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How to add attack talent to Westward Journey 2?
Talent system is a newly developed personal stunt skill.
A * * * is divided into four realms, with a total of 60 talent points. For a 60-point talent, you can only choose one of the character's three spells to choose the talent.
The first realm is the basic realm, and there is no hierarchy requirement. Of course, this is the basic attribute, which lays the foundation for the later realm promotion.
The second realm, the basic requirement is the first realm talent 20 points, level requirements 140. Of course, the second realm is already a personal skill.
The third realm, that is, the last move of each branch of the second realm, can be released at the level of three turns 140.
The fourth realm, that is, the big move, of course, the big move is a skill that is almost above all the small moves. It belongs to abnormal personality skills, which breaks through the personal skills of conventional spells and suit skills at this stage.
Chapter 1: How to open the talent system?
Open Portrait Bar-Select "Character Skills"-"Natural Strategy"
After clicking, it will be displayed.
Of course, at this time, you can see the talent that each spell can repair.
Step 2: Click "Exchange" in the lower left corner, and you will see the following interface.
As you can see, the talent points of the day, the remaining convertible talent points. Then practice and improve at the talent point. Of course, you can also see that you can now improve the experience and money available for practice.
Click "Improve the Cultivation Point", and your cultivation progress will gradually improve.
When your schedule is full, you can get a talent point.
Chapter II: Talent Selection
Each character has three spells. Of course, at this time, you should choose the spell your talent is aimed at, because the talent system can only let you choose one of the three spells to refine your talent. Enhance personal strength
When you haven't allocated talent points, you can see that the natural selection strategy shows this.
However, once you start aiming at the talent point of a spell point, this interface will be displayed.
This means that you chose this talent to practice this spell, but you can't practice the other two spells.
Chapter III: Personnel Training
When you have turned on all talent points, you must first decide which spell talent to practice, and then start to allocate talent points.
It is worth considering that the first realm generally has 5 or 6 attributes for you to choose from. The best way is to choose the attribute points you want to enhance. Of course, the talent points that control the first realm cost 20 points.
Why do you say it should be 20 o'clock? Because when you click 20 points, you can activate the second realm, not when you click all the first realms, the second realm will open. As long as your first realm exceeds 20 points, the second realm will be displayed.
Of course, the second realm is composed of branches, which do not affect each other, but in the branches, the last branch is full before the next talent can be activated. Please see below. When I put the first skill and the first branch of the second realm at 5 o'clock, the second skill of the first branch is displayed, while the second skills of the second branch and the third branch are still not activated.
The last skill of each branch is the third realm, that is, small moves, which are basically relatively strong skills. Generally, you can open 2 strokes per spell.
The last big move is at the bottom. Some spells have two big moves, but only one big move can be made, so greed is useless because you can only use one big move. Moreover, every big move is limited, and the use of initial round limit and cooling round limit is to limit the metamorphosis of big moves.
Here, let me explain the ultimate trick of male ghosts. The ultimate trick of the male ghost is to release all his control state, restore 60% blood method, ignore physical attacks, ignore all harmful spells, and ignore all control spells for one round. This abnormal skill can only be triggered at the beginning of the fifth round, and can only be used once every 15 round.
But in the first stage of the big move, you need to turn on 40 talents to release all your control.
The second stage of the big move requires 45 talents to restore 60% of your own blood method.
The third stage of the big move ignores physical attacks and requires 50 talents.
The fourth stage of the big move ignores all damage spells and requires you to turn on 55 talents.
In the final stage of the big move, all control spells are ignored and 60 talents need to be opened.
Chapter four: Consumption of talent system.
The main consumption of talent system is experience and DHB.
Of course, the cost of each talent point is increased a little. A long stream of water, with the growth of time, all talent points will be activated unconsciously.
According to the boasting experience at present, 180 level players have completed 50 repairs, tower killing, 10 demon hole missions and gang missions, and are online every day. The final experience is also 55 million a day, not including the experience given by apprenticeships and large-scale activities.
So it takes a long time to turn on all talents. Only those who persist for a long time can quickly open all talents.
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