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All kinds of cards of Yuanyong Thief are preferred and recommended.
The characteristics of thieves in "Cycling Brave" are high injury and low prevention, so what should thieves give priority to when choosing cards? Let's take a look at the priority selection and recommendation of various cards of Yuanyong Thief.

All kinds of cards of Yuanyong Thief are preferred and recommended.

1, priority land use.

-Armory: The most reliable means of endurance for thieves: Mana, which must be brought.

-Grove, Spider Cocoon: Thieves only need to brush a lot of monsters, so the plot with the most of these two monsters is necessary.

2, do not need to take the land.

-Ruins, battlefields: This is a means for other occupations to obtain high-quality equipment, but for thieves, the cost is not proportional to the reward, so it is not considered (for the earl, it is not considered)

-Vampire villa, graveyard, swamp: The reason for not leaving is similar to the above. Machamp is too strong and its income is too low. The difference is that these don't even have rewards.

-treasure house: the things given are too bad.

-Temple of Storm: Special construction is needed.

3, can consider the plot

-Outpost: The thief mechanism can completely avoid the negative effects of the outpost. People outside the outpost have quite strong fighting ability, which can help you resist damage in the early stage, and the watch panel will do more damage than you in the later period. Very easy to use, highly recommended (but not the core, the impact of not taking it is not that great)

-Blood Tree: It can be used to survive in the early stage, and it can be used to kill the coke worms of boss and relics (although we have no relics), but the hunger that comes out in the later stage is beyond our control. Puppets who are particularly fat in other occupations are just like ordinary thugs.

If it's just for the purpose of playing boss, you can bring it casually.

The placement of blood trees takes the maximum coverage as the first priority.

Before placing, there should be a small forest or Woods or bushes nearby.

For long-term single-bureau thieves, it is suggested to put them in forests or bushes, and then close to campfires or villages to seal the puppet's exit, so as not to make the puppet bleed (that is, if there is no village, only one blood tree can be produced, which is easy to get stuck).

-Ku: Generally, just change the card. The thief's deck can be very simple, it is useless to bring it, and it is not optional to bring it.

Street lamp: useless, with or without it.

-villages and wheat fields: generally speaking, it is useless. The advantage is that it will relieve the pressure of blood return in the early stage and can be used to block the door of blood tree. The mission will be equipped, but it is relatively poor. Elite monsters are one of the late rollover points (for example, elite wolves and rats have blood-locking skills that will not exceed the maximum blood volume 1/5 at a time), so it is not recommended to bring them.

-Lighthouse: I shot it several times, but it seems useless. I don't mind taking it.

-Lighthouse of Time and Space: This is mainly used to draw stars and pearls. If you want to brush that, you can take it with you. It doesn't matter much.

4, the choice of landscape brand

Thieves have magic power, so it is recommended to take the desert.

Personally, I suggest taking the forest. Because thieves have dual weapons, the attack speed gain is high.

The grass is too tender to eat.

Thieves don't require much talent, and they only dodge for 2 seconds. Several talents, such as wild wolves and rats, are easier to use, so it is not recommended to take them in the suburbs.

Add blood to the stone according to the basic health. If you bring a desert, the benefits of stones are not great, but there are not enough rewards and supplies in the camp at the beginning of the game. If the role has difficulty playing boss, you can bring it.

The river is easy to get stuck, so it is recommended not to go.

Note that the river adjacent to the desert will become an oasis, losing the doubling effect of adjacent plots and unable to double the desert.

5. Cards with unknown meanings

-Time crystal: Time crystal can double the effect of grassland and river at the same time, and it can also act on spider cocoon to make the plot strange, but these two functions seem to be of little use to thieves.

-blacksmith's furnace: the effect is fascinating. It seems to have some special uses, but I haven't developed them.

6. The plot that needs to be blown up first.

-Fake village: The counterattack rate of small fans in fake village is 100%, so it is difficult for us to have a one-on-one fight that only hurts ourselves (by the way, changing clothes will turn our faces and deny people).

-Thief Camp: It's hard to dismantle your equipment.

-hungry puppet: you can lock blood, it will hurt, and there is no gain. You can blow up the grove at the door and replace it with a village.