The control of the opening distance between the two is generally determined by the archer, either the archer directly flies the kite or directly controls it. Archers will fight with the most conventional tactics. The knight will attack and break the archer's rhythm through the shield, especially when the knight reads too accurately. Gold silkworm was invincible. Finally, the knight was blocked by ice, and the archer was dizzy. After the archer splits, the movement speed decreases, which will affect the pre-reading of angry shots. Don't panic even if the knight catches up with you. A knight can't kill people in two seconds, but he will be knocked out in two seconds at most, and he will be cut by 50%. Step by step, victory belongs to the shooter. The best record, 105 bow equipment 95+5 excellent sets without pets and 108 knight equipment 105 endless legendary sets, insist on knight hp remaining 50%. Finally, because the knight caught up with him, the battle was cut by 70%hp after 1 sec. It can be seen that if the archer can maintain a high degree of concentration, make zero mistakes and not love war, it is entirely possible for the archer to play a knight 20 levels higher than himself, but who can maintain such high efficiency?
Both results depend on the shooter's control. If the archer makes more than three mistakes, basically the knight wins.
The score is 3: 5: 2, archer vs knight.
Archers VS soldiers
Psychological warfare, archers try their best to trick soldiers into flying kites directly, even if soldiers support me to death, I don't have to. I will run and eat you. At first 100% archers can fly kites. Because a set of skills can't kill a soldier, and the archer who uses gold silkworm first will lose, so the soldier is invincible for 4 seconds. Open a crazy immune freeze again, even if it is pushed away by the impact of archers, a charge is even.
Generally speaking, the archer's strategy is to cooperate with the impact kite and deceive the arrogance of soldiers through true and false traps.
Soldiers should consider how much it costs to win a furious shot, whether to eat the opponent's first freeze and kill him directly, or whether the gambler doesn't freeze.
Soldiers, remember, if you want to take down archers, you must run coquettishly enough, not only to avoid the archer's trap, but also to narrow the archer's range by running in series. Due to the restriction of pkc, it is basically invincible to run in series here, and 70% archers can be caught. It is very important for soldiers to use their anger. I don't recommend using anger directly. It's easy for archers to fly kites. Soldiers can eat 70% of the archer's fury damage (compensated by brilliance) and 4 seconds of gold silkworm damage (hard eating), but they must not eat the archer's fury for the second time. Fury should be reserved for archer gold silkworm, who will eat gold silkworm for close contact. After the gold silkworm effect disappears, the archer is a stake, and the impact will charge.
The score of archers to soldiers is 3: 7.
Archer vs mage
This battle is the most classic example of Xinfei. Both sides have many skill combinations and can't make mistakes. Whoever makes a mistake is unlucky. Wizards are easy to lose their sense of position after being hit by archers, and their skills will be confused for a period of time, which wizards need to adapt in time.
The opening distance between them is very important. It also basically determines the direction of the battle behind.
The distance between two players in 3 seconds can be divided into the following categories: 1 ~ 5m, 5 ~ 6m, 6 ~ 15m, 15 ~ 25m, 25+ m, all with different tactics.
1~ 5m, the archer wants to ice first, or the mage wants to ice directly. But the trap mage is still difficult to judge. The countermeasure is to freeze the ring directly without blinking. At first, it was the patent of the mage to set fire to the ground. The archer was directly trapped in the fire and the mage was frozen. This is undoubtedly a big profit for the mage, not only earning 6 seconds of output for nothing, but also leaving only 1.5 seconds for the archer to move. I can't see it beforehand. At this time, it is extremely unwise for archers to ice first, and the mage has the advantage. Therefore, once the archer does not keep enough distance from the mage before opening, it is suggested to put a poison at the opening to directly impact and push the mage away. Below is the thunder and gold silkworm. The advantage of this is that the impact ensures the archer's distance disadvantage at the beginning, which not only causes the first injury, but also paves the way for the later combination skills. See 5 ~ 6m for details.
5~6 meters, if the mage controls this distance, then he must want to superimpose dps by controlling the archer's movement first. The archer was poisoned by the ice ring, and the thunder hit gold silkworm, most of whom were injured by the mage's ice ring and the first fire. In contrast, the mage is invincible for 4 seconds, but he still needs to be poisoned and set fire to the meteorite, about 15+ meters, which is very critical. Thunder, the impact can't be rushed. Because the ice ring lasts for 6 seconds, the archer always controls it at 6-4+3=5 seconds. Five seconds is enough to pile the archers to death, and the archers can't even let out the frozen trap. 5~6 meters is the winning distance of the mage.
6~ 15 meters, this distance, archers are more dominant, because archers poison mines first, and the impact is+gold silkworm. It's embarrassing for a mage who transposed past to be invincible or teleport. Generally speaking, the mage will eat invincible damage every second, spread fire, pinch the time and move to the archer's side, and continue to spread fire in the ice ring. Archers freeze the mage and eat the mage's thunder for 6 seconds. After that, he ran to read angry scenes. Although the distance is not 30 meters, the damage is still high, forcing the mage to open the invincible summoner and the archer to run and wait. Gold silkworm's cd will be transposed as soon as it arrives. At this point, the mage's teleport is at least 2 seconds cd, mage. When the mage flies out, it is difficult to eat the invincible damage of the archer for 4 seconds, and the dps heap will not kill the archer within 3 seconds of the meteorite. Instead, it was forced to be invincible by the archer's subsequent ordinary attack. The archer caught up with the situation and froze, and the mage fell first. Archers' winning distance.
15 ~ 25m, this distance is awkward, both sides are within range, so it's not worth fighting. The mage only moves to the archer in an instant, but be aware that the archer will put a freeze under his body. Isn't this what the mage sent to the door? It is also a loss to hit the mage without blinking an arrow and 6~` 15 meters. It depends on the mage's judgment, whether to teleport in the past or not, and whether to teleport near depends on the number of traps of archers. It should be noted that archers put stingers+freezing or stingers+thunderbolts. Archers have a slight advantage.
25+ meters, archers can't bully the mage to shoot directly as before, and the mage will be speechless. If it starts again, the fury mage will definitely be interrupted by the wind blade. At this time, archers and mages should think it over. Archers can use trap kites. Although pkc has a small scope, it requires high judgment. If you set traps at random, the mage will teleport closer and the archer will have nothing to do. This distance variable is too large to make any judgment. The main idea is that archers and kites let the mage step on traps; The mage suddenly approached the gap between the archers' traps and piled up the archers' bodies. If a mage wants to gain a foothold in pkc, he must learn how to superimpose his own dps. It is important to fire ahead of time, and stack anemic shooters in 5 seconds with ice rings and meteorites. The winning ratio is archer vs mage 6: 4.
Archers vs wizards
Archers are not as good at fighting wizards as everyone says, and the winning rate accounts for about 70%. I have read many articles about wizards, and every time I see those who deal with archers, they are very conservative and distressed. Here I want to remind you, do you dare to fly a kite in the face of the archer's range of 30 meters? Do you dare to control an archer with his ordinary attack?
After dps calculation, the archer was killed by the mage's full point+spiritual thought. If there is no resistance, he can hold on for at least six seconds. The mage was shot by the archer for about 7 seconds, 3~4 seconds after being shot in anger, and hung with double poison for 3~4 seconds. If you spell it correctly, the two sides are almost the same.
The decisive skill of a wizard shooter is not fear, but the stealth effect of changing shadows.
Generally speaking, there are three tactics for archers to fight mage, similar to vs mage. The difference is that archers are afraid that the mage will fall to the ground first, and it takes several seconds to compete with the mage.
1. The opening is close to the guide. In any case, the wizard will directly change the shadow with fear or displacement. Can't be frozen to play. Impact is too uneconomical, and poisoning, impact and freezing are often parallel. At this time, we can only change the shadow helplessly. Let's talk about why not choose fear,
1, the wizard is poisoned by ice, and the archers are afraid. Because ice is longer than fear 1.5s, archers can poison directly, and the mage will hit it. If the wizard poisons the archer, the archer gold silkworm and the wizard teleport. An archer who resists 4 seconds of damage can easily shoot the mage with an arrow, even if he is invisible. Directly removed instantly, the archer has basically recovered to full blood, and the stinger has cooled down and disappeared. How can a fearless wizard resist the archer's invincible volley of two poisons for four seconds, plus direct anger?
2. The archer was scared, and the wizard was poisoned and went into shock, and the result was basically the same as that of the wizard being frozen. The only difference is that the wizard exchanged the cost of reducing one impact for the next chance of invisibility. However, it should be noted that the wizard was poisoned twice, but was invincible by archers for 2 3 seconds. When he came out, he lost his fear and teleported. The archer pulled up his angry shot and the wizard fell to the ground first. Although the wizard will still be poisoned by changing the shadow, at least he will avoid being hit by the impact. In the invisible state, the figures of the mage's poison injury show that the archer can easily grasp the position of the mage, and then run through a freeze, so the mage will be afraid in advance, and then hang a dot on the archer to give the archer gold silkworm immunity. Wizards without invisibility and fear will eventually fall first. So don't let archers near you at first. Only one wizard can get close to you. Raise your hand and surrender.
2. Set the trap in the middle distance. Faced with this situation, wizards are easier and easier to fight. There is an awkward place. It is necessary to judge whether the archer releases lightning at close range instead of ice, and the middle distance can rule out the possibility of freezing. Wizards are good at fighting because they avoid the disadvantage of winning first. Archers can't help it. He can't watch the wizard (covered in dots and then invisible, kites and other poisons come out and disappear, a kind of fear, pre-reading), and the archer falls. You can only drive a gold silkworm to pull it, and the wizard will become invisible immediately after being poisoned, and gold silkworm will be invalid immediately. Because the archer was restricted from moving for 4 seconds by gold silkworm, the wizard didn't have to worry about being caught up by the archer and frozen, so he recklessly hung a small spot for the archer and flew when it was full, without worrying about being shot by the archer. If the output of shooting an arrow at a step can kill people, it will be a ghost. After being poisoned, go forward for fear that the archer will fall. If the unfortunate archer shoots angrily, eats him hard and fights with the archer, and there is no invincible output for 4 seconds, the archer will definitely fall to the ground first.
3. Archer's infinite kite. This pair of archers is too high, and it is like playing fs. Archers wouldn't dare to fly kites for long-distance love if they weren't so coquettish that thousands of girls screamed. If you meet such an archer, you must accept your fate, wizard. But this is pkc, and it's invincible. The only thing that needs attention is that the archer's arc running suddenly cuts into the center, and the mage can't react at the moment. It is very dangerous to be hit by the archer's close contact with poison. But who would be stupid enough to let an archer suddenly approach? So it is unrealistic for pkc archers to fly kites indefinitely. Wizards can respond easily according to the tactics of middle distance, which is easier to play than middle distance.
4. This article is not a tactic of archers, but a tactic of stealth+fear before hanging dot written by a wizard a long time ago. Coping with this tactic is actually very simple for archers. When they wake up from fear, they will be forced to shoot angrily and they will win. Then set a running trap in gold silkworm to catch the wizard, and the wizard 100% will get off first. It also saves the trouble of freezing and is extremely comfortable. Whether the wizard is near or far from the archer, the bow can catch the wizard and keep the wizard's bow alive for 4 seconds.
Through the above, wizards all know how to deal with archers, yes, distance themselves, boom. Archers use gold silkworm to become invisible, so they don't need to continue bombardment. Finally, he hung a polka-dot invisible kite and dropped the archer.
The score is 6: 4 between archers and wizards.
Archer vs priest
It is said that archers have a long-range advantage and can kill priests by their range advantage. Is that really the case? After my many experiments, no less than 20 times, the archer's probability of winning is the first 0 in Arabic numerals. Many people don't believe it, but facts are facts. Reverend's recovery is more suitable for flying kites than archer's passive 5-meter range advantage. Pkc can not only eat sugar, but also eat blue, infinitely blue and infinitely bloody occupations. How can you fly a kite if it doesn't explode instantly? I have to despise the crazy cats here. Your sentence pkc takes medicine, which makes the priest extremely powerful. It's just a perpetual motion machine. The archer tried to catch the priest. Unfortunately, priests consume much more energy than archers.
They are all long-distance occupations, and we will continue to list the open distance between the two sides for discussion.
1~5 meters, let's see what both sides can do first. Archers ice, run away and shoot angrily, and then all poisonous mines explode in gold silkworm. As a result, the priest ran out of the range and hanged himself. The treatment was full of blood. To my surprise, I found that I was not dead, and the archer was hung up by the priest's kite. Archers are poisoned first, which has a direct impact from the beginning. Gold silkworm was poisoned by thunder, and so was the priest. The first reaction is detoxification. As a result, the archer was stunned by the thunder four seconds after being injured, and the archer froze. At this time, the priest can be hit almost 30%, and the archers are accurate enough to shoot, mark, escape, anger and anger. When the explosion happened, the priest couldn't hold the hymn and lay down directly. I almost looked ahead. After the priest's hymn was filled with blood, he was shot angrily, but he still lost blood. Without hymns, the priest and archers had no advantage in fighting, and the priest fell to the ground. Some people will say that a priest can fly a kite after being shot at angrily, well, yes, but the priest's kite is based on hymns, and there is no way to talk about it without hymns. Let's talk about the trend of the priest's kite after that. You know, archers are full of blood at this time to deal with priests who have no hymns and less blood. The archer ran across the line and the priest didn't have enough room to fly a kite. Before the bow fell, the priest was shot dead by an archer. Let's look at the priest and keep silent. The earth is happy with the holy light. Archers run out of holy light, take damage for 3 seconds, and then attack, so don't talk about it later. I believe everyone knows what will happen.
5~ 15 meters, watch the top. The priest is very lucky. He ran out of the hanging range, but he was almost dead. He was chased by the archer's string and surrendered.
15+ meters, needless to say, this distance, the priest 100% kite fell from the archer, even if it was transposed by archer gold silkworm, it was easy to open the range treatment back to full, followed by the priest's coquettish kite.
Compared with the wizard above, it is not difficult to see that the wizard kite archer hung with a polka dot archer could not attack the wizard for 5 seconds and was poisoned alive. The priest ran very fast by himself and milked the archers alive. Both tactics are based on the 4-second invincible damage of immune archers. But this is the opening of pkc, and I can't get away.
The score was 6: 4 between the archer and the priest.
Interrupt:
Archers vs sacrifice
I'm speechless about fighting sacrifice. I'm really afraid of sacrificing the fountain of life, removing the toxin from the sacrifice, the shocking effect of lightning explosion and the final freezing effect. Any one is fatal to the shooter. I am too scared to take the initiative to challenge the sacrifice. Of course, I am not afraid of being bullied for a second, because I have a shadow over the fountain of life. My head was spinning when I saw the natural enemy who cleared the word "2" and controlled my career.
At present, archers have three feasible tactics in the face of sacrifice.
1. kite sacrifice, sacrifice a dragon fist at the opening distance, move along the edge of pkc, try to pull the sacrifice out of the scope of the fist of life, at least make sure that your next step will not be affected by Lingquan, or you will lose. When moving, you can also hit him a few times from time to time. When you see that the dragon fist buff is going to be gone, go up and earn some arrows. Sacrifice is very troublesome at this time. He didn't put the fountain anywhere, just looked at the archer's kite. Seeing that the sacrifice has been pulled out of the scope of Lingquan, he bullied him from a distance. When he just gave you the dragon fist, take the initiative to let the sacrifice stand aside, poison him, directly impact him, and then put traps (ice) to continue bullying him. Under normal circumstances, the sacrificial ceremony will run to prepare for archers, then be frozen, poisoned by arrows and rain, and continue to fly kites. If the sacrifice runs away, the archer runs in the opposite direction and then continues to kite him. Anyway, it takes time for the absolute field to cool down. Tell me why you don't use poison, gold silkworm, because the archer hanged himself. Sacrifice hard to eat invincible injury for 4 seconds, ready to bully, not afraid that there is no way to stun people in seconds, thunder exploding, ice arrows running away, angry shooting at this time, the sacrifice is exhausted. Sacrifice to Lingquan to recover, or directly open a Lingquan? The shooter surrendered. It's hopeless Even if lightning stuns you and freezes you, the probability of sacrificing thawing is too high. 20% probability, 65438+0 times in 2 seconds, 3 times in 7.5 seconds. Archers fled and shot angrily. With luck, you can hit it. If you are unlucky, you will catch up ahead of time without a frozen sacrifice. Archers should also lie on the floor first.
2. Eat the sacrifice hard, and deal with the tactics of putting snakes and spiritual springs first in the opening sacrifice. At the opening ceremony, snakes were placed on the left and right sides, and Lingquan stood in the middle. Faced with this situation, archers directly attacked the offerings in the direction of Lingquan, and then moved out of Lingquan according to the triangular Lingquan formed by the three points offering sacrifices to the fire snake in Lingquan, and continued to attack the offerings, pulling the archers through the offerings. At this time, only the salamanders were injured, and there was no interference from Lingquan. Archers can generally handle sacrifices according to the above tactics. However, there are still some risks. Facing the danger of double fire snakes directly, it is no joke to accidentally explode. Generally speaking, the winning archers still account for a little more.
3. Sacrifice has been followed by archers, and Lingquan and salamanders have never been released. Give the archer a dragon fist directly after the opening, and release Lingquan after the opening. This is actually not much different from No.2, but it is more difficult for archers. Judging the position of Lingquan in the process of movement depends on the judgment of both sides. Generally speaking, archers are not difficult.
Archers will pay great attention to the location of the sacrifice spiritual spring when facing the sacrifice, and destroy the arranged sacrifice formation through impact. Pay attention to the sacrifice, don't release your own spiritual spring easily, wait for the archer gold silkworm to release, and then release him when he is invincible.
Although you don't have to fly a kite for a long time like a knight, you don't have to be chased and hid by others, but it's really a bit of a headache not only to pay attention to the sacrifice itself, but also to consider his assistance. Although I have a headache, the archer's impact is really useful.
The ratio of victory to defeat is archer vs sacrifice 6: 4.
Archers vs assassins
Finally, I wrote my last career. Well, there seems to be another archer. There is nothing to write about when two archers fight. It depends entirely on calculation, so let's take vs Assassin as the last section.
The assassin's stealth is the biggest feature of his profession, which is also the time when other professions face him. We need to consider the opening position from another angle.
Facing the assassin, the archer's position is a little subtle, and the archer's eagle eye is not particularly easy to use. The probability of detecting the 1 range within 3 seconds is very small. Archers will make full use of the terrain advantages of pkc, and the opening archers will stand on the edge of pkc, not in the middle of the field. There is a simple reason. The archer standing in the middle needs a 360-degree defense, and even the perfect trap will leave a lot of room for the assassin. At the edge of the station, archers only need to defend 150, so that the probability of archers catching assassins through traps increases by more than 50% instantly.
Legend:
This defense should be the best for archers, and the assassin's attack should not only consider the Hawkeye cd, but also consider the duration of the trap. If you pull it out, it will still be poisoned, which is extremely unfavorable to the assassin. In the face of such defense, it is suggested that the assassin wait a little longer, and the trap will always disappear. When the archer sets the trap again, it is the time when the assassin begins to kill. However, there are also dirty ways to play. Although the assassin can sneak to the archer, although it can reach 100% and 100% has no side effects, we will strongly despise this method. Just as an archer got on the plane at first and caught an assassin when he was invisible, he was also spurned.
As shown in the above picture, the shooter defends the three points with two traps. No matter how to prevent it, there is always a gap. An assassin's eyes should be sharp. When the archer freezes the cd, he pulls out the archer at the first time and gets lost. After three seconds of random jumping, if archer gold silkworm disappears immediately, he will be lost with the impact and sprint to deal with the follow-up.
An archer will simply freeze when he is pulled. If he can freeze, he has a 70% chance of winning. Generally, gold silkworm is the first place, and assassins will hide directly. Because he can't move for 4 seconds, it is almost impossible to catch the assassin, so the assassin can successfully double sneak attack and the archer falls.
Assassin vs archer points, catching traps, eagle eye gap. After freezing, archers run in tandem, and assassins are basically caught. Be sure to prevent being caught by ice. If trapped by ice, you can only sprint and get separated. After pkc fought, it was too difficult to escape the archer's eyes.
Archers should be careful not to put ice easily when pressing the above defense. Ice assassin is the key point for archers to turn defeat into victory. Whether it is pre-reading angry shots or catching hidden assassins, it is a great guarantee. True or false, wait for him. Remember the rain arrow after freezing the assassin. The assassin can only run out of the range of the arrow to hide, otherwise 80% will be shot by the arrow, and then he can run up and chase.
Due to the limitation of pkc site, the success rate of the assassin's second stealth escape is conservatively estimated to be 20% after the first stealth failure. As far as personal experience is concerned, unless the equipment suppresses the first stealth attack and completely explodes, he will surrender directly, but most assassins are directly guarded by me.
The score was 7: 3 between archers and assassins.