My name is MT3, and there are 5 auxiliary professions. We often encounter others who play these professions, or who we want to play such professions ourselves. But I don’t know how to choose, so today I will tell you which is the best assistant profession in MT3.
My name is MT3 assistive career
Staffema:
Rain of Flame:
Attack multiple targets randomly, the first target has a probability of being silent. Skills cannot be released in a silent state. Another face-looking skill. I'm going to wash it a little white.
Silent Curse:
Probability silence monomer. And reduce double defense. This skill is extremely powerful in the single-body flash killing ability in the output profession. It can be controlled and instantly controlled. Moreover, even if you are resurrected by the opponent in seconds, you need to unblock the skills before you can use them. It has strong strategic value. Except when pairing with people in seconds. This skill is more suitable for use in magic output and auxiliary systems.
Life Siphon:
Use magic to attack enemies. And absorb and restore your life. And poison the target. This skill is a bit sloppy.
Devil Arrives:
There is a chance to make the target afraid. Not operational in fear state. And there is a chance of attacking teammates. Lasts for 3 rounds. If you are afraid of it, your opponent's physical output profession. . Thinking about the machete, my opponent's teammates were also very sour. Relative Silence Curse Skill This skill is more suitable for physical output.
Curse of Weakness:
Reduce the opponent's multiplayer magic defense in battle. This skill has a good effect when pairing with magic teams.
Big move-The devil dances:
Attack five targets randomly. There is a chance to add silence and fear to the target. The first goal must be won. Pet targets must be won. Other targets have a base hit rate of 35% and take a rest after use. This skill is also an unstable skill. Both PVP and PVE have good performances, but that's right. Look at the face and look at the face. Say important things three times. Be sure to wash your face before use.
The Warlock serves as a control line auxiliary. It has good results in both PVP and PVE. It is basically a must-have profession for every team. Speed is the first requirement of this profession. Of course, you can also choose another route to backhand. But it must be used with a Kasubasa baby. Otherwise, it will change from a strategic core to a strategic burden.
Paladin:
Hammer of Judgment:
Squad attack. The gain state of the first target of probability essence can be used on stealth units. This is the output of the paladin. Can fight invisibility. Hey, can it dispel the invisibility? . Ha ha.
Borderless conviction:
Monomer output. Additional percentage of damage. This skill. Make daily copies and get high blood and high resistance professions. The output is terrible.
Shield of Revenge:
Probability mocks multiple targets. The first goal must be won. The mocked unit forced the attack on itself. And reduce certain physical injuries and a large number of magic injuries. Lasts for three rounds. PVE only. This skill complements the warrior. . One method to reduce the damage of a large amount of material damage. . . . The plot and the Ice Frost are pretty good.
Baptism of the Holy Light:
Treat individual targets. Monocellular therapy is quite good. . But why can only be treated? . Because if the amount of treatment is added more. The pastor has nothing to do.
Oracle rebukes:
Purify all gain states of multiple targets on the other side. Can break the invisibility. I won't talk about this skill. This is still very useful in practice. Especially for teams with thieves. There is also a team of mages with stealth babies.
Big move-Guarding Holy Shield:
Add a holy shield to a single teammate. It can be immune to most Shanghai. When the number of your team is less than the opponent, you can protect one more teammate. Lasts for 2 rounds. After use, weak rest for one round. This skill can protect the role of the team's core teammates at critical moments. For example, teammates have all resurrection stunts. To prevent teammates from falling to the ground by fire, they will clear their anger. This skill can be used to protect teammates so that teammates can successfully release stunts. Of course this is just one of these situations. This skill depends mainly on the timing of use.
The Paladin serves as an auxiliary. It is a curative system. This auxiliary is more suitable for PVP and will be relatively weak in PVE. Many of their own abilities have replaceable and more powerful professions. Therefore, it will be relatively weak in PVE. But it still has good performance in PVP.
Druid:
Tear and sweep:
Squad physical attack, reduce a large amount of physical defense and add it to the attack, and weaken for one round after use. By the way, the thicker the skin, the more painful it is to hit someone? Mom no longer has to worry about my thick skin and not being able to output.
Green Tide:
Reduce the physical defense of multiple targets on the enemy. Before, the warlock was used to reduce magic defense. This is a way to prevent things from being reduced. The standard configuration of the physical output team.
Downhill flower buds:
Add to all the protagonists of your side to add continuous life and magic recovery, pets and monsters are invalid. Lasts for 4 rounds. Is this? Better than nothing. However, the gain effect that can be actually received in PVP is very small. There should be good results in PVE.
Spiritual Bear Claw Strike:
Physical attack on multiple targets. Reduce some physical defenses to be attached to the attack. And consume the opponent's magic. After use, it will also eliminate demons for one round after weakening. Why do you feel that the auxiliary is inappropriate? It feels very little effective in actual combat.
Eye of Nature:
Add multiplayer control resistance during combat. It also allows teammates to attack stealth units. This skill is the foundation for the druid team. It may be relatively weak in the early stage. But mid-late mid-term. The Druid will become a relatively core member of the PVP team. Reduce defense and improve resistance. and break the invisibility. They are all indispensable roles in mid- and late PVP.
Druids in general. In the early stage, it was a rather inappropriate character. Relatively no characteristics. However, performance in PVP in the middle and late stages is indispensable. Personal output should not be underestimated. And strong survivability.
Shaman:
Lightning Chain:
The mage attacks multiple targets, and the damage decreases one by one. Monster-brushing skills.
Healing totem:
Restore life to teammates in the range in each round. Lasts for 4 rounds. Weak battery life. However, it will increase one target on your own side, which can reduce the probability of teammates being attacked by group magic.
Lightning Bolt:
Single system output. Use it to kill and concentrate fire and use it to finish the knife.
Ancestor's Soul:
Resurrection target. Except for those with a state of non-death soul. Resurrection skill. The second breast.
Fever Totem:
Add to teammates in the range and speed for 4 rounds. In this turn-based game where speed is the king. How important is a maximum degree of BUFF? However, when using it, you must calculate the order of the team's attack. If you accidentally mess up the order of your team's attack, it will be more than worth it.
Shaman as a mistress assistant. The gain BUFF and resurrection ability, coupled with the good output, are all good in PVP or PVE. However, because the shaman's skills have small variables, they are also easy to be targeted. Therefore, the shaman should improve his survivability as much as possible.
Pastor:
Sacred New Star:
Cluster Dharma Book damage. Inflicts additional damage to the first target. . Nissan dungeon hang-up skills. PVP is rarely used.
Healing Prayer:
Reply multiple target lives. Group blood. Brush! Brush! Brush! Brush the blood without brain. Just so willful.
Resurrection:
Resurrection target. Except for those with a state of non-death soul. Relative to shaman. The pastor uses as little as possible to resurrection. Many times, without calculating the speed. Your own resurrection is often a useless work. And wasted a round of chance to raise bloodline for his team. Therefore, when the priest uses resurrection in battle, he should try his best to ensure that his resurrected teammates will not be knocked down again before taking action. Or make sure that there are players or pets in your team to replenish the medicine in time for treatment.
The Fire of the Mind:
Group increase in attack and defense, group gain BUFF. For the playing style team. This skill is a nightmare. And for the mage team, this skill is also a blessing.
Divine Redemption:
Touch all abnormal states of 1-2 teammates except for the control state. Use less frequently. Generally, when teammates are reduced to focus on fire, you can consider using this skill to remove it. Avoid the core members of the team being instantly involved.
Big move-The Kingdom of Heaven:
It is the time when all teammates are immune to deaths in 2 rounds, and the death instantly restores 5% of the life limit. Weak 1 round after use. This skill is a very good confidentiality headwind skill if the opponent does not have multiple group outputs. If there are multiple wizards. . This skill is a bit less strategic. Whether it is good or not depends on how you use it.
Do you guys know that auxiliary profession is good? It must be that different friends target different points, so the editor believes that if you prefer different points, the auxiliary profession you choose is also different, so there is no difference between good and bad.