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What are all the skills of Adventure Island pirates?
Gunner, the ultimate ability attribute of equipment is strength, and the main ability attribute is agility. Gunner 10 level plus 10 strength, all others plus agility. 1 1 grade, increase the physical strength by 4 minutes 1. You can stop stiffening after 100 at most. 1 turn: quick action: there is nothing to say about this skill. For pirates with a low degree of avoidance, just go up and there is nothing else to add. Hundred Boxing Boxing: For marksmanship players, there is no need to add this skill at all. Single attack, low attack, just ignore it. Half moon kick: 1 The only group attack skill during the round, which can be launched at close range. Although the attack speed is slow, it can be used directly because there is no restriction on the equipped weapons. At the same time, because it is a close-range group attack, it will be given to the Gunman, although this skill will be eliminated later. If the character does not have a ring, it will be difficult to jump at full speed and full speed. You can consider giving up this skill and replacing it with a "flying" double ejection kill: you don't have to play this skill, just fill it up. The attack speed of this skill is low before 3 rounds, only 80%, but it will be strengthened after 3 rounds, which will be introduced in detail below. The attack speed of this skill is very fast, and the main attack skills in rounds 3 and 4 are based on this and will be full. Rush: It's more characteristic and passive. If you press the arrow key twice in a row, it will start automatically. After full speed +30% jump+10%, it's really a chicken rib skill, because once there are other moves, it's useless. Most importantly, once there are other moves, such as attacks, the skills will automatically fail. Only 1 point can be added for those with rings, and those without rings can be added directly. It is still helpful in the early stage, but this skill is useless after the speed jump is full in the later stage. The suggestion of adding points for one turn is 1: Quick action and all-hundred-crack boxing, kicking all-double ejection for half a month and killing all-galloping 1. The suggestion of adding points for one turn is 2: quick action all-hundred-crack boxing 0 half-moon kick 1 1 double ejection killing all-galloping 2 turns: precision gun: one word: full-time trader: one word. The characteristic is that the attack range is relatively large, but the attack speed is average and the attack power is average, so you can jump up and shoot. However, this skill is much stronger than bombing attacks. It is recommended to fill it up, although it will be eliminated after 4 turns. Mysterious shooting: Gunners have two skills to limit monsters, one is confusing attack-stunning monsters, and the other is ice spray-ice monsters. This skill is very good. I suggest filling it in directly. Although the attack is low after filling it up, the attack range is wide, the attack speed is fast, and the vertigo rate is as high as 100%, so you can jump up and attack. For monsters that can't be frozen, such as the ice monster when stabbing two blood, you can directly use this skill to stun the monster. Moreover, coma monsters and ranged attacks will not relieve dizziness. Light feather shoes: very interesting skill, but it conflicts with jumping, that is, it can't be used at the same time. You can float in the air for a long time after filling it up, provided you jump high enough. However, this skill is in conflict with the "armed" of 4 turns, so it is of little significance in actual combat, and it is easy to affect the attack efficiency if it is not used well. It is suggested that only 5 points should be added to draw out the recoil bomb first, and the bombing attack can be made up after more than 3 rounds: it is a speechless skill and only feels a few. It is better to play for half a month, but it is far less than the rapid-fire Xu Li attack: (only affecting the attack distance), and the attack is low. The actual combat significance is almost zero. It is recommended not to add at the beginning. If there are too many points at turn 3, add more or less. Recoil shooting: this skill is similar to the second jump of the flying target, but there are still differences. Every time you use this skill, there is a time interval, which is about 3 seconds according to psychometric method. This skill has a low attack, but it can jump far when it is full. Visually, it is only a little shorter than the filled second jump. This skill can attack at close range, jump up and attack, and its only use is urgency; It is recommended to add two laps in the later stage of running. Suggestion: full-time traders with fine guns, full rapid fire, full confused shooting and full light feather shoes. At 5 o'clock in the early stage, it can be fully loaded. If you don't add more points in the early stage, you can add some recoil and shoot three turns. Three shots in a row: this skill is quite interesting. . It turned out to be a passive skill, that is, "shoot one more bullet on the basis of two consecutive shots, and at the same time improve the attack power." In the actual attack, 1 rpm "two bursts" was still used, but three bullets were fired, and the attack power was quite good. When it is full, it is 190%. This skill can be seen as upgrading the skill of 2 consecutive shots, but it will be eliminated after 4 rounds. Octopus battery: Do not move after summoning. Before strengthening with 4 rounds of skills, the attack power is average. There will be a cooling-off period before each skill is used. According to its own duration and cooling time, you can summon up to 3 octopus in 30 seconds. The only advantage is that it is useful when brushing BOSS. In actual training, this skill is very weak unless you stand still in a small range. In view of the 4-turn octopus, you must put this skill into practice. Seagulls rot to an indescribable degree in the process of three turns, with slow speed, too long cooling time, low attack and small attack surface, and only one can be summoned. It is suggested that only 15 points should be added to facilitate the derivation of 4 rounds of skills. . . This skill has nothing to do with the "carpet air raid" during the fourth round, that is, the seagulls in the third round have 15 points and 30 points, which has no effect on the seagulls in the fourth round. Compared with the previous data, the skill has been changed, that is, you can attack directly without special bullets. Before strengthening with the skill of 4 turns, the attack power is average, like fire, you can jump and shoot. The special feature is that it can make the monster "fire poison", that is, it will suffer continuous damage. Because the skill point of 3 turns is tight, it is suggested to increase it to 28 points, and the full amount is 4% less than the damage. However, because the attribute of 4 turns is strengthened, its aggressiveness is greatly improved, and this skill is not the main skill, so it has little impact. Ice spray: This skill has changed compared with the previous data, that is, it can directly attack without special bullets. Before strengthening with 4 turns, the attack power is average, the freezing duration is slightly short, and the ice attribute can freeze monsters and jumpers. This skill and the previous "confusing shooting" will become two magic weapons for gunmen to limit monsters. Due to the shortage of skill points in three rounds, it is suggested that the skill points be increased to 28 points. When the recharge ratio is reduced, the damage will only be reduced by 4%. However, the attack in the fourth round is greatly enhanced, and this skill is not the main skill, so it has little impact. Navigation: At present, only monsters that are attacked by this skill will not attack characters, others. . . Is the actual effect of this skill different from that described in the big edition? What exactly do the "all attacks point to this monster" and "increasing XX% attack" mentioned in this skill do, how to achieve them, and what is the calculation mode of this skill's attack power? I didn't study it all night. Please also ask the master for advice! However, since a skill needs to be filled in four rounds, it is recommended to fill in three rounds. Suggestion: continuous shooting is full of octopus batteries, seagulls are full of air strikes, 15 flame spray, 28 ice spray, and 28 navigation is full of four turns. Due to the serious shortage of the four-turn skill book, my four-turn skill score is only 10, so I can only make a simple comment on the four-turn skill at present. And there may be mistakes. Please teach me more skills of four rounds. Generally speaking, it is very distinctive: half of them are passive skills, all of which are enhanced and upgraded to the corresponding skills of 1~3, such as octopus, navigation and attribute enhancement, but only strengthen the previous skills. The only real active attack skills are "metal storm", "armed" and the enhancement of attack skill attributes after armed transformation: this skill directly improves the attack power and duration of ice and fire attributes, but since attribute attack is not the gunner's main skill after 4 rounds, ice is only an auxiliary function. It is suggested to add 1 point when the skill points are tense in the early stage, so that the freezing time can be extended by 1 second. Super Octopus Battery: In actual use, this skill is actually to stack two octopuses together, and the attack frequency, range and cooling time have not changed. After filling, the duration is extended by 5 seconds. In practical application, the attack has improved a lot, but due to the inherent deficiency of this skill, the scope of use is relatively limited. The effect of vertigo and the legendary effect of improving the character's attack power have not been found yet. Maybe I use it less. . . When the skill points are tight in the early stage, it is suggested to add only 1 point, which will obviously improve the attack power. Navigation aid: due to the lack of understanding of this skill during the third round, there are also major defects in the understanding of this skill after the fourth round. At present, I can only regard this skill as an enhancement of three rounds of skills (increasing the probability of continuous blood deduction). To understand this skill, we must first solve the problem left over from before: carpet air raid: the greater the expectation, the greater the disappointment. This is the skill. The "BT full screen" circulated before is just a rumor. 10 point, and the average damage is about1w. Because you can't beat the Black Dragon King, this skill can reach 20 points at most. At that time, it was estimated that the damage was only 2~3W, and it happened every 5 seconds. The only advantage: low consumption, this skill is only an enhancement of the corresponding skills in 3 rounds. It has completely replaced the call of seagulls in three rounds, and the change in attack power has changed from the original call of 1 to the call of 6. The group attack range is general, the frequency is slow, and the attack power is general. It is suggested that only 1 point should be added in the case of insufficient skill points in the early stage, which is only 200% of the total number of summonses/full-screen attacks. This skill has nothing to do with the attack power of "seagull air raid" in three rounds, that is, the attack power of seagulls in three rounds is 15 and 30, which has no effect on the attack power of seagulls in four rounds. Metal Storm: After the fourth round, 10 had 100% attack, which basically replaced the three-shot shooting in the third round. In the later period, it was filled with a non-powerful version of Storm Arrow, which had the same attack power and was very fast. However, after the three skills of "armed", "rapid fire" and "heavy bombardment" are all full, it is very embarrassing: the attack power of a single attack is much lower than that of rapid fire. Although the speed is dominant, the consumption of bullets is terrible when the attack output is similar. . . Armed: This skill is very distinctive. After the transformation, the defense is improved and the skill use restriction is changed. You can't climb the rope. In the early stage, you only added 1 point, just to introduce the related skills behind. The most interesting thing about this skill is that it has a "persistence", that is, after using this skill to transform, there is a tolerance problem for the maximum number of attacks. When the number of attacks reaches a certain level, this skill can no longer be used. After the cooling time has passed, you can continue to transform. . . Note: This ability directly enters the cooldown after the character dies. To put it simply: transformation-after being attacked a certain number of times-the skill can no longer be used (the ship is broken)-it can continue to be used after cooling, but there are many problems with this skill: the most obvious thing is that there is no skill cooling time! Rapid fire: the absolute master skill of the captain in 4 rounds! Not much introduction, it is a necessary skill. You just need to add 1 point to know how good it is. At 1, the attack is higher than the three-shot attack during three rounds. After filling it up, the attack is very good and powerful! It is an alternative skill of three rounds and three shots. . And it is to attack a monster four times in a row! Must be full of skills! Weight bombardment: the absolute survival and combat skills of the captain in the fourth round! Not much introduction, it is a necessary skill. You just need to add 1 point to know how good it is. At 1, the attack is very high, group attack! It is a group attack skill played by the captain after 4 rounds, replacing any previous group attack skill. The later period will be full!

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