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Details of Assassin's Creed Odyssey Guide (Assassin's Creed Odyssey Guide Experience Method)

Details of Assassin's Creed Odyssey Guide (Assassin's Creed Odyssey Guide Experience Method)

In "Assassin's Creed: Odyssey", the warrior gameplay is a representative of the front and straight. Unlike hunters' long-range snipers and assassination, warriors generally fight head-on, and most of them use "crazy attacks" to damage. Below, the editor will bring you a comprehensive guide to the warriors in "Assassin's Creed: Odyssey", hoping it will be helpful to everyone.

This guide will analyze the most handsome professional "warrior" of our Berserker Creed from the skills, genres and the matching of the corresponding genres. Let me briefly introduce the video. In the video, it demonstrates some practical operations of Odyssey warriors, moving in a level A stream (although using a crazy attack, a crazy attack is like a pedicure just to make a combo and a more coherent combo), skill flow, and combustion flow. The analysis will be performed later on in combination with the video.

I, Skills

There is a detailed analysis in the table, so the poster will not discuss it.

(Right-click on the new tag to view the larger image)

1. Poison/Fire School - Frenzy

Fire Mad Attack is the highest single-body violent output in this version, and the damage of the Poison Mad Attack is slightly worse than that of Fire (because the Mad Attack is an instant explosion and instant kill. Whether it is a single or a group, it is usually instantly impossible to get a buff). Under the mad attack of one-handed sword headshot + critical strike, the damage can reach tens of millions. The characteristic of this genre is that it uses mad attack attacks to achieve the maximum single/group instant kill. Generally speaking, the mad attacks are roughly divided into three categories:

1. Single-body flash sale category: sword/dagger. The characteristic of these two weapons is that it causes huge damage to a single body, but it is basically a single body attack and can only form AOE under special circumstances. It is worth mentioning that the current version of Sword/Daughter's Critical Mad Attack damage is overflowing.

2. Single high injury, with certain group injuries: hammer. The characteristic of this weapon's crazy attack is that it causes a lot of damage to a single body, and is accompanied by a certain amount of AOE, but the range is not very large. I haven't played with the axe before and will not comment.

3. Single body trauma, with a large number of group injuries: spear/staff. These two weapons have a huge range, causing huge damage to the group, and their single killing ability is not outstanding, making it difficult for some enemies to attack.

The choice of weapons is entirely based on your needs. For example, if you fight a single boss, it is naturally the best to fight a sword, and if you fight a group of monsters (slaughter the fortress/battlefield), it is naturally the best to fight a spear and a staff. Hammer is more modest. The equipment selection of Fire Mass Flow is as follows:

Weapons: Warrior damage, fire damage, mad attack damage, special golden entry (armor penetration, 30% elemental damage, full health 30% damage, curse). (Except for some special golden weapons (such as the Prometheus Sword), these three entries are basically specified. Solemnly emphasize three times. Unless it is a real extreme current, try not to use purple epic weapons for the main weapon. Level 50Under, purple weapon 2464 panel, golden weapon 2599 panel. The panel is less than 5.4% of the multiplication damage, while the full fire damage entry reaches a multiplication ratio of 285%, and the 5.4% of the multiplication damage is equivalent to 15.4% of the fire damage entry? Do you still plan to use a purple weapon when you see this data? )

The armor part, remove the necessary warrior damage, and the priority of the entry is as follows:

Helmet: (Sword/Dagger Damage), (Fire Damage), Warrior Ability Damage, Full Blood Plus Critical Rate, Critical Damage,

Breastplate: (heavy weapon/blunt weapon damage), (toxic damage), critical damage, all damage

Arm: Furious attack damage, hit recovery adrenaline, critical hit rate, full blood plus critical hit damage, critical hit damage

Belt: Furious Attack Damage, (Viac Damage), Hit Recovery Adrenaline, Critical Strike Rate, All Damage

Shoes: (spear/staff damage), (fire damage), full blood plus critical hit rate, full blood plus critical hit damage

It is worth noting that for the crazy attack stream, the critical hit rate and critical hit damage are very little (unless you are a digital player, you should focus on practicality in daily life). Because the main skill you use is crazy attack. One of the very unreasonable mechanisms of this game is that all multi-stage attacks except flame/toxic dots are single-stage judgments. For example, if your sword has nearly 10 attacks, if you have 1 critical strike, all the rest will be critical, if you have 1 critical strike, all the rest will be critical. This determines that critical hit and critical hit damage are not calculated based on expectations, but [the damage must overflow after critical hit, and the overflowing damage is meaningless], [the damage without critical hit is very ugly, and may not even be enough]. If you understand the game mechanism, do you still think that Critical strike is very powerful against Mad Attack? What we need to pile up is stable damage: Mad Attack damage, fire damage, warrior damage, weapon type damage, and warrior ability damage are all stable damage. Critical hit rate and critical damage are the most important considerations.

Put a set of personal storm rods. There is nothing to say about the crazy attack operation. Once equipped, it is used to avoid attacks using the invincible feature of the crazy attack.

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