"Strange Adventures" Feng Shui Attribute Guide
I don’t know how to solve the Feng Shui attribute strategy in "Strange Adventures". For this reason, the editor has collected and sorted out the Feng Shui attribute strategy solutions for "Strange Adventures". If you are interested, come and take a look. .
"Strange Adventures" Feng Shui Attribute Guide
Wind Attribute
***Cry:
Explosion***Cry Summon a tornado, pull the enemy, two stages of wind attribute damage
Penetrate the tornado to repel the enemy, add wind attribute damage, and reduce the wind element resistance by 30%
In summary The main purpose of the Wind-Keeping Thunder attribute is to increase damage, and it is especially suitable to be paired with linear penetration skills. First, reduce resistance, and then level A like crazy.
Wind attribute hero:
Tank: Wind T, normal attack range and taunt for 3 seconds, skill range to knock back and taunt, plus 30% damage reduction for 6 seconds, leaving the wind element area. The first T given by the game is also a very traditional T. It has sufficient ability to pull monsters, is immune to damage, and serves as the starter of wind-type gunfire.
Lion warrior: A wind warrior, normal attacks restore blood. The skill description is very fancy, but the core is multi-range damage and area healing. So this is a warrior in name, but actually half a nanny. If you feel that the team's treatment capacity is not enough, but you don't want to bring an extra nanny to take up space, you can consider bringing him along.
Nanny (the name of the wind priest hero is called wet nurse, I didn’t type it wrong...): Wind priest, normal attack will not restore blood, skill is wind element aura, high frequency range Damage and area of effect healing. This nanny is very unique. The unique thing is that he has nothing to do with the wind element... The wind team taking him is no different from other teams taking him. It is an independent plug-in.
Yoyo Dog: Wind mage, flat A line type without special effects, the skill has penetrating gunfire, but in fact, the elemental area is basically a circular range, but the range of movement of this skill is very small It can overlap the elemental blast area, so the actual matching effect is extremely poor.
Archer: Wind hunter, level A without penetration, skill strengthened level A, one arrow becomes three arrows, and also has penetrating sound, which is most suitable for wind elements* **Ming's role, but there's nothing fancy to do.
Comprehensive evaluation: Among the heroes with wind attributes, only Archer and Tank are a strong match. The other characters are somewhat...impure in their positioning. The wind warrior can heal, but the wind priest's basic attack does not heal... If you want to play the wind attribute system, Tan Ke must be brought as the starter, and then go to the sharp archer and the lion warrior depending on the situation. If you need to strengthen the treatment, you can bring it. There is no need to consider the Yoyo Dog. The wet nurse has nothing to do with the style system, and the painting style is not good-looking. Basically, there is no need to consider him as a candidate for the priest. If there were statistics on the proportion of all players using heroes of each series, I believe that the wind attribute must be the most unpopular... The wind attribute system is not recommended in the current version
Water attribute
***Cry:
Explosive ***Crying group sets shield, adds 10% damage reduction for 3 seconds
Penetrating ***Crying slows down the enemy, and then re-attacks when defeated Additional range damage
Taking a comprehensive look at the water-attribute weapon, it takes into account both team survival and group damage.
Water attribute hero:
Ice Warrior: Water T, normal attack range damage, set a shield for yourself, skill creates water element area, multi-range damage and slowdown, taunt +20 % injury-free. Generally speaking, the Ice Warrior is not qualified as a T. The most basic basic attacks do not use taunts, and they also set up a shield for themselves, regardless of the casualties of teammates. However, this is the only water system starter, and you must bring it if you want to play with water. Yes, you can consider him as a deputy T.
Elf Mage: Water Mage, basic attack line type A, probability of deceleration, skill explosion, range deceleration, probability of chain range damage. It feels like there is nothing fancy to do. If the entry that increases the skill effect can also increase the probability of the skill, then this skill will be awesome, and it can chain summon AOE. Unfortunately it doesn't work.
Tide Dancer: Water Warrior, the basic attack is circle slash, the skill can increase the attack speed by 50% and gather monsters at the same time. It has a penetrating roar. It feels like it can be used as a monster gathering plug-in. The water warrior's basic attack range is a circle, which should actually be a basic attack suitable for T. In fact, he is a T that lacks taunt... The water warrior's basic attack damage coefficient is the lowest among warriors, one-third of the average level. One...shameful.
Water Baby: Water Priest, basic attack is healing, the purest healing, and the healing coefficient is also incredible. The skill is continuous four-stage roll-call healing plus area damage, and explosive sound. Shui Baobao is the purest wet nurse with a high healing coefficient. She also targets the companion with the lowest health volume, highlighting a stable one. If you don’t know which wet nurse to bring, choose Water Baby.
Elf Queen: Also a water priest, the Elf Queen's basic attack also heals the lowest HP, but it does damage and healing at the same time, so the coefficients on both sides are not very high. The skills have the same logic, AOE does damage and treat. Not so pure, but it is a plug-in that is positioned as a panacea.
Ninja: Water Hunter, normal attack penetration, the skill is to strengthen the basic attack, the attack range is surprisingly large, it is the main character of water attribute output, and the first choice to cooperate with the penetrating ***.
Comprehensive evaluation: The water attribute emphasizes treatment and recovery. If you don’t play with water, you can also bring a water baby as a wet nurse. If you play with the water system (like me), you can bring a water tank, two water priests, and a water hunter. , both offensive and defensive, but it requires a lot of lineups, and it just doesn’t work well with other systems. Overall, it's playable, much better than the wind attribute.