Author: NGA- heaven heavenl
letter from the mechanism to deal with the difficulty of it, compared to the previous 5.4 5.0-5.2 Zero has not improved significantly. The
E12S door god personally feels that it has not reached the level of anger and resentment during the land reclamation period of Kafka, and the difficulty of the main body (with a solution) can even be said to be a younger brother.
However, this time Type Zero has a very distinctive feature. The frequent AOE damage has greatly changed the combat thinking mode of tanks and nurses. The
tank has weakened its own demand for damage reduction in the level A phase. Many damage reduction must be handled by the mechanism, and the double-T need for cooperative distribution of group reduction skills has been strict. In terms of treatment,
has improved the ability to judge the bloodline carrying capacity of the whole group. Many AOEs require full blood and more than 20% injury reduction to be safely eaten, which is unimaginable in previous copies.
recommends that players in the process of teaming up wasteland in the national service, if you are a fixed team, you must choose a nanny with very outstanding ability, especially H2 must not pull your hips, otherwise it will greatly slow down the wasteland process. Below
, personal subjective evaluation and the team time limit for the first week of the target are released. The difficulty mechanism of
must be understood and remembered by the whole group.
E9S (the wasteland reclamation time should be less than 2 hours) The relative difficulty of
is greater than the previous 1-level experience, but it will not be "super-class", it is still the category of the younger brother, and there is no Dpscheck pressure in the first week.
Difficulty: the processing route at the stage of stepping on the floor. Split left and right knifes, pulling the line and stepping on the tower. Scattered apportionment after the ball at the end of the half.
E10S (The wasteland reclamation time should be less than 4 hours). A copy of
that personally contradicts very much, it can be said that it is the most difficult of all the 2 layers of 5.0+.
A large number of random mechanisms require observation and prediction. The melee environment is harsh, and the left and right people determined by innate genes are injured by crit. In the first week, there is no Dpscheck pressure or even no mistakes that can suppress many mechanisms.
Difficulty: all billiard ball mechanism processing, all tower stepping processing, all related shadow mechanism processing.
E11S (the wasteland reclamation time should be less than 4 hours)
E2S advanced, the wasteland reclamation period is very painful, and the logging period is very friendly. Although there are a lot of random mechanisms, the processing method is almost fixed, and there is no pressure after being skilled. There was a certain amount of pressure from Dpscheck in the first week, and there was little hope that more than 2 staff would be cut. There are strict requirements for the player's position arrangement, and the obvious requirements for team damage reduction and shield milk operations have been improved.
Difficulty: Three consecutive magic swords have a lot of pain AOE
E12S door god (the land reclamation time should be less than 6 hours)
This 5.4 zero MVP, Dpscheck is very high, the team with weak output in the first week may even eat one if not skilled Weakness can't survive.
Frequent severe pain AOE has greatly improved the requirements for milk, so be sure to endorse and prepare in advance.
Some teams may have to play a CD for the first Shiva skating mechanism, with two big damages of the whole group at an interval of 3 seconds, and at the same time dealing with running avoidance, which is a great test of team cooperation and execution.
The BOSS is extremely unfriendly to the wild team. There is no team voice reminder. Random magic skills are prone to individual teammates' mistakes.
Difficulty: Except for the combination of wild god skills at the beginning and the end, all mechanisms can be called difficult. The ACT trigger reminder mechanism has greatly reduced the processing difficulty. The
E12S ontology (the wasteland reclamation time should be less than 6 hours)
Dpscheck is very high, but the mechanism is relatively simple to deal with, and the ontology will not cause too much trouble to the team after proficient in the mechanism, and the wasteland development progress will be very fast. Many teams of
may see violent processing in 1 CD during the wasteland reclamation period.
Due to the influence of some mechanism processing, the melee output environment is relatively poor, but it is not to the unacceptable level. It is similar to the situation where you drive the explosion and hit the last one after 0.1 seconds, but the BOSS is teleported away. very disgusting.
At the same time, the requirements for T and milk are further strengthened. As MT, I have never seen such a copy of T. H2: I am used to it.
Difficulty: There is no particularly obvious difficulty, but the three sports games have a mechanism for one person to make a mistake and destroy the whole group. There are also many mechanisms for multiple injuries in short intervals, and treatment is needed.Reasonably arrange to increase blood instantly.
This is the first time I have participated in zero wasteland reclamation in the international server, because there are not enough people to recruit, some teammates are direct assistants bite the bullet, and the overall land reclamation time is about 40 hours. (Community animals only move 3 hours a day at night and work overtime in the afternoon of the first week.) Due to lack of experience in preparation and land reclamation, the team has serious problems with team cooperation, and the progress is very lax. Only 11S on Monday night in the first week, and even the team in the second week Because the progress almost disbanded. Therefore, there is nothing worthy of Versailles.
E12S starts on Wednesday of the second week and ends on Sunday. The door god opened up wasteland for 7-8 hours, and the main body opened up wasteland for 5 hours. Some time was wasted in order to enter the main body and repeatedly hit the door god. I remember that the third time into the main body was soon passed.
Personally, I still find it difficult to understand why I feel that the door gods open up wasteland in 6 hours is very short, because it is the next week, so the strategy is more comprehensive, which is equivalent to taking the strategy to open up wasteland, but the details need to be run-in. The
door god contains a total of 4 main mechanisms. Shiva, Titan, Macho, Lion, the combination of wild gods at the beginning and the end will hardly delay anything.
Shiva is a relatively difficult point, but our style of play is different from these known public strategies. The position is more reasonable and does not affect the output, so almost no time was wasted. (I will post our play in this follow-up) The
Titan itself is a hard deal, unless it is a factor of misplacement, it will not waste a lot of time. In the case of
hunk, mistakes are greed, and there is no relatively difficult place to deal with.
Lion due to the TT Chinese style, there is not much random consideration, that is, the two teams practice the running method, in fact, there is no place that makes the players particularly difficult to deal with. The main difficulty of
door god is low fault tolerance. It tests the overall level of the team and cannot have obvious shortcomings. We have a lot of preparation studios for the door god and the main body in the later period, so in fact, it does not seem to take too long.
So in my opinion, 6 hours as long as preparation work is definitely enough for the national service. (If it's not enough, don't think about the first week of social animals)