Disadvantages: the damage of ancestors is low, and the ethereal style has no sense of hierarchy. But if you need to repair it with all your strength, with suits and runes, the output will be considerable.
Force DF: Advantages: high night injury, 70% resistance to sealing, poisoning, fixed injury, etc.
Disadvantages: Being discriminated by sects, the daytime injury and fixed injury are reduced by about 10%, and the double flag+all-day set injury is considerable, but depending on the output of luck, I am not very optimistic.
Force PS: Advantages: The sect with the highest damage, and fixed damage per second high, bloodsucking blue, double seal.
Disadvantages: Personally, I feel that the blood anti-PS does a temporary injury, and then I wear two net clothes, and the fixed injury is also considerable. It is not recommended to play. For example, double flag+sky except. .
Strength TG: Advantages: catching ghosts and thunder, doing activities for three seconds, single seal.
Disadvantages: It is basically the same as the Force WZ, but fortunately there is one more layer of lightning, and the last three are slightly more than the Force WZ. I have played all four, but after all, they are all non-mainstream and the schistosomiasis control is extremely low. You can only do activities, not PK. And to play well, the cost is very high. So it doesn't feel necessary. You can play DT if you like. There must be something wrong. I hope I can help you. Pure hand tour, hope to adopt.