Adventure island pirates

Author: The White Rabbit's "More Wanquan"

Since I ventured to open the Pirate, like many players, I can't resist the temptation to come back. Although there are few friends playing Adventure Island around me, and most of them are young people, although I have started to work, although Adventure Island is still a little immature, I can't give up my feelings for her. From 2005 to now, I have played several numbers (all manually). Although I have played the number four times, I still feel a lot of fun from it. This kind of fun is not enjoyed by those who hang up every day to attract strangers to level 200, take pride in brushing their horns and swearing, cheat everywhere and lose their basic game ethics. Although the game is just a game, it can reflect a person's essence. This has always been my idea. I despise people who don't have moral credibility in the game. Sadly, such people are always complacent there.

I chose the Dragon Knight when I was in contact with adventure. Because of the time, I stopped practicing when I got to Grade 93. This time, I wanted to choose a long-distance relationship and start practicing gunmen, but I have reached more than forty levels. Like many friends, I really can't practice anymore. Because I am training by hand, the gunman's attack power really makes people don't understand Shanda's practice, which directly leads to the scarcity of gunmen like Cavaliers now. Later, I trained a new boxer. Although it was not easy, I finally got through it all the way. Now it is 127. Not to mention, I often visit various adventure forums, read many prawn posts and learn a lot, but I have never written anything myself. Let me talk about my own leveling experience and some experiences, hoping to provide some reference for the novice behind, and avoid detours, which can be regarded as a little contribution to the adventure. I like her for no reason. The following mainly talks about some experiences of the pirates (boxer) in leveling, and gives some enlightenment to some people who want to practice the boxer. I won't say anything too basic. There are many posts in front. Boxers are actually very similar to soldiers, and they are all close combat occupations, so people who have been trained by soldiers will get started faster. I mainly talk about the ability to add points, the location of training, the order of skill addition and so on.

First, about the ability to add points.

The ability values of boxers and soldiers are basically the same, but there are differences. Shake something you haven't said, try to be smart and lucky, and it doesn't matter if you are agile. Anyway, you can add upgrades. Soldiers' weapons and clothes don't require agility, which is mainly to raise the lower limit of hit and attack, while boxers' weapons and clothes require agility (like grade), so we should consider the factors of hit and weapon armor. For the average player, there is not much agility in the early stage of low-level equipment, so my suggestion is to keep your original agility at the same level before level 60, plus the agility of your clothes, hats and shoes, in addition to holding weapons, you can also ensure that there are enough hits and monsters, and there will be no mistakes. In fact, there are no strict restrictions on this thing. Many people are often confused by this. Generally speaking, 3 forces and 2 sensitivities or 4 forces 1 sensitivities can be mastered flexibly. The general principle is that original agility equals level unless you have the best sensitization equipment. After reaching level 60, with the change of training methods and equipment, the points are different. If it is a manual leveling, you can increase the original agility to 70 or even 80 without tying your head, depending on the level of leveling monster you choose. As long as there is no mistake, you can wait until you have sensitization equipment such as tying your head, and then wash your agility to strength. If there is a thorn, under the condition of general equipment, the original 60 agility plus hit potion should be enough, so you can consider adding all the ability values to your strength. If you choose to find someone to take care of you at level 65, find someone to take care of you at level 78, and find someone to take care of you at level 105 (most people who choose this method should be), then my suggestion is that since you don't train yourself to fight monsters, don't add all the ability points until you have to manually train yourself to fight monsters. Don't be blind when adding. It depends on your equipment, as long as you can afford weapons. For example, 100 stegosaurus armor needs 100 agility, so how much agility you can add to your clothes, hats, shoes and earrings, then the rest depends on your own ability. So the actual addition has a lot to do with your equipment and your financial resources. In fact, it doesn't matter even if you are more agile than others. At most, the attack power is less, as long as you have fun. In short, do what you can.

Second, the problem of equipment.

Without statistics, it is estimated that boxers in Adventure Island use the most professional weapons. There are two main reasons: first, the pirate's main group attack skills don't need weapons for half a month, or even weapons. Second, the attack power of pirates' own weapons is too low. Compared with the fighter's two-handed sword, the weapon attack power of the same level is about 20 points different. In this case, the majority of boxers have to take up full-time weapons for training. There is basically no ambiguity in this respect. Before level 50, you can use all professional weapons. According to your own financial resources, you can use wooden elf guns, fish *, pumpkin guns, whips and so on. After level 50, you will start to use this professional weapon. I have to say, Shanda is really eccentric. Not only are there few pirates, but even the equipment in the game is poor. There are too few weapons, clothes, hats and shoes in the 50-80 class, many of which are small BOSS, and some of them rarely play strange games, which leads to the scarcity of intermediate pirates equipment in the whole market at present. Therefore, when you are shopping in the market, you should not hesitate to look for equipment that may be used in the future. I remember when I was in Grade 70, I searched for Grade 70 armor in the market for three days, but I couldn't find it. Store searchers used several, not to mention the highly aggressive ones. It is estimated that only pirates' equipment will have such a phenomenon. There are even a few in the Bellon market, and the pirates don't have any 70-level weapons. It's really sad When the level is high, someone will bring or pay. It is suggested to lead the band later, which is very helpful for pirates to carry weapons. It is recommended to wear grade 80 clothes instead of 100 clothes. Because the agility of 80-level clothes can only reach 80, even if they don't tie their heads, they can be worn with low agility, while the agility of 100-level clothes can only be achieved without tying their heads and without the best sensitivity. It's not cost-effective. The original properties of grade 80 clothes are not much different from those of grade 100 clothes.

Third, the choice of skills.

There is little controversy about the choice of pirates plus skills. First, there is a problem of galloping and moving quickly. Since the pirate pet riding task started after 065, there should be no problem now. If you are all quick, galloping will add 1 points to play. If I really want to choose, now it seems that my personal suggestion is full of galloping and dissatisfaction with the top 100, although I am the top 100. Many people may say that Bailie is a boxer's main single attack skill. How can you be dissatisfied? Indeed, galloping is of little use except rushing and playing cool, and Bailie's attack speed is fast and the attack power is not very low, but is Bailie really useful? I think that Bailie is mainly used in two places, one is two turns, Bailie must be used, and the other is to hang up, and Bailie is not restricted. For players who basically rely on manual operation before level 65, Bailie is basically a decoration, and short attack distance is its most fatal injury. Every time, they are in close contact with monsters and often miss the air. Moreover, the training of boxers is mainly based on group attack. After the second turn, there are a few who really use Bailie to train, so I hope that you will not mislead novices. Bailie actually has no practical value. Second, the second round of life diversion and oak camouflage, oak plus 1 points is good, just fun, because he is different from Flash's stealth, basically useless, you can choose to add life diversion. Life diversion is of little use when the boxer's blood volume is not high in the third round, but after the fourth round, the blood volume reaches more than 8000, and it will be useful if you add a fire to it. You can restore nearly a thousand blue at a time, but saving blue in adventure is to save money. Combined with energy consumption, it can be used to fight monsters without spending one red and one blue, which seems to be something that boxers can do, although it is a bit troublesome to operate. The third is the problem of energy blasting and energy consumption after three turns. After 065, the energy consumption speed is accelerated, but the use of energy explosion is limited, and there is still cooling time. If it is brought by people after level 65, it is recommended to fill up the energy consumption, and the energy explosion can be added or not. But for players who mainly rely on manual training for three turns, energy explosion is a very important group attack skill. It is recommended to fill it up first, and then wash it for four times, because it is useless to turn it for four times.

Fourth, the order of adding skills.

A turn is basically nothing serious. First add a few hundred strong, then add half a month, then move quickly, then gallop or top 100. In the second round, first full of life enhancement, then full of accuracy, then add 5 points of quickness, then slam the bone, then raise the dragon, and finally return to the horse to make up for quickness and divert life. There is nothing to say about the whole life first, and the full accuracy improves the attack stability. Add 5 points of acceleration first, so that level 40 will be more efficient during carnival training. There is a post saying that we should improve our level first. I really don't know if there is any rice played in the carnival. Do you still need to increase the speed of pushing Trojans? I used to use the half-moon group very well. You pushed the bone and ran away. How can you fight? Although you don't need to wear bones to play carnival, you should slam the bones at the first time after adding a few quick ones, and it is by no means the dragon first, as some posts say. It is strongly recommended to wear bones first. The dragon-rising combo is really dizzy, but it is definitely not the skill of two-turn boxing master leveling mentioned in some top posts. The attack distance of dragon combo is very close, only a little farther than Bailie, and the attack speed is slow. The most unbearable thing is the cooling time of nearly 2 seconds. In practical use, it is very incoherent and difficult to use, even if it is used with Bailie, it is not much better. After 5 1 level, the main training methods of two-turn boxers are bone slam and half-moon kick, so it is necessary to carry out bone slam at the first time, for manual training players. After the full penetration, all back to the horse, full speed, life diverted. The bonus sequence of the three-turn skill is meaningless to players who rely on belts after level 65. Fill it up anyway, it doesn't matter how you add it. For the players who train manually, there is a problem of choice. After three rounds, it is difficult for boxers to carry out manual training. I have been training manually to level 72, and my experience is very profound. Because there are infinite deformation plug-ins now, if you use them, it is strongly recommended to add a little deformation and then hit them with gravel. Although the frequency is slow and the attack power is high, it is suitable for leveling. If you don't use plug-ins, it is recommended to add energy gain, add energy blasting, and then confuse the attack. Some people in order to attack high, add a confusing attack first, and cooperate with the comeback, which is really possible. However, the second-turn carbine is of little use in the third turn, and it is not very easy to use, because after using the carbine, there is no good three-turn skill to form a critical strike, and it depends entirely on the second-turn skill. The use of energy skills is too limited, almost 100. It is not recommended to confuse first, but the confusion will be full after three rounds.