Professional Guide: Thieves [Rogue]

xiaoxiao2021-03-06  40

Thieves [Rogue] with shadows, good at avoiding shining thieves is the role that is best suited to the behind-the-scenes. They can change the movement of the event in accordance with their own plan. Only when they have a great advantage, they can initiate attacks, the thieves, the skills, excellent deception and hidden ability, so they can be a thief, murder , Spy is even unfavorable when the spy is even. Playing thieves need to be very investment but also very interesting careers. Your power depends on the proficiency of your thieves. This has a lot of aspects, but the player has enough knowledge and experience to play the thief. - Corresponding Racious - [Human] [Dwarf] [Night Elf] [Gnome] [Orc] [Demide] [Troll] Occupational Features: Advantage: • Sneak [Stealth] allows them to quietly reach the general occupation · Skilled unlocking skills allow them to get other careers that cannot be obtained, or to other players can't go, the moment of running [Sprint] increases the speed of the battle when they escape the battle or walk, and soldiers / The Paladin is more fragile than they, the key is that the thief can only wear the skin. Challenge · Become a sneak master · reasonable stimulating monster's hatred to let other meat shields to accept attacks and learning effective use combination techniques [Combo]. Basic Slot: Life Slot / Energy Trouse [Energy Bar] Available Equipment: Cloth, Leather, Small Round Shield Using Weapons: Daggers, Throwing Weapons (Need Training), Sword (Required), Bow (Need Training), Trained)

Most of the skills of energy thieves need to be consumed to show. Energy is restored at time. You can't increase the maximum of energy. Sneak sneak allows you to get close to them when the enemy is nor. Sneaks and stealth. If something is in a state in which it is in a state, then it can still be seen. However, when the player is in a sneak, he becomes a semi-transparent or transparent, integrated into the background, and it is difficult for them to find it. The success rate you are not found depends on your ability to sneak, the direction of the monster, and how far you are from the monster. Use sneak use sneaks you can sneak into the monsters and then give strength, such as stuffles [SAP], backstab], and ambush [AMBush]. If there is no sneak close, the monster will vigorously turn back the attack. Try to predict the direction of monsters and behavior, slip to them behind them at the best moment. Everything will be easier when you get sneak LV2, because sneak LV2 can allow you to move accelerate. The thief is a common trick to take a sneak next to the monster, then use the boring bank, back thorn, or ambush (in the later), then the thief begins to attack the monster that has been weakened. Sneak strange sneak is equally applicable to strange. The thief can enter the stealth state first, then close to the target without anger other monsters. When the stealing skills of the thieves continue to improve, he will pull more more efficient. Practice Sneak If you want to increase the ability to sneak, you need to face the monster and get their attention. If they stop, they will send them the sound of their usual (alert / angry), you know that you have gained attention. Then you have to let them find you (standing in a suitable angle), then you will get a skill point.

Combination skills [Combo Points] and the termination skills thieves have a lot of skills to get a combination skill, then use the "end" skill to release these combined skills. Combined tie lamp When you get your first combined skill, see your monster information trough in your screen. There will be a bright dot in the left side of the monster avatar, and there are some dots that don't lit. This is a combination technique. It tells you that you have only one combination skill. If you get 2 combination skills, the two dots will light up. Pay attention to this finger, you can know how much combined skills are currently saved, know when to release end skills. You can take a closer look at the end technique to learn about the effect of different combined skill points. Confusion · 佯 佯 [Feint] (combination skills) - Although it does not cause harm, it can reduce the hatred of your monsters. The goal must face you. The purpose of this skill is to reduce the hatred of monsters, let him attack the team, the members of the beating, such as the paladin and warrior. · Disrupt [discract] - throw the same thing to attract the attention of the surrounding monsters X seconds. This will not affect sneak. · Picking [blind] - to make the other side, so that he is unrestrained, the speed is reduced by x%, confusing X seconds. Need to pink. Street Fighting · Sanitary Attack [SINISTER STRIKE] - A terrible attack plus x point to ordinary weapon damage. This is usually the main skill of obtaining a combination skill. · Bringing [Gouge] - the damage caused to X and let the other party dizzy. The goal must face you. This skill can give you a time to escape, or give you more damage, or you can let you get back your monster back. · Kick [Kick] - a quick kick that allows you to hurt a single enemy X point, and there is x% probability affects the time X seconds of the cast. This skill should be used in the application, interrupt their spells when they cast. Pay attention to the action of the application, then wait enough to kick. A good thief player should master the usage of kick. · Big unloading eight [Slice and Dice] - this ending technology increases the speed x% of the melee speed. The more combined skills accumulated, the longer the effect continues. You only need to accumulate enough points to make your entire combat process have increased speed. If you face multiple monsters, a practical skill is to accumulate points, release, then use the growth rate with other monsters. · Sneak attack [CHEAP SHOT] (combination skills) - Make the target dilute X seconds. This skill allows you to get an advantage at the beginning, earn a few free attacks in the case of monsters can't come back. The thieves can also sneak when they attack the monsters, and use sneak attack when they are close to the ends to prevent the monsters from escaping. Waist [Kedney Shot] (Terminal Technique) - This ending skill makes the other party dizzy. The more farten the combination skills, the longer it. This skill can also be used to prevent monsters from escaping or avoiding more harm.

Assassination · Backstab] (combination skills) - back thorn target, resulting in x% weapon injury and then X damage. Must be behind the target. This skill can use a lot of energy. · Bone [Eviscerate] (Terminal Technology) - The more harmful damage, the higher the combination skill, the higher the harm. This is a slamming skill you directly hurt. You should use this skill to see the monsters, or hurt it a lot of blood. · Cut [Rapture] (DOT) - This ending skills have continued harm. The more combined skills, the longer the effect. This sustained hurt skill should be used for the fight against the problem, so that this skill can be best utilized. Otherwise, let's change another end skill. · Throat [Garrote] (DOT) - Sticking enemies, causing Y hurt in X seconds. It must be used after the stereotype. Sneaked in a long time to use. The goal will continue to harm when fighting. · Slugs [SAP] (requires sneak) - stunning the target X seconds. It must be used in the sneak state. Can only act in human organisms. Any damage to the target will wake up the goal. You can only use a target for a goal. · Ambush [AMBUSH] (combined skills, need sneak) - ambush target, which causes x% weapon damage X. It must be used after the stereotype. · Body [Sprint] - Body is useful in both cases. The main purpose of the sprint is to flee the danger as a special self-insurance. When many monsters come to you, when a special monster is eyeing you, wait, you can press the messenger to escape from the danger. The second use of the moment is to travel as a short period of time. You can also be used to win in a competitive competition with other players. Body can also help complete some time limit. The first column of the running button is placed in the action bar for the first time to find it to reuse. · Disappear [Vanish] - Let the thieve disappear from the sight, enter the enhanced sneak state, but the speed reduces X% in X seconds than normal. · Dodge [EvAsion] - The rodage rate of thieves increase x% in X seconds. It belongs to the self-insurance, it can be used in critical juncture. · Theft [Pick Pocket] (requires sneak) - theft goal. With this capability, you can get some extra trophy from the monsters, which will not take the trophy of the monster to fall after death. Stealing is a special opportunity to plunder monsters, usually get a small amount of money or items. Using the boring foot, the thieves can make the monsters in a coma. You can solve two monsters separately when acting alone. Snooked to the monsters, use the boring bank to make a monster coma, kill the awake monsters, and solve the monster of the coma. Group control thieves can use stuffles to effectively perform population control (will be lost in monsters). Just keep the stealth state, continue to deal with the new to the monsters. Such thieves reduce the number of monsters, very useful in the team, making the team very efficient. The thief can only use a monster to use a monster at the same time. Typical battles are sore to the monsters, use back thickets, ambush or continuous damage to the monsters, and then start fighting. Hands and skills use sinister attacks to get the number of combined skills, then use continuous damage, causing direct injury to end technologies such as kettle, or speed. Then use the sinister attack again to obtain the number of combined skills. You should always use skills at that moment, unless intended to accumulate more energy to cast more powerful power. A common mistake of the thief novice is not fully used.

The thief combination skills use stranded in battle to make the monsters coma, then use the back thorn from behind. You need enough energy to complete, otherwise the monster wakes up when he is back. Use the sinister attack to get the number of combined skills. After some points, use cuts, then use the reinstal attack to get the number of points, then use the bone.

Temporarily when you have to leave from the keyboard, use the sneak to run to the monster. Thieves use sneaks that can not be accomplished in other occupations.

Skill points thieves should be concentrated in getting more agile, agility can increase the damage of thieves. In addition, you can also focus on endurance and endurance can increase life and defense. The weapon thief uses the dagger when the thief lasted. However, if you want to be different, you can train using the sword. You can even train these two skills at the same time, and what skills are used in accordance with the weapons they have. Heads can be held in both levels. Thieves can also use throw weapons, or training using bow or. Such throw weapons such as flying knives are recommended for use without an archable or ambel bag. But the hurt of the bow or is higher. Before the monster is close to, you can use throw weapons to cause some extra harm. The throwing weapon is also used to complete the final hit when the monster fled. In addition, throwing weapons are more dedicated to the sneak.

The poison thief has the unique ability of poisoning and poisoning in the weapon. The system can be trained in the level 20. The poisoning requires the purchase of various reagents listed in the empty bottle and formula. High-grade thieves can get stronger and unique poisonous formulations, and there are even some extra very strong formulations that require very raw materials in this world. The lame poison can slow down the enemy's movement, which is very effective in dealing with the monsters that fleeted when dying. This skill makes the thieves are very useful in the team, and the players often get used to their useful ability and become inseparable from thieves. The thief can also apply poison to other players' weapons, which can be achieved by the trading interface like the enchantment. The thieves can also provide paid drug delivery services to other players, or free service as a friendly gesture.

The lock thief has a special addition of unlocking. This ability can be improved by unlocking. It is also possible to improve your skills faster by purchasing or manufacturing using locks (manufactured by engineers). You can also provide free unlocking services to other players to enhance unlocking skills. Business Skills Selection · Pharmaceutical and Enchanting - Thieves can become more powerful to their own equipment. · Pharmaceutical and alchemy - thieves can make gain or therapeutic agents. · Fishing and cooking - thieves have no treatment, so they rely on food when there is no treatment skills. The fisherman's locking box can enhance the unlocking skills of the thief. · Peeling and tanning - thieves can make self-use equipment or sell them to others. The talc [backstab] thieves can quietly touch the target behind the target, piercing the blade into the other side of the spine in an instant. Sneak [Stealth] From the dense bush bus from the forest to the downtown street, the thieves can hide their own body, only the sharp eyes can detect their whereabouts. Double weapon [Dual Wield] After a hard training thieves, you can master double weapons fighting, which makes them stronger and dangerous. Essential attack of thieves: normal attack capabilities. Closely related to the chance of heavy hits. A good thief must maintain a high hit risk, this is a thief to live in the spirit of life. There are several talents to increase all of the attacks or the hitting rate of a particular skill. Stand: Another ordinary property. It is usually always 5%. Dodge: The specialty of thieves. Generally speaking double or more than other occupations. Excellent thieves have more than 20% of the dodge ratios, and the value of equipment and talents can even rise to 30%. Unlock: Only give the thief skills, when you encounter a box in the wild, or get a locking box, you will find the value of this skill. Double: Since the loss of the shield, all thieves picked up the second weapon. with no exceptions. Poisonous: This is a core skill. They have a very valuable additional effect on weapons, although it is not very cheap, but the benefits you get from it will be more than you have. Sneak: Another core skill. Visible thieves are bodies. The thieves in sneak are deadly killers. Be careful not to enter this state in the case of DOT, because the blood on the ground will expose your whereabouts. Theft: Because of the setting, the dead cannot be stolen. This skill helps support those expensive toxic. It is necessary to start the lane. Thieves: Injury Output Machine Sanctio Attack: Sign In Attack is the most basic attack skills. Every time you start, you can get 1 point COMBO, which is also the only ordinary attack skills that hold the sword or the thief of the hammer in the battle. Ambush: If the talent is properly configured, the ambush will be the most deadly start, especially when the target has a lower AC. You can cause a lot of harm, and the start of the battle can hold the initiative, and this skill is also high. It is necessary to hold the dagger to start, get 1 point Combo ibar: the most common end technology. 5 o'clock COMBO's oligably combined with heavy hits, which can be easily kill without high HP / AC. Tarring: Back thorn is a skill that is highly required. It must be launched behind the target, so it is best to use some status control skills. Of course, when dealing with the FC player, use some strategies can also achieve the effect. Get 1 point COMBO, but must be a master to launch a dagger, and put some of the number of talent points to the relevant aspects can greatly improve its power. Big unloading eight: Every excellent thief recognizes this: Eight blocks can be separated from death and victory. Within 21 seconds (5 points COMBO) 30% of the attack speed increases can greatly improve DPS, but this skill can usually take a good operation only 1 point COMBO (the effect lasts for 9 seconds) can work well. In order to play this skill to the ultimate, it is made to weapons.

Acute poisonous: Acute poison is preparing for those thieves that don't have patience. The highest level of toxic can cause damage from 112 to 148 when starting. The probability of launching is 20% thieves: stun and weakness, blessings: Slips are CC skills owned by thieves. It is also a starting skill. Although it is recognized as the deformation technique, the undead, hibernation, etc., is not recognized in PVP or PVE role. First of all, the boring bank can stun for 45 seconds. However, the goal must be humanoid, not in battle state, and it is invalid to the undead, and the target of firing is hurt. It is recommended to use talent Murder and Improved SAP. Because once the stick fails, or even if it succeeds but exposes its own treasure, it is unbearable sneak attack: sneak attack is the start of 2 points. At the same time, the target is 4 seconds. During the time, you will take 2 or more Combo. It is a really good way to open the skills: the best dizziness of the thief. As the end technology, 5 points COMBO can be dizzy for 6 seconds. Once the hit, the target can only be died in place. Master can use Blink to crack dizziness, so don't want it. Just: weakness of power can also be launched in battle while causing a small amount of injury. Skills that need to be launched in specific locations (such as backbots) allow this skill to play the biggest effect. Get 1 point Combo. It is necessary to face the target. Blind: A greatly underestimated skill. Rare medicinal materials are required to make the goal for 10 seconds to fight, whether it is to reply to Energy or simple in order to escape, it is very useful, and the target will return to normal when it is harmed. Disabled poisonous: The best poison that this profession can get. 30% chance launched, allowing the speed of the target to 30%, and the maximum utility can be played when PVP, and PVE is also very effective. Each copper plate on the top can get a generous return. The poison of numbness: 20% chance launched, the highest level can increase the target sing spell time increased by 60%. Not useful, because the spell immediately released is not affected. It is poor when the effect of other poisons in actual combat is compared. Thieves: slow but painful deaths: starting skills, primary damage within 18 seconds. The damage value is not affected by the AC of the target, but the 438 damage is not so attractive within 18 seconds of the highest level. Get 1 point COMBO cut: fatal end technology, the highest level of 22 seconds (5 points Combo) caused close to 1000 damage, the damage value is not subject to the AC influence, regardless of the opponent is a thief, the caster, or the reloader occupation It is very effective skills. Injury can also increase significantly because of talents. Deadly poisonous: Up to 5 DOT, 30% chances of launching, single levels can cause 108 damage within 12 seconds. The increase in DPS is very helpful. Thieves: Escape Doodle: After the start, you can get a very high speed, usually used from disadvantageous cases. But if you are a poultry or other deceleration, then the speed is not necessarily running, and disappears can save a thief from countless crises. The mandatory steering state that is immediately entered can avoid the very flattened trains in an angry train. However, this is still sneak, so don't hurt in this state, regardless of damage from DOT or AOE. At the same time, disappears can not only be used in generally sneak, but also cracked the state of being fixed or decelerated. Avoid: Immediately increase 50% of the dodge rate, maintaining 15 seconds, very effective for the opponent's opponent. Whether it is determined to fight, it is a big jail.

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