When PKing, your combat approach is directly related to your equipment. Personally, I think having separate setups for HP and growth is viable. Nowadays, there are magic resistance builds and magic accuracy builds. It's not that they're bad, but constantly switching between them can be tiring! If you see a red-named mage above your head or in a corner, and he's within the attack range of your ally, go control him until you kill him. This is the best way to protect your allies. If you hear the guild leader say to gather at a certain place on YY, as a mage, please be among the first to arrive. Even if you say mages are important in team battles, it doesn't mean you have to come out later. Group attack skills undoubtedly pose a great threat. One key factor in team battles is the survival of healers. If the healer has high resistance and resists the mage's skills, the effect is quite significant. My PK skills weren't great before, but at least I used to call the Celestial maps and OBS home. Every hour, I would sneak into the Celestial capital to steal a high-level soldier for over 1000 points. I wouldn't say it was flashy, but at least I pretended to be. Now my skills are much worse than before. Last time in the Abyss, I chased a half-blood mage and got counter-killed without even putting up much of a fight. I was dazed for a while before remembering some PK techniques. Let me share some of my survival rules.
If the opponent is two people or more, especially when you're in the cooldown period of 'Rage' or without DP, run no matter what class you are. There's nothing good to fight. If you're a god-class player with similar operations and awareness, and you have control over the situation, disregard what I just said. For enemies faster than you, they're generally physical classes. What to do? Don't want to black out? Use 'Divine Speed' + 'Iron Armor' + 'Time Door'. Absolutely a divine skill. I once left many people speechless. It's not worth it to spend effort gathering medicine only to get killed. But with a full set of magic resistance gear... I don't need to explain the result, right? Swordstars usually won't have a full set of magic resistance; they might have two pieces or so. However, the effect is still noticeable. For Spirit Stars, blood gear is still mainstream, but the resistance build already occupies a large share. In my view, the resistance build is indeed reasonable. In large guild OBS fortress battles or organized activities to slaughter the opposing race's map, the group-kill and single-kill skills of mages, along with a bunch of other skills...
1. When fighting Protectors, forget it. Just control and run. First, I'm too lazy to fight with them for a long time, as they will recover fully after eating a DP potion once their health is drained. Second, I think few Protectors come out alone to kill people; they generally travel with friends. If you fight with them for too long and their friend shows up, you won't be able to escape.
2. If your computer lags severely during a team battle and you can't release skills, change your computer.
3. Fighting Death Stars: Most mages know the avoidance state of Death Stars, right? Stay calm. Once panicked, there's no show. If hit first by a Death Star, and usually they hit first, a set of enhanced mages will generally be GAME OVER, and blood mages won't have much blood left either. My usual tactic is to use Iron Armor, Bind, and Time Twist. The probability of them being bound is definitely over 80%, because they usually start with a combo rather than turning on avoidance, since avoidance only lasts a few seconds. They can control you, so they won't waste avoidance. Also, basically no one turns on avoidance halfway through a fight. Then they usually turn on avoidance after drinking a yellow potion. If you take a DP potion and then start looking for a position to cast group DP, change this habit. DP potions have a 30-minute cooldown, which isn't short. Being killed halfway not only wastes the potion, but also means that if six fewer enemies fall, several more of your side will fall. Find a good position, swallow the DP, and immediately use skills.
Now let's talk about solo fights:
5. Fighting Healers: Resistance build healers, forget it. I haven't thought of a good method. If you don't want to die, escape with a Time Door. For healers with less than 9500 blood, Ice 2 + Silence + Cold + Tree + Change Increase Gear + Sleep + Delay + Air Bind + Smash Ice should work. This is how I fight. I hope someone can give me pointers on other methods.
Main topic:
1. Fighting Guardians: Forget it. Control and run. First, I'm too lazy to fight with them for a long time, as they will recover fully after eating a DP potion once their health is drained. Second, I think few Guardians come out alone to kill people; they generally travel with friends. If you fight with them for too long and their friend shows up, you won't be able to escape.
Actually, I took a break from playing Eternal before coming back. Now that I've returned, I see that times have changed, and I have many feelings. The purpose of this post is to exchange ideas with everyone: If you're still using group kills on Guardians and Swordstars at the front line of the enemy, stop. If you're not familiar with the terrain of each fortress and the location and function of each entity around the fortress, go familiarize yourself. As a mage, being able to solo fight is only for self-entertainment. The outcome of team battles largely depends on the mage. The mage's role is in team battles, and the most dazzling performance is in fortress battles.
8. Fighting Archstars: Legendary gods control distance, using Ice Seal + Cold Slow Flow. I've tried it, and sometimes it works well. A distance of over 20 meters is ideal. The key is to maintain calmness. I sometimes panic, and losing is normal. Choosing a good terrain when fighting Archstars is also important. Controlling an Archstar and using Air Bind to finish them off works. No need for delay or lava, as Archstars are fragile, and air is enough. If controlled, they can be killed. If not controlled and they hit you with a combo, Blood Mages won't be killed by the combo, and with a mentality of empty blood, they can counter-kill. However, it must be admitted that the advantage lies with the Archstar. Getting within 15 meters of them is absolutely a nightmare.
Let me talk about my equipment: Blood gear has 6777 blood without buffs, with an increase of 1260+. Centurion set, Tenth Man jewelry set. Enhancement gear has 4300 blood without buffs, with an increase of over 2000+. Mixed 43 experts' yellow and shining Black Dragon King with double Tenth Man shoes, still Tenth Man jewelry set. Weapon is Platinum Bead, Fire attribute 3900 Divine Stone. All equipment is +1, equivalent to no +. Two months ago, the equipment was decent, but now it's outdated.
If you like following your Guardian forward, come back. Wander around to find positions, lock down where the most healers and mages are, and drop DP and group attacks. As long as it's not a level 1+ soldier, you won't lose money in one fortress battle. Even if you die after dropping group attacks, it's worth it as long as you hit the right spot.
If you blame your healer for not healing you after dying, stop asking. Such questions only prove that you lack skill. If you don't have various scrolls, OBS reds, top-level reds, and DP potions, stay in the Demon Subduing Hall.
Eternal Tower 1.5 Mage Experience
6. Fighting Swordstars: Not much to say, use instant skills. Nowadays, Swordstars have good equipment. Opening a balance and failing to bind can lead to a blackout in an instant with +10 swords triggering divine stones. Some people can kite Swordstars, which is indeed possible, but difficult. Having backup can help.
After playing Mage for so long, these are my feelings about group battles.
You can disable avoidance first, follow up with Winter Bind, and those who panic will immediately follow up with a second avoidance. Open Divine Speed, disable avoidance, control, switch to enhancement gear, control again, use Air Bind, and the fight is over. This is the ideal situation. Resisting 1-2 control skills midway is absolutely fatal. Disabling avoidance and throwing DP is also an excellent choice.
7. Fighting Mages: Starting with silence seems to have changed to trees because the chance of removing silence with a yellow potion is very high. Generally, controlling and switching to enhancement gear can kill a Mage. How to kill doesn't need to be explained. Everyone has similar skills, so it comes down to operation, internet speed, and machine.
4. Fighting Spiritstars: The other day, I was killed by a newly logged-in Spiritstar. With 7200 blood with buffs and drinking 1410 red in the middle, I was quite stunned. It's really helpless when they strike first. Mages striking first can easily kill blood Spiritstars. However, if the opponent is a resistance build, I really don't know how to fight.
I said times have changed, mainly because there are now a batch of resistance-build healers, Swordstars, and Spiritstars, with magic resistance roughly between 1400-1600. Personally, I feel that it's reasonable for healers to use magic resistance stones. Mainly, the equipment is better, like a shiny +10 set with high physical defense. Previously, fighting healers felt smoother, especially against those with poor distance sense. Ice 2 + Silence + Cold + Tree Sleep + Air + Smash Ice almost finishes the fight.
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