"Adventure" Feng Shui Attribute Raiders

I don't know how to solve the "Adventure" Feng Shui Attribute Raiders? To this end, Bian Xiao collected and sorted out the solutions of the "strange adventure" Feng Shui attribute raiders. Come and have a look if you are interested.

"Adventure" Feng Shui Attribute Raiders

Wind attribute

* * * Ming:

The explosion * * * summons a tornado, towing the enemy, causing two wind damage.

Defeat the enemy by penetrating the sound of * * * *, increase the damage of wind elements and reduce the resistance of wind elements by 30%.

Generally speaking, the * * * sound of the wind attribute is mainly to increase the damage, and it is especially suitable for matching the linear penetration skill, first reducing the resistance, and then madly flattening A.

Wind attribute hero:

Tan Ke: The wind system is T, the general attack range taunts for 3 seconds, the skill range excludes taunts, and adds 30% damage for 6 seconds, leaving the wind element area. The first T given in the game is also a very traditional T, which has enough ability to pull monsters, avoid injury and play the role of wind system starter.

Lion Warrior: Wind Warrior, who usually attacks blood. The skill description is very fancy, but the core is still a range of multi-segment injuries and range treatment. So this is a soldier in name, but actually half a wet nurse. If you feel that the amount of team therapy is not enough, but you don't want to bring more wet nurses, you can consider taking him.

Mammy (Pastor Feng's protagonist's name is Mammy, it's not that I typed it wrong ...): Pastor Feng, general attack means that general attack can't bring back blood, and skills are aura of wind elements, high-frequency range damage and range treatment. This wet nurse is unique. What is unique is that he doesn't have a dime with the wind system elements ... The wind system team takes him no different from other departments and belongs to an independent plug-in.

Liu-Liu Gou: Master Feng, Ping A line has no special effects, and his skill can penetrate * * *, but in fact the element area is basically a circular range, but the moving range of this skill rarely coincides with the element * * * area, so the actual collocation effect is very poor.

Archers: Wind hunter, flat A without penetration, flat A with enhanced skills, one arrow turns into three arrows, and it is also the most suitable role for the wind element to sing, but there is nothing to play.

Comprehensive evaluation: among several heroes with wind attributes, only the archer and Tan Keqiang are matched, and other characters are somewhat ... impure in positioning. Wind warrior can cure, wind priest can't cure ... If you want to play the wind attribute system, Tan Ke will take it as the starting point, and then go to the archers and lion soldiers to see the situation. If you need intensive treatment, you can take it. Walking the dog doesn't need to be considered, the nurse's attendant system doesn't matter, and the painting style is not good. The choice of priest is basically not considered. If there are statistics on the proportion of heroes used by all players, I believe that the wind attribute must be the least popular one ... The current version does not recommend the wind attribute system.

Nature of water

* * * Ming:

Explosion * * * group shield, add 3 seconds 10% without injury.

Penetrating the * * * tone slows down the enemy, and being defeated will increase the extra range damage.

Generally speaking, the * * * sound of water attributes takes into account team survival and group injury.

Water attribute hero:

Frozen Warrior: Water system T, general attack range damage, give yourself a shield, skill water element area, range multi-stage damage and deceleration, ridicule +20% damage exemption. Generally speaking, the frozen warrior is not qualified to be a T. The most basic general attack is without ridicule, giving a shield, regardless of teammates' casualties. However, there is only one water system starter. If you want to play with water, you must bring it. You can think of him as an assistant T.

Elf mage: water mage, general attack line level A, probability deceleration, skill explosion sound, range deceleration, probability chain range damage. I feel that there is nothing to play. If the entry that increases the effect of the skill can improve the probability in the skill at the same time, then this skill is awesome, calling aoe in series. Unfortunately, I can't.

Tide dancer: water warrior, the general attack is round chop, and the skill can increase the attack speed by 50% while gathering monsters and penetrating sounds. Feelings can be used as a strange aggregation plug-in. The general attack range of the water warrior is round, but it should be suitable for T. In fact, he is a T without ridicule ... The general attack damage coefficient of the water warrior is the lowest among the soldiers, one-third of the average level ... shameful.

Water Baby: Reverend Shui, the general attack is the treatment. The purest treatment has a negative treatment coefficient. The skill is continuous four-level roll call treatment plus range damage and explosion. Water baby is the purest wet nurse, with high treatment coefficient and the lowest blood volume, highlighting a stable companion. If you don't know what wet nurse to bring, choose water baby.

Elf Queen: Also the priest of water, the Elf Queen's general attack also has the lowest healing blood, but it also has both damage and treatment, so the coefficients on both sides are not too high, and the skills are the same logic. AOE does harm and treats them. Not so pure, but it belongs to a plug-in that is a panacea.

Ninja: water hunter, general attack penetration, skill is to strengthen general attack, attack range is surprisingly large, is the main function of water attribute output, with penetrating sound as the first choice.

Comprehensive evaluation: the water attribute focuses on treatment and recovery. If you don't play with water, you can bring a water baby as a wet nurse. If you play water system (like me), you can bring a water T, two water priests and a water hunter. Both offensive and defensive, but the demand lineup is a bit large, and it is only normal to cooperate with other systems. Generally speaking, you can fight, which is much stronger than the wind attribute.