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Assassin's Creed Valhalla's full ability leveling (Analysis of Assassin's Creed Valhalla's skill)

Assassin's Creed Valhalla's full ability leveling (Analysis of Assassin's Creed Valhalla's skill)

DISCLAIMER: This article is based on the original version 1.0.2, and is not responsible for subsequent update corrections/balance changes. It refers to personal experience in ranking and grading, and the usage environment is relatively difficult and mid-to-late. Disagree with the ranking rating and discussions are welcome, malicious attacks will be ignored.

Image abstract screenshots are troublesome, and the official translation of the Chinese version of the Simplified Chinese version shall prevail.

There is a skill tree building on it. Don't call me a cloud player, but I have always had something I haven't experienced, so it is entirely possible to have mistakes and omissions. If there are any details I haven't found, please feel free to ask for communication

The level ranking is more personal. The viewing experience will be completely different for different game difficulty and game style. Please focus on specific and objective functional explanations. This article will not recommend any benefits such as skipping classes, not talking about martial ethics, no brains, and over-level killing. If you like this game style, please use it yourself according to the description. If you have the ability/skill you like to be ranked at a low level, this does not mean absurdity or offense. Please combine the videos linked in the article and related videos to confirm whether this is the harm caused by comparison. If not, please introduce its magical use, or take screenshots and videos to display it.

All related discussions and evaluations involving key positions are based on keys and mice. Players of the handles please combine them with the actual situation.

T0: The core of the strong system allows you to play another game

T1: Very practical and difficult to replace

T2: The sense of existence is average, at most it can be useful

T3: Unknown, it is better than nothing, or even has negative effects

Let's start with ability (active skills)!

Melee ability, total 11

T3

Sol Revenge: Accumulate attack.

This is full of two pieces of power accumulation, and one knife goes out more than a light hit and flat cut. Did I not find the right way to open it?

Flying Axe Wrath: Throw axe to all enemies in the range.

The damage is funny, the so-called loss of balance at level 2 is, that's it?

Rampage: Bounce forward, grab the hit enemy and hit it into the terrain to cause damage.

It can be interrupted, the direction is almost impossible to adjust, there is no harm to hit someone, and it will be executed to hit the wall to kill. If you want to push down the cliff terrain, then I have a special attack on the deputy spear, Tyr's left pedal, invincible harpoon, and I still need this?

T2

Fake death: pretend to be dead. Up to level 2, you can directly activate the darkness when pretending to be deadkill.

You can take a breath when you are beaten up and take a breath. Be careful that this is an adrenaline-consuming ability. It is not very meaningful to use it to assassinate a person. (If it weren't for the purpose of performing a special performance without martial ethics, the Sleeping Thorn can achieve this).

Note: This can be used to assassinate legendary animals in the current version, but one is likely to be repaired, and the other is that legendary animals can only be played once in a certain stage. This way... it is better to ding. If you really can't beat it, you can consider it.

The Wrath of the Underworld: Riding the face and punching.

The total damage of single adrenaline is very high, and it is forced to suppress the entire process.

The disadvantage is that it takes a lot of hand-in-hand, and the damage is far less than the first-line style of playing.

T1

Flame attack/Violent attack: Attach fire/Violent to melee weapons.

Irreplaceable weapons with abnormal state enchantment, and fast weapons with high returns do not lack the adrenaline to turn on it. The shot after level 2 can hit humans hard straight, and can even be used as a group control.

dot damage can automatically trigger the revenge counterattack to recover blood without touching the enemy. It is worth mentioning that the combustion effect can cause considerable chaos and hardness, and the actual effect is better than toxins.

The disadvantage is that the movement takes a certain amount of time to be interrupted. If it fails to complete, not only will the skill be invalid, but the adrenaline will be consumed as usual. In addition, it is a bit useless for slow weapons.

Valkyrie's Heavenly Punishment: Flying Attack, Gorgeous Jump Slash.

The damage is average, but it has a strong suppression effect on the humanoid main target that is attacking the protagonist, and can interrupt most movements including the red talisman.

When cast, it will return full strength and can be used as a connection between weapon segments, especially special attacks of daggers and flails. It is worth mentioning that after casting Valkyrie's Heavenly Punishment, the Great Sword can directly derive a heavy ending skill (powerful thrust), which is a very important skill for the Great Swordsman.

Card the area of the terrain bug hit hard, and someone said to have used this ability to fly across England.

In the current version, the aoe effect of level 2 Valkyrie Heavenly Punishment can stably destroy the latch from the outside.

T0

Shadowless speed: consumes physical energy, moves without being discovered, and the battle is invalid.

Unlike skill descriptions, the actual mechanism of this ability is to stop time until the physical strength is exhausted or the attack hits the enemy, so it can be used to charge the bow or aim at the weakness (the kind behind it). After level 2, you can assassinate multiple enemies in a time-stop state. During the assassination performance, physical energy consumption will be suspended.

In the current version, this ability can even stop tattoo notes and collect them without chasing them.

Harpoon piercing: pierce the enemy and pull in any direction.

It has extremely good damage, and it forces most humanoid targets to stagger and straighten, and at the same time it is full of energy. It can be used as a connection between weapon segments, especially the special attacks of daggers and flails, to achieve infinite connections. The treasure of skipping class is beyond the level.

Tier kicks hard: kicks the enemy away and repels, causing collision damage.

The front shaking has invincible frames, so you can move very freely to adjust the target hitback direction. After level 2, forcefully knock down humanoid targets including bosses, and extremely terrifying control skills. It can also be used for terrain killing, which can cause high collision damage. Repaying full strength.

Remote capabilities, totaling 11

T3

Flying Axe Storm: Aim at the enemy and throw out many flying axes.

Can deal small straight and weak damage that is better than nothing, and you need to continuously aim at the target (you need to aim very accurately!) The casting time is long, and the surrounding enemies act as usual. Don't know the so-called ability.

Death mark: Noon has arrived, and it consumes energy to mark enemies in the field of vision. When firing, it also shoots the marked target.

The same target can be marked multiple times, and special remote equipment and points are required to kill the weakest soldier within 2-3 rounds. Due to normal operation during the period, it can only be used to sneak attack less than 4 low-level targets. Inefficient group combat capabilities have a large number of superior replacements.

Sound east and attack west: release crows to disturb the enemy.

It is not a strong mockery effect. Level 2 stunning can only be eliminated after my test. Low cost performance.

Humans' best friend: release the wolf to disturb the enemy.

The control effect is OK, and the damage is not ideal. Even if you reach level 2, it is difficult to stay.

T2

Poison powder trap: The arrow is attached with a poison bomb, and a ball of poison gas explodes when it hits. Level 2 will leave an additional poison powder trap.

Can cause direct damage to normal shooting and do not consume ammunition. It will not cause alertness, and cooperate with the toxic miasma in the skill tree to have a chance to expel a dense wave of enemies. But the damage is low and the success rate is unstable.

Penetration shooting: penetrates obstacles and shoots targets.

It can only cause ordinary attack damage, but can shoot arrows after fire/poison enchantment into the wall. And it seems that you have to go through obstacles first to penetrate the target. The damage bonus of penetrating the target is very strong, but it is very few and aiming is difficult. It can be used to plagiarize enemies in churches that are closed in the battle of plunder.

T1

Long-range flame attack/range poison attack: add flame/poison enchantment to the arrow.

Comments on the same melee combat, in addition, the damage of ranged enchantments seems to be more prominent, and the fast light bow can be stacked with abnormalities faster.

Sleeping Thorn: Special shooting, can hypnotize the target.

The most powerful thing is that you can knock down elite enemies in frontal battles and then assassinate them. (Reply to the adrenaline consumed, achieving permanent movement) Over-level plunder will be of great use.

Powder Trap: The arrow is attached with an explosion bomb, and a ball of flame explodes when it hits. Level 2 will leave an additional burning trap.

Can cause direct damage to normal shooting and do not consume ammunition. It will not cause alertness, the basic damage is considerable, and the dot damage is exploded. It is easy to get rid of a dense wave of enemies in the fire battlefield in the skill tree. It is easy to cause casualties of civilians.

In the current version, you can directly blow up the damaged stone wall that needs oil tanks to fry. There is a lower success rate to blow the latch from the outside.

T0

Arrow of Destiny: Official description is nonsense.

Enter bullet time, continuously consume physical strength, fill the bow and shoot any target without consuming ammunition. After killing/stunning the target, it will automatically aim at the next target, and at the same time pause physical energy consumption.

If you can do one shot at a time, you can theoretically kill all the enemies you can see during this ability. Even if you fail to kill and stun, the 4-5 arrows (predation), 6-7 arrows (hunting), 11 arrows (swift), and the ability to shoot while walking are enough to defeat all the weaknesses of the elite and boss.

The next is the skill (Talent Tree Passive), and the more scientific point method of the skill tree is based on the core skills required.

T3

Red-Rare Crazy Crash: Break a breakable item and knock down npc.

Apart from creating some comedy effects, it seems that it has no practical purpose.

Red - Fear Deterrence: Scare away weak enemies during execution.

The effect is not obvious, and the execution process is invincible, and it will take a while to end.

Red-Double-Hold Change: Exchange the weapons of the main and deputy.

It saves a little time than opening inventory to change? Moreover, poisonous fire enchantment is effective for the deputy.

Red-Warrior End: Melee Assassination alarms surrounding enemies, each alarmed enemy increases adrenaline.

I can't hear it! Want to play assassination like this?

Red - War Trampling: Face trampling on the fallen enemy.

This skill shouldn't be here, but one is that it can indeed deal some damage in the early and mid-stage period, and its presence is not low, but its negative effects are too significant.

FirstFor a class execution ability, it is not invincible and will be forced to move to the target and cannot be cancelled.

In addition, the key design is actually the same key position as the power-absorbing shooting that destroys the world, and the trampling can be pressed at a considerable distance, and it takes precedence over power-absorbing, which adds great difficulty and limitations to the power-absorbing operation.

Red-Parry Counterattack: Inflicts damage when bounced back.

In the literal sense, it is better than nothing. This game is not called a wolf.

Yellow-Preat Combo: The predatory bow causes additional damage in succession of headshots.

I have suffered from the loss of the status of the predatory bow sewer and have continuous headshots. Anyway, I am not a professional fps. If you believe in the predatory bow, it is recommended to use it with the arrow of destiny.

Yellow - Back-to-back jump: When the enemy uses rune attack, dodge it head-on and climb over to its back.

Although it can create a small straightforward force to the enemy, it will replace the bullet time that escapes death. Abandoned ribs.

Blue-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-Far-

After observation, it is necessary to attack each ranged melee once to trigger a buff of about 5 seconds. The increase is almost invisible, it is fancy and has a very low sense of existence. The game's key logic itself is a bit flawed. Pressing the attack immediately after aiming is still easy to press the melee attack. So no one will fight like this, no, no, no, no, no, right?

Blue-Quickly Tip: When discovered by the enemy, you can urgently aim at the opponent, and have the opportunity to eliminate the target without being discovered.

As a fault-tolerant remediation method, it is still a bit unreliable to require a quick shot to kill the target in seconds under high difficulty. And so what if I find it, I really think I am an assassin (

Blue-Stun End: When aiming at the head of the stun enemy, press the execution to trigger a ranged execution.

It's still difficult to press when you want it. Although the damage is OK and the movements are relatively clean and neat, it is far lower than the power accumulation in the skill tree with similar positions and shared key positions, and will take precedence over power accumulation, adding a certain difficulty and limitation to the operation of power accumulation shooting. And the cheapest thing is that this skill is the only way to the useful little "headshot" behind.

T2

Red-Berserks: Partially filled adrenaline is not affected by the enemy's first attack.

Adrenaline is not difficult to accumulate. And this skill can only be matched once. When you get hit, I think there is something else that needs to worry more than the slight loss of adrenaline.

Yellow-Assassin Magic: After blocking, press the assassination key to throw out the smoke bomb.

It's a trick. Smoke can have a relatively soft control effect on the enemies in it, and they will at least not raise a shield to defend your next attack.

Yellow-Guided Arrow: Classic Predatory Bow Guide. ArrowAfter issuing, control its flight.

More importantly, it is a program effect. In the previous work, you use this ability to bypass the barriers of the corners of the window frame and collect the target heads under protection dozens of meters away, and then hide your merits and fame. But in this game, we often need all enemies, and the upper limit of the predatory bow is much lower than the other two, and the target is often not something that a missile headshot can kill.

Yellow-Corpsy Trap: Install a trap on the enemy's corpse, and the enemy explodes when approaching.

Precaution requires careful planning, and the effect is quite acceptable. Most non-elite enemies will be dizzy directly from the body, and shooting at a long-range manner will not cause alertness. Compared to this manual trap, it may be better to have a sneaking headshot kill and automatically put the trap.

Yellow - Floor protection: Rolling protection when falling from a high place reduces the damage you suffer.

The protection effect is relatively limited, and the current version has evil ways such as landing heavy blows and opening menus to completely avoid falling damage.

Yellow - Automatic plundering: Automatically plunder the enemy after melee killing or assassination.

Literally, reducing loss of fingers and peripherals.

Yellow - Backstab strike: Attack the enemy from behind and deals more damage to their defenses and imbalances.

It sounds very technical, but this "imbalance" is just a very small straight, and we do not lack the means to force the hard straight. The damage bonus to the yellow bar is not very obvious.

Blue - Sneak Reconnaissance: When the stealth is not exposed, the marker will light up the enemy.

Literally, reducing loss of fingers and peripherals.

Blue-Stealing Hormone: Unboxing and stealing in controlled areas to obtain adrenaline. It's really exciting!

Literally, it will be useful when you are really short of it.

Blue-hunting combo: shoot the arrow immediately after pulling the bow, making the next bow faster.

Note that this ability can only be triggered by a hunting short bow that can be pulled and charged, and must be pulled full before being released. It looks beautiful, but it cannot be triggered when the arrow of destiny is opened.

T1

Red-Perfect Attack: Press the attack key again during the waving of the weapon, causing more damage to the next attack.

Almost fully automatic injury increase, brainless benefits.

Red-Blazing Battlefield: Enemies who die from the protagonist's flame attack will continue to burn, ignite and damage surrounding enemies.

When fighting in chaos and clearing the strongholds, it is particularly effective against dense enemies.

Red-Speed Combo: Swift light bows are continuously fired to deal additional damage.

Almost fully automatic damage increases, and light bows can replenish certain damage when they quickly increase poison and get angry.

Red-Hormone Surging: When the adrenaline is full, the more damage and attack speed are increased. The more you have, the stronger the effect is.

Another fully automatic damage increase, the fast weapon experience is particularly smooth.

Yellow - Advanced Assassination: By pressing against a qte, assassinate any target that can be assassinated.

Traditional Assassin's Way. I once pressed a 1-pixel qte right and assassinated the boss of the top blood bar. It is highly recommended to turn off the one-hit kill option to experience the game.

Yellow-Arrow Reverse Roll: Bounce back projectile, you can throw it back to the sender.

It is not polite to come but not go. The judgment is loose, the damage is explosive, the reversal of whatever comes, and the low-level archers who can solve the problem of being annoyed by the gods without climbing the stairs. The effect is not good for crossbow arrows and continuous firing.

Yellow - Serial Assassination: After assassinating one target, you can immediately assassinate another target that is not alert.

The Way of Maraka. It works. Advanced assassination takes effect on it.

The disadvantage is that you cannot select the manually selected target.

Yellow - Poisonous Miasma: Enemies who die from the protagonist's toxin attack will burst out a ball of poison gas, infecting and harming surrounding enemies.

When fighting in chaos and clearing the strongholds, it is particularly effective against dense enemies. And there is almost no risk of playing with it.

Blue-Arrow Reinforcement: The shot arrows are never destroyed and can be pulled back from dead enemies.

Do you dare to believe this game, you can't make your own arrows, you can only buy them in the store and pick them up on the road. I even wish I could borrow arrows from a straw boat.

Blue - Battlefield Throwing: Pick up the weapon discarded on the battlefield and automatically throw it to the enemy.

The damage is very good, knocking down enemies and can smash low-level shields. It seems invincible in the animation.

The disadvantage is that the damage is not high enough

In fact, the main disadvantage is that it is uncontrollable and will be blocked by obstacles and teammates, which will hit civilians. But this is really a good thing for members of the Blind Shark Clan, and anyone who has passed the blind is aware of it. You can deceive my eyes, but you can't deceive my fully automatic flying sword.jpg

Blue-Sprint Attack: Press the attack key during sprint to trigger the sprint attack.

The sprint attack modules of many weapons have considerable damage/flexibility/rushing distance. And it can serve as the first light attack in combo derivatives. Very practical skill.

Blue - Life in Desperate: Tear the bullet time when death and blood are used.

Who doesn't love the skills you can suddenly play with after surviving life? What, you are not hurt throughout the whole process?

T0

Red/Yellow/Blue-Erepinephrine Upgrade: Add 1 grid of upper adrenaline.

Is this necessary to be explained?

Red-Brutal Grip: Unlocks a two-handed weapon.

The romance of melee, the core of most melee builds. The deputy can be equipped with different functional sub-weapons or the same output sub-weapons to engage in real battles.

In the current version, the main hand holds a two-handed axe. When the deputy has a weapon, use the first heavy blow. The main hand's axe can hit the door latch from the outside. When the deputy also holds a two-handed weapon, the deputy weapon can also hit the door latch in this action.

Red-Arrows Volley: Press and hold the execution key when aiming at a quick light bow, load more arrows, and fire them all when you release them.

The full bomb is launched, and the light bow version has the power accumulation. Although the damage is slightly less than that, it also has the power of a nuclear bomb when the body is dizzy.

Yellow - Escape from Death: Perfect Dodge Trigger Bullet Time.

The first core skill of melee combat is judged to be relaxed, can avoid almost all attacks, and when successful, it will return to full strength and create a perfect output opportunity, regardless of the weapon you hold. You can play well with one-hand dodge, and in theory you can use anything to hit everything.

Blue-Revenge Counterattack: Reply to red blood bars when hitting the enemy.

What you hit me is just lending you. Within a few seconds, as long as you hit the enemy who has hurt the protagonist through any method, including the continuous damage of poisonous fire, you will return most of the health points that have been knocked out by the enemy. Coupled with poisonous fire enchantment, it is a fully automatic perpetual motion machine.

The disadvantage is that it can only act on the last damage. If the enemy has multiple consecutive damage, the effect may be unsatisfactory.

Blue-Calling Shooting: When aiming with a hunting short bow, press the execution key to consume 2 arrows to charge and fire. Not cancelled.

Antima weapon that destroys the world, capital damage crushing has established its supreme position. Whether it is a heavy sword, a fierce flail, a swift spear, or a flexible dagger, in terms of damage efficiency, it is all toys in front of the short bow charging of the hunting power.

The disadvantage is that it requires specialized manufacturing of output environments.

To summarize, for the combat system, individuals can only give 7 points, the performance is OK, there are many defects in design logic, and there are certain shortcomings in depth. The most prominent problems include:

Weapon balance is a mess, the intensity gap is too large

The physical strength mechanism has not been integrated into the combat system. The speed and means of recovery are too scattered, and there is no need to plan and save. The exhaust punishment is too abrupt, making it a mechanism where most of the sense of existence is negative

The stun system is shoddy, and it is common to be eaten by breaking the body and being stunned. After the stunning state ends, it enters a state of no desire and strength that cannot be broken or stunned. Is this beaver?

The key position design is confusing, sprinting/climbing upward separation, the useless dual-held turnover exclusive key position, the conflict is a mess of trampling/execution of far and near/accumulating shooting and sharing key position

What to learn is not easy to learn to be a dung monster, Black Horned Wolf warns.

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