The Hermit in "Eldon's Ring of Magic: The Night Landing" is a relatively powerful character in the game. However, many players do not know how to play the Hermit. First of all, the Hermit is the most in-depth character in the entire Night Landing and the only character with the means to restore focus.
How to play the Hermit in the Night of the Elden Far Ring
Preface
The Hermit is the most in-depth character in the entire Night Landing, and the only character with the means to restore focus.
She has high corrections for intelligence and faith, and can provide high spell damage in combat.
But the body is very crisp and it is easy to die suddenly in the early stage.
While the upper limit is extremely high, the hermit also has a higher lower limit.
Don't be afraid of new players. Hermit is a character who can enjoy playing even without the understanding of the game.
Iron Eye, who is also a remote character, only needs to consider whether the skills are prone to injury or keep them for maneuvering, just whether the trick is to pull teammates or counter bosses. Our Hermit Repeat the Destruction Meteor to turn on the big meter and reverse the reversal of the power meter.
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The ability of the hermit
First of all, we need to understand the ability of the character Hermit.
The hermit's inherent ability to "harness elements" allows her to restore her focus value when absorbing attribute marks.
The so-called attribute trace is the aperture that can be absorbed from enemies and teammates. When a teammate strikes an attribute attack, corresponding attribute marks will be generated on the enemy.
The hermit's skill "Mixed Magic" is a skill that absorbs three attribute marks and produces different effects according to the type of attribute marks.
Skills are the core skill of the hermit and her depth lies. But unfortunately, attribute traces are highly dependent on teammates to play attributes.
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Attribute trace
There are four types of attribute marks, and three single attribute marks can also release mixed magic:
1. Magic. The most commonly used hybrid magic. It can release the magic core surrounding the enemy, entangle and detonate many times within a certain period of time. Each detonation can generate new magic attribute marks, causing damage to the enemy and also providing a small hard straight. Because every detonation can generate attribute marks, it is a more practical blue-returning skill, but the damage is limited.
From the perspective of ring science, magic attributes represent power at the tracking and soul level, so mixed magic related to magic often has tracking properties.
2. Fire. Throw out the fireball and cause a small range of burns. This range burning is actually in a relatively awkward position, because it is not useful to fight monsters, and the boss of this game is a mad dog per capita. In the angle of ring science, fire represents the power of explosion, so mixed magic related to flame attribute marks often has explosion.
3. Thunder. It can cause lightning to wrap around the body, causing close-range lightning damage, and at the same time strengthen the dodge ability within a certain period of time. Thunder attribute mixed magic is more practical than fire. The enhanced dodge ability is about to change to the hunting dog footwork that has not been weakened, which can greatly increase the chance of survival.
In the study of the ring, the probability is highly related to concepts such as speed, so mixed magic related to the thunder attribute mark often emphasizes speed.
4. Saint. It can improve resilience and increase injury reduction rate within a certain period of time. The mage's body is extremely fragile, and it is the right way to try not to get the boss's attack; at the same time, the magic saint's mixed magic is extremely practical. These two reasons together lead to the poor practicality of the Holy Mixed Magic.
Saint is a property that represents guardianity in the ring science, so the ability of Saint attribute trace is mostly "maintaining the state unchanged".
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Different kinds of mixed magic
Next is different kinds of mixed magic generated by different attribute marks.
1. Magic Fire. After reviewing the abilities represented by the attributes just mentioned, you will know that the magic fire mixed magic has magical attribute tracking traits (magic) and fire attribute damage (fire). Therefore, its effect is to track the ghost fire that the enemy attacks. In terms of practicality, the acquisition of fire and magic attributes is simple, so it is a magic commonly used by hermits to supplement damage (although the damage is a bit regrettable).
At the same time, each attack of Ghost Fire will produce fire attribute marks. In addition to the hermit's magic attribute attack, this mixed magic can be renewed infinitely.
2. Magic Thunder. Similarly, this mixed magic causes high-speed slash (thunder) to cause magic damage (magic). It should be noted that this hybrid magic can maintain its posture by long pressing and can be moved at this time. It has considerable toughness and good damage.
3. Demon Saint. Focus value (magic) remains unchanged (saint). It not only reduces the consumption of its own focus value for a period of time, but also benefits its teammates around it. It is a necessary mixed magic for the hermit to maintain output when using high blue magic. Unfortunately, the duration is very short.
4. Fire and Thunder. Turn yourself into a fireball (fire), quickly advance (thunder) and cause thunder attribute damage (thunder) to the surrounding area. Nothing useful.
5. Fire Saint. ��It can increase our health limit, reduce the enemy's health limit, and reduce the accumulation of the abnormality scale. The mixed magic with a confusing effect is simply a dark cloud that lies above the building of the mixed magic system. The special effects are also very confusing. The similar special effects of fireballs and warm stones can easily make teammates mistakenly think that they have the effect of restoring health. Overall not recommended.
6. Lei Sheng. Automatic rebound and counterattack (Saint), and the relationship with thunder is probably in case of rebound and counterattack, and requires quick response? In fact, the effect is limited because the mage does not often fight close to the enemy, but for Mr. Prayer, these two attributes are easier to obtain and can be used according to your needs.
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Mixed magic of three attributes
Next is a mixed magic of three attributes. The longer casting pre-shaking and higher attribute mark acquisition difficulty have brought powerful effects, and all four are recommended.
1. Magic Fire Thunder. The combination of magic fire thunder is gravity. This skill can generate gravity balls, pull enemies closer and cause explosions, and deal a lot of damage.
2. Demon Fire Saint. The magic of functional fullness produces flame breath not only considerable damage, but also restores health and blue volume to teammates.
3. Fire and Thunder Saint. A lightning rod is generated, and white thunder is dropped for a period of time. It is difficult to understand its effect based on attribute combinations, and it requires hard memory or release it as it happens. Although the white thunder has a certain range effect, the delay characteristic makes it difficult to hit when facing the mad dog boss. At the same time, because the elemental attributes of the mage themselves are excluded, the combination is the most difficult to get it out, but it also has the highest damage among all combinations.
4. Demon Thunder Saint. A large-scale ice storm will also seal itself into the ice and enter invincibility. Ice is a variant of magic, and the ice-attribute magic in the Dark Landing all produce magic attribute marks. Thunder represents storm, while holy provides its own invincible protective posture.
Compared with the complexity of skills, there are very few things to consider. The Hermit's ultimate move "Blood Soul Song" can provide enemies with vulnerability, and will restore health and focus when teammates attack and mark enemies. It can reverse the meter with a destruction meteor, which is a must-have skill for traveling at home.
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The method of opening the wizard tower
As a mage profession, the most important development point of hermit is the mage tower. As a hermit, it is very important to understand the various methods of opening the wizard tower.
The mechanism of the Mage Tower is a decryption mechanism, which requires breaking the hidden badge to unlock, which is actually a kind of fault search.
The mage tower is divided into two types: open doors and not open doors, with nine possibilities in total.
If the mage tower opens, it is relatively simple, and there are two possibilities.
1. There is a hidden wall on the right side of the entrance (in other cases there are statues here), and a badge will appear if it is knocked out.
2. If there is no hidden wall, it is the light on the left hand side of the entrance door. It is out. If you light it up with an attack, the badge will appear.
If the mage tower does not open, it will be more complicated. It is divided into four categories: front of the tower, left of the tower, right of the tower and white tree stump.
Let’s talk about the simplest front of the tower first.
1. Just above the door, just jump up the second section.
2. The little demon statues in front of the wizard tower in the body, and the statues in the Dark Lord's Landing are all disguised. Attack it will appear badges.
Then say the left side of the tower with more possibilities.
1. Trident tree. A trine tree without leaves is also a disguise of badges.
2. Groves, badges may be hidden in the grove, which will emit bright blue light.
3. Wooden frame. Just jump on the wooden frame next to the tower and trample it.
The right side of the tower and the white tree root are both single possibilities.
Sometimes there are hidden badges in the pool on the right side of the tower, right next to the tower.
White tree roots are white tree roots that can run around, which are very obvious but a little difficult to chase.
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Relics
In terms of relics, two exclusive green relics can be obtained through the mage side quest. One can increase the damage of the ultimate move but will cause bleeding effects to itself, and the other will create a magical realm when absorbing attribute marks. After defeating the four Night Kings, you can buy three green holy grails from the Little Pot Merchant, so you can carry them together.
The randomness of the relics is too strong, so it is meaningless to discuss strategies. Prioritizing intelligence is a better choice. After all, the team cannot let the mages hurt, right?
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