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How to use the warriors in "The King's Gift 2" (the latest gameplay guide for warriors)

How to use the warriors in

"King's Gift 2" has been officially released. Many novice players do not know how to use the warriors in the game. Players who want to know how to play, please read the explanation of the gameplay and details of the warriors in "King's Gift 2". I hope it can help everyone.

Because I play with mercenaries (warriors), I will first explain some of the skills of warriors.

Skill Points

1) Basic knowledge.

All skills at each level must reach 0/8/16/28 points in this line and unlock and learn;

The points are derived from different choices in each main side task, and there will be icon prompts. Order (green) and chaos (yellow) oppose, while power (red) and strategy (blue) oppose. If one of the opposite attributes has too high points (28 points?) it will cause another option in future tasks. For example, if my chaos points are very high, I can no longer choose the help order school in the task to improve the order points.

Skill points generally consume points per level will increase, but the increase of points per level of skill with added values is the same, so many secondary skills are not recommended to fill points.

2) Add points to the recommended order. During the process of land reclamation, the warriors do not have any good skills in the early stage. It is better to click the first-level magic learning of the blue line first, which can most directly strengthen the combat effectiveness of the army in the early and mid-stage period.

Because King's Gift 2 is not like the hero invincible, warrior heroes can learn "battle cry" skills to cooperate with the army's actions, and they cannot kill monsters after the battlefield. There is no qualitative change in the early skill points, so they can only use magic to help the army, so they must click it first. Of course, as a warrior, I have no knowledge to grow, and I can only rely on equipment to study spells in the future.

Then, the defense plus resistance of the second-level red line, and the attack of the second-level yellow line, blood-sucking and acceleration can significantly improve combat effectiveness and reduce combat losses. It is recommended to point out first, reducing combat losses means making money. Then add some red line dodge (of course, adding this dodge itself depends on the face, and there seems to be not many equipment for stacking dodge), and the yellow line attack (adding initiative, of course, it may be difficult to get it if you are in charge of order), and the entire warrior's core skills are finished. The benefits of other skills become lower because the upgrade cost is too high. You can learn first level first, click the core and then slowly make up for it.

PS: Why is the defense double-antibody very useful? It is because the game mechanism does not conflict with the defense actions. After the attack, you can open the defense as long as you don’t move. It is equivalent to the permanent double-antibody, and the early battle is very practical;

No need to say the battery life effect of blood sucking in the early stage. Of course, the middle and late stages are mostly battles that cannot absorb blood, and their effect will decrease. At this time, increasing output becomes the kingly way;

Acceleration is the core skill that ensures that the entire army can reach the bottom in one round. With some equipment, the 2-speed snail can hit the face in one round.

2) Some preliminary investigations in the middle and late stages.

Because the character is limited to level 30, the skill points are very limited (about 128 points), only enough to point out oneThis is the ultimate skill, and you can choose the ultimate skill based on the player's personal playing style and military characteristics. For example, my style of playing tends to use high-output melee attack and quick battle, and then click the red line to the ultimate, the effect is to directly add 20% damage, and use critical strikes to cover 85% critical strikes. Relying on high-output troops and buffs, you can directly attack the entire army to instantly attack the enemy's core and win the battle quickly.

Combined with some spell buffs and hangers with output, interested players can try a one-sword dragon.

Selections of troops and lineup matching recommendations

1) Basic knowledge.

Each type of soldier has a carrying limit, and the specific attributes will vary in design. The upper limit of low-level soldiers is generally 8 or 10, 5-8 mid-level soldiers, and 1-4 high-level soldiers. The upper limit of special cavalry types is 4, and the upper limit is only 2nd level, but high quality, so the upper limit is only 5;

Each type of soldier will gain experience by killing enemies, and can be upgraded to level 3. Each level will increase the attack and defense health, and many soldiers will also unlock new ultimate skills. The way units obtain experience is to eliminate enemy modules in battle with their own hands (for example, if you fight a soldier with 300 blood, your unit will have no experience even if it hits 299 outputs, but you don’t get the head. Therefore, soldiers who need to level up should try to create opportunities to finish off or attack more low-level units with multiple enemy modules, which will be easier to gain experience);

单位升级后以后招募和花钱救回的同样单位都会是升级版,价格也会变贵,注意。 Units that are injured after the battle but are not killed by the group or are killed by the execution skills can be rescued for money, which is about one-quarter of the original price;

From the cost-effectiveness of individual soldiers, low-level soldiers get the most attributes of unit leadership and money. In the early stage, because the leadership is in a growing state, low-level soldiers should be used as the main output. A small number of high-level soldiers rely on single-module high-attribute strong skills to carry damage and reduce combat losses;

The leadership has basically been finalized in the middle, and all the third and fourth-level troops have been unlocked. At this time, consider the lineup and replace the low-level soldiers with insufficient output with medium and high-level ones. I think it is more scientific to choose troops based on the principle of 3 output + 1 taunt + 1 auxiliary, and can effectively deal with all kinds of enemies;

It is best to take into account both physical and magic damage in the team to deal with different situations (of course you can also achieve this through magic). It is very important for soldiers with taunt skills, because the game mechanism is first of all the pictures are mocked, and then the units that are mocked either choose to attack the taunt soldiers or can only move and defend. If the damage skills of the unit cannot be used, they cannot be used. Therefore, for the warriors, the mockery skill effectively ensures that our high output troops boldly attack the rear row and creates battlefield advantages.

Soldier Recommendation

Because I play the Chaos faction for one week, please forgive me if the soldiers of other factions are biased

OpenGames and early

There are not many choices in the novice village, so there is nothing to say. Pay attention to helping the dwarfs at the beginning to get the dwarfs. This is a good military service that can be used in the middle and late stages. It is recommended to give priority to it. Helping humans can recruit robbers. In the early stage soldiers, the basic output is no lower than that of the combat dog with higher leadership requirements. The skills are also good, but the amount of health is relatively small. Without a short militia, it may also lead to more likely deaths in the early stage. The problem with wolf is that the amount of blood is too small, while the unit output is too low, and the unit is brittle and easy to be concentrated, and the enemies are long-range, so I personally think it is unusable, so I can replace it as soon as possible;

The soldiers worth training after entering Marseille City are first of all, human swordsmen of order, like short militia, have meat, output, and accelerate low cost, and have shields to effectively target the situation where there are many long-range enemies in the early stage, and can accompany you to play until the middle and late stages (as a low-level soldier in the eleventh level of the trial, you can fight the two teams of empty warriors without losing their disadvantages, ensuring victory, which shows that they are strong); the light element can only be said to be OK, and it must be upgraded to aoe skills to be more useful. And other newly unlocked Order Soldiers are relatively mediocre;

The Chaos Robbers' Family is actually very useful, and together you can also collect a robber entry to supplement your development.首推不久就能解锁的袭击者(轻骑),高输出高主动,有打和跑技能与不俗的血量,作为骑手无视敌方控制区切后排,所以玩到中期都依然是输出的绝对核心之一,尽快招募;自由弓手由于能解锁二连射,中期可以用用,但本身基础模型(包括其他弓兵也是)还是亏输出的,后期太乏力;

After contacting the Dark God Cult, you can buy Dark Spirit (Mage), Assassin and Dark Expert in the city. The Dark Spirit's Crazy Early Stage is very useful and worth bringing some low-level troops to target the enemy. But as the game progresses itself are second-level soldiers, they are no longer crazy, and the basic output is very low and they need to be replaced. Assassin and Dark Expert are both the main output, and we will talk about it later;

The undead's low-level skeletons, ghouls and archers have few channels to obtain (I chose not to help them with the canal mission, so I guess there are fewer recruitment points). The attributes are also average, especially the ghouls are too fragile, and the skill execution is only useful when the enemy is resurrected. Most of the time, this skill can only trick players on the opposite side, so it is not recommended;

The power units are similar to neutral monsters. They will not deduct morale from other faction units in the army and cover a wide range, so there are many easy-to-use units. You can buy dwarf militia and bears when you go out of Artemio in the early stage. Needless to say, militia is as easy to use as swordsmen, and the output of general attack is higher;

The first thing that bears the low A low speed and high leadership cost seems average. However, the maximum level is more than 400 blood, and the output is as high as the attacker. The key is that you have acceleration skills after upgrading. Qi can sell blood and reduce combat losses in the early stage. You can be the main force when you advance. After clicking out the blood sucking, you often have a counterattack and suck it all over. It is highly recommended to bring it. In the middle stage, due to the upper limit of five bears, the power is greater than that of four cavalrymen. Others, such as dwarf crossbow partial control, are relatively weak as output, and are shortAs a third-level soldier, the human guards can handle the points better, but their maneuverability and output deviations are half more expensive than militia, and they are relatively mediocre;

The strategy units are mostly stone statues and element units that carry the line. Their characteristics are high cost and relatively fleshy, but their outputs are relatively low, and other outputs are required to supplement the player.

Middle-term

At this time, you have already pushed half of the picture, probably to the mage tower, unlocking most of the fourth-level soldiers. After unlocking the horse racing field in the mission, Order can recruit giant swords, heavy cavalry and great mages, and apprentices from the mage tower east gate tavern. In this way, the ridicule, output and assistance mentioned above are all in one's own system. The heavy cavalry has its own skills of marching and injury. As a high-output high-mobile rider, it is not necessary to say that the output of the heavy cavalry is the main force. It starts with a team in seconds. It can also give order unit +1 morale; the mage apprentice's blood recovery, stone skin technique and rays are all practical, and going through order flow should be a good auxiliary, but pay attention to protection. The giant sword knight provides mockery, but short legs are a flaw, so other powerful output means are needed;

For Chaos, the Undead Knight, the Robber Mercenary (Rider), the Dark Assassin and Expert are all core troops. Compared with order, the Undead Knight inherits the problem of short legs, but as a level 4 soldier, he is more fleshy and the only one ridiculous mockery of the entire Chaos Flow, because he also gives the Chaos Soldier +1 morale. The upper limit is 5, and the damage in the later stage is OK. Recruitment under the ancient tomb on the east side of the map;

Mercenary riders can actually unlock after completing the preliminary tasks. The output and health volume are not inferior to that of the Order Knight. Only the armor is lower, but only 720 leaders are required. The molding is fast and easy to use. It is difficult for me to die in a moment when ridicule it. I like it very much, and I don’t even feel outdated when I pass the level;

The assassin's output is reflected after the player's leadership is high. It has 8 upper limits and comes with teleportation attack skills. Then it is safer to cooperate with other units to concentrate on fire without being attacked. But the output may be weak in the late stage, without the high explosion and high maneuver of the cavalry, I also brought him to pass the level in order to get the chaos. Because the initiative is very high, the safer method is to start and wait for the second linkage (but the legs are still a little short, so the ideal thing is to be able to passively exist in the first round of warriors). Needless to say, there are level 4 mages with damage, AOE and silent, with half output and half assist, with a maximum of 3, and the output needs to be fully supported when the leadership is high in the later stage.

Other feelings can be given priority to ghosts. 50 A, the dual resistance is very high, and it will teleport. The upgrade comes with scream AOE. The front and middle stage teleports the face-to-face half-meat and half-output (especially for those elements). The output of the upper limit of 6 basics in the later period is a bit weak;

The power faction has a lot of troops, but the well-known Bear Knight is of course the first priority. It has no weaknesses, it has everything, and it also has ridiculous skills. You can bring any lineup to play, and you are so strong that you have nothing to say. The other troops have their own advantages and disadvantages depending on the lineup. The dwarf fire that can also be unlocked in the early stage mainly has a three-combo attack, which can be used as an output supplement in the early stage.But it's a bit crispy later. The Dwarf Beat War is a little crisper (You can buy 4 bear riders in the Wind Harbor Market, and you will have to wait until Frost City to have it);

The Trolls' Family A is high and thick, and brings back blood, which is an ideal flesh shield. The early quarry mission can be unlocked and reduced. But the legs are really short and lack ridicule, and the output is low, making it suitable for turtle and consumption lineups. Note that the troll leader can give the power monster +1 morale;

The animal family has a hunter who can buy it in Rickwell village in front of the Mage Tower. However, it is generally crisp and doesn't feel very useful. High-cost level 4 soldiers like Ancient Wolf are not high in health, and their speed is only 4. The skills are not practical in the later stage, so they are not recommended. Just add some bears to the middle stage.

After mentioning, it was felt that the red dragon had the strongest brainlessness in the later period, and the ancient dragon's output was weak.

I found that many people are still stuck in the trial. In fact, many bigwigs have posted some before, so let me talk about it first. Trials are actually a kind of advanced teaching. Like puzzles, it is easy to deal with if you can understand where the core problem lies.

Trial 1 - Dimir: It's relatively simple, just fight it casually;

Trial 2-Moran: In teaching crazy magic, the enemy will fall into crazy attacking friendly forces; be good at using ghosts' screams AOE and high-armor anti-damage fraud to protect ghoul output;

Trial 3—Baldwin: Teaching of Warrior Output with Shaman (Teaching of Military Functions 1). The heavy cavalry cooperates to ridicule the enemy's main output points (Devourers, Ranged Soldiers). The core is that the cavalry's output point is easy to win without losing. Other units and magic are all for creating an output environment for him;

Trial 4—Tyrant: Mobile Warfare and AOE Teaching.单位放中间,石像鬼在右,开局等待。 In this way, the enemy devourer will go to the right, and the magic can hit him and two hollow blades. The Bone Dragon Two collaborated to spray the hollow blade twice through the Devourer, and then flew away, killing the chasing Devourer next round. Go to the left high ground for two rounds and wait until the enemy is poisoned and burned and blooded, and then give a magic spell (try to put the team's bloody hollow blades as much as possible), and then the Bone Dragon finds the right opportunity to go over and play AOE to lock in the victory.

You can also deliberately walk towards the hollow giant, use the terrain or gargoyles to gather together and then spray the giant with lower output to affect the hollow blade with intact structure;

Trial 5—Kaissa: Teaching for Creating Output Environment (Teaching for Red Dragon Dad Firewall). When two cavalry go to the middle to get the position, whether to lose or not is secondary, the important thing is to gather monsters. The Red Dragon Waits for the Second Linkage Fire Spitfire Plus Firewall This game outputs the highest skill. If you hit multiple enemies, especially the Hollow Blade, you will surely win next, and magic will add output to the Red Dragon;

Trial Six—Sanguinus: Summoning Teaching. In fact, you will win by constantly attracting bears to carry the damage. The magic power is enough, and the angel attacks are not subject to counterattack. Note that there can only be one summoning object on the field, and wait until the previous one is almost dead before continuing;

Trial 7—Lisa: Mage Strategy System Combat Teaching. Deploy to the right at the beginning, Gargoyle and TwoThe golem is arranged into a pocket array. At the beginning, the summoning element on the right side jammed the hollow blade and teleported the enemy archers to the pocket array. In this way, the archers would want to escape and be attacked by the player's three units to the residual health, and they would be easily replenished. The next round is accurate to the double fire element, and be careful not to touch the fire element for other monsters (or you can use the same trick again to kill the knight in his pocket), and then continue to summon the protective fire element to pass the level slightly. The hollow giant will linger in the bottom lane because of the change in position of your gargoyle. Even if you come up, the overall situation has been decided or teleported away by the player;

Trial 8—Amok: Chaos System and Assassin Teaching. At the beginning, you can first add magic to the range, and then the entire army attacks to the right. The ghost finds an opportunity to post the range. The assassin kills the chasing devourers and hollow zombies in turn, and then use the waiting two linkage to cooperate with magic to solve the hollow blade;

Trial 9—Halric: Mage System Combat Teaching 2. Actually it's easy to fight... Infinite magic ground thorn control and ice element freeze, and you can gather fire to remove the hollow blade first;

Trial 10—Mrs. Darkness: Teaching the Chaos System Two. The core lies in the fact that Chimera's two skills are placed on multiple players. Put a unit on the right, and the left hollow rider will go to the right in the first round, and the magic will easily be damaged. Then Chimera will step on it, and the bandits and ghosts will assist in the right rider. After that, Chimera cooperates with the whirlwind of easy damage to blow two hollow blades. You can also refresh and step by finishing the cavalry first. Other units assist Chimera in output, and it doesn’t matter if the position is blocked. The damage scroll can be used to hit the hollow blades that are easy to damage. Two undead knights took turns to mocking, one of them was protecting the troops behind the right side, and if necessary, they would defend against the hollow giants catching up;

Trial 11 - Maximilan: Teaching of functions of pure warriors 2. The army was deployed to the right, and the swordsman accelerated and faced with his face. The two long-range hollow warriors should not let him release his skills. The 75-armor has no defense, which is enough to last until the large army eliminates other enemies and later provide assistance. After that, the others will solve the highest output of the hollow rider and the hollow blade in turn. Pay attention to using the walking knight to carry the damage, and other fragile soldiers will output later;

Trial Twelve—Prophet: Dad Long. Holding two dragons in one day, the opposite side is basically a hollow blade with low movement speed. In fact, there is nothing to say... The monster gathering red dragon show.

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