE)