Beginners Must Read Korean Sword And Spirit Swordsman Talents And Skills Guide

Sword Spirit Swordsman Talent Ranking

Sword Spirit Swordsman Talent Rank 2

Sword Spirit Swordsman Talent Rank 3

Sword Spirit Swordsman Talent Rank 4

First of all, let’s talk about it roughly. Sword Spirit Swordsman has no problem with the four major FBs at present. It can be used as a T, DPS, and hegemonic player. However, the DPS of Sword Spirit Swordsman is not the highest as a single target, but can only be considered as a group effect. The Overlord Body is also limited to weakness and stun, of which there are 3 weaknesses, so you are not afraid even if it misses once, and it is extremely fast and can defeat the Spider Queen's ultimate move alone. To stun, you need to draw the sword, so it will be slower.

It also applies to Sword Spirit Swordsman PK. At least this talent PK feels enough for now. Retains adequate control and maximizes instantaneous output.

The following is a detailed analysis of the Sword Spirit Swordsman skills.

The introduction is based on the talent levels of the Sword Spirit Swordsman. The ones that are not introduced are because they are not the final enhancement target.

The first row of talents of Sword Spirit Swordsman:

This move simultaneously strengthens the full moon and avoidance (the effect of rapid retreat)

First of all, the evasion skill distance is 8M and the CD is 8 seconds. After strengthening this skill, you can use SS to enter the drawing posture and gain 1 energy.

After using Full Moon Slash, it will unconditionally enter the sword-drawing posture. (Man Yue Zhan will elaborate on this later)

This move has been modified and strengthened after August 8th, but it is not really a big enhancement. It can be used in the state of Qinggong. There is no need to jump up. Of course, jumping up is suitable for sneak attacks, and rushing directly is suitable for chasing and fighting. FB.

2020 Sword Spirit Swordsman plus points_Sword Spirit Human Swordsman and Heavenly Swordsman_Sword Spirit Heavenly Swordsman pk plus points

The skill CD is 6 seconds and can ignore underground skills. The stun probability is 30% at a distance of 16M and a range of 3M, but only the first target will be stunned.

After attacking, it will automatically go behind the opponent. This move can even be used against attacks. As long as the range is 16M, it can be used. It can even be used against enemies on high slopes during PK. Some PK resurrection points are at high places, and those are not counted. You can use this trick to sneak up on places that are too high. It can be said to be a very applicable skill.

After this move is strengthened, it can cause extra damage to the knocked down target, and the growth rate is very high. If the opponent is full of energy after finishing the move (these are all things mentioned in Chinese…I will stop talking nonsense) I do not recommend strengthening this move to 2, although it is strengthened. After 2, the attack power is increased, and it does not rely on the additional effect of knocking down, but it becomes a single target, and the total damage is much less than the additional effect of knocking down, and after becoming a single target, it must be targeted to release, and it can be predicted in groups. Positional release can be used to escape, chase, kill invisible units, etc. If there is a boxer in the team, the effect of this move is simply overwhelming (a boxer can suppress the opponent for a long time, and the suppression counts as a knockout). This varies from person to person.

Rising Dragon Slash is the swordsman's first floating skill. Only units that are stunned and weak can float into the air. The CD is not bad. The judgment of Rising Dragon Slash is relatively slow. Even though he seems to be slashing very quickly. Pick up, in fact, if you have a network card, if you have a network card, if you cut it with two knives and then rise to the dragon, nine out of ten people will not float… So I advise those who have a network card to chop it with 1 knife and they can float~

Xiang Zhan's move has no CD at all. Although the attack is not high, it is better than nothing. Of course, when I say that the attack is not high, it is compared with other skills of the swordsman… Xiang Zhan is a completely directional skill. As long as it is used, it will hit (it cannot be avoided in the air, cannot block, and cannot use skills. If Xiang Zhan is used, it will hit 100% without any damage). Worry about mission issues, stable.)

Strengthening the third blow of the flat cut. This move is exclusive to FB and has excellent effect. It can be said that the FB swordsman's main T can be used for output or output. This is the most critical skill, which can reduce the BOSS's blood recovery (some BOSS's blood recovery speed , 1~2 people can't be beaten to death at all, and you can't beat him to recover his health quickly, but with this move, without time limit and external harassment, you can make any BOSS unable to recover his health, even if it's only the swordsman. 1 person is outputting.)

But the disadvantage is that originally this move can restore 2 Qi without strengthening, strengthening 1 can restore 3 Qi (that is, the above level of strengthening), but after learning bleeding, it can only restore 1 Qi. Moreover, you must waste 2 skill points to use this trick, but it can be said to be a must in PVE, and basically no one does not learn it.

Sword Spirit Heavenly Swordsman pk plus points_Sword Spirit Human Swordsman and Heavenly Swordsman_2020 Sword Spirit Swordsman plus points

This move is what I just learned today. It is mainly for single-target output. Especially after the warrior lifts a certain unit, the swordsman can use this move to cause continuous high damage. However, it is also a single-target output skill. This move is better than Ba The sword's 2-strengthened single target attack is actually weaker. Although the data is strong, the speed difference is nearly 1 times, and the critical hit damage is also 50% less, and the critical hit rate is 5~15% less. The 30-second stun effect written below this skill can be ignored by everyone. It is just a decoration… It is used to fight monsters, which is equivalent to helping the monsters recover blood. If you use it in PK, it will give you a hit…

The single target of drawing the sword is strengthened by 1, which can stun the opponent. Each time the CD is 45 seconds, the drawing of the sword in the CD state will become unstrengthened (group attack, attack 234~296)

This is the move~Quick Sword, but when you move the mouse over it will display the explanation of drawing the sword~and after using the stun effect, this mark will appear on the screen

That is, the CD representation of drawing a sword (SS, Q, E, Full Moon Slash, etc. all have this effect, so I won’t introduce it again below)

Many people don’t learn this move to escape, but I have a lot of skills~ so I learned a little bit. This move requires extremely high network requirements and people’s reaction speed. The text expression is not clear. The actual effect is that you will be beaten by a qigong warrior. After special control such as Boxer, you can knock down the opponent by using this skill at the moment the opponent uses the next skill.

For example, if he grasps Qigong and runs for a while, he wants to throw me out. After he clicks on the throwing skill, there will be an action. Before the action ends (that is, before the throwing effect is triggered), I have to hit this disengagement so I can counter the chi and knock him down. Generally speaking, the speed of reaction depends on the skills. For example, Rikishi's headbutt basically has 1 second for you to react, while Rikishi's shield gives you 0.1 seconds to react, etc. It is different.

To put it simply, using it well is a magical skill, but using it poorly is a complete waste of skill points (don’t use network cards and children’s shoes with slow responses~it’s useless)

Sword Spirit Swordsman Talent Ranking

Sword Spirit Swordsman Talent Rank 2

Sword Spirit Swordsman Talent Rank 3

Sword Spirit Swordsman Talent Rank 4

Sword Spirit Heavenly Swordsman pk plus points_2020 Sword Spirit Swordsman plus points_Sword Spirit Human Swordsman and Heavenly Swordsman

The second row of talents of Sword Spirit Swordsman:

The second row of skills focuses on this skill. It is the MVP skill of Sword Spirit Swordsman. It is also the core of PK and the strongest output skill of FB. This skill is currently the skill with the highest actual damage in Sword Spirit. The triggering conditions for damage recovery are weakness and stun. The attack speed of this move is extremely fast, and the judgment is also extremely fast, but it comes and goes quickly. The judgment is triggered in an instant of 0.1~0.2, but it disappears so quickly, so this move of the network card's children's shoes can easily slip into the air… Or escape from the opponent's counterattack. Since the judgment time is very short, do not use 95% MISS on moving targets, especially targets moving diagonally and laterally.

If used well, you can kill everyone in all directions~kill anyone you want to kill instantly with a sneak attack. Moreover, it is a group attack, which is extremely lethal to monsters and people (I currently use a 181 weapon with a scum attribute, 0 penetration and 180 explosion damage + in the drawing posture, it can explode 9000~1W damage, the picture looks beautiful… One vote hurts a lot).

Sword Spirit Swordsman Talent Ranking

Sword Spirit Swordsman Talent Rank 2

Sword Spirit Swordsman Talent Rank 3

Sword Spirit Swordsman Talent Rank 4

The third row of talents of Sword Spirit Swordsman:

The initial skill of the third row can be said to be very bad. Although the attack power is good, the damage is actually divided into 2 attacks. The first attack is low, the second attack is high, and even critical hits can be blocked and avoided. It's judged separately, that is to say, your first hit will hit and then hit a critical hit, but the second hit may miss or be blocked… It's not a very useful skill for fighting monsters anyway. The biggest disadvantage is that the movement is extremely slow (at least 1.5 seconds of movement)… and the CD is still long. At least for me personally, I may not use this skill even when the CD reaches it. Moreover, this deceptive skill seems to want to attack in a group, but the result is very poor. It will get stuck when the network is stuck… But the most deceiving thing is that this skill is still a must-have skill (initial skill)…

The revised magic skill Full Moon is fast, with weakness. The first attack is low, but with weakness. It is instantaneous (0.2 seconds instantaneous judgment, about the same speed as Lightning Slash), and comes with 2 energy back (but only if you use this skill. You must have at least 2 qi in your body to move), or attack in a group, chase and escape, attack with group control and break the hegemonic body. It can be said to be very awesome. The CD of each full moon's weakening effect is 36 seconds, and the CD is the ordinary full moon effect (the attack is very high and consumes 2 qi. The same group attack is instantaneous and high-speed judgment, but the SS in the first row and the full moon enhancement must be strengthened. Only after that skill can be used)

Sword Spirit Heavenly Swordsman pk plus points_Sword Spirit Human Swordsman and Heavenly Swordsman_2020 Sword Spirit Swordsman plus points

Ascension Strike, a relatively high-injury high-damage skill, can cause the floating unit to attack additionally after Soaring Slash or Sky Dance Slash (must be done after Soaring Slash). In other words, this move is Rising Dragon Slash, Soaring Slash (or Sky Dance Slash). ) plus oneself consume a total of 6 gas. It is suitable for PK and solo use, but it is not easy to use in team FB, because it will make the target invincible after being hit by the Ascension Strike, which will affect the team's output.

The skill of knocking down is a group attack. It has the same usage conditions as the ascending strike. It can only be used after flying slash or sky dancing slash. It can be used as a body-breaking attack (using the lower slash after knocking down can control the BOSS once)

I just missed mentioning the stance of drawing the sword.

The swordsman has a total of 2 special postures. There are 3 types of acceleration for drawing swords and swords, and 2 types of Qigong are ice and fire, which are somewhat similar.

In the sword-drawing posture, the same block will become 0. Unless you use diamond, the block will be 0 no matter what equipment you use. However, in the sword-drawing posture, the evasion rate is +20% (not the evasion value, but the evasion rate, which is not the case at all. A concept… 45 and 20% evasion is not an ordinary trouble~ And if the swordsman's own evasion is 20%, after drawing the sword, it will be 40%. This 40% evasion will be very difficult for assassins and Qigong to achieve. Trouble, it gets harder the further you go.)

But these are not the point. The point is that after drawing the sword, the swordsman's critical hit damage is +50% and the critical hit chance is +5%. This is not an ordinary high-damage BUFF. The 50% effect is very scary, especially in the later stage.

Therefore, the critical hit damage is actually the highest among all Sword Spirits when the swordsman is in the drawing posture, not the assassin and Qigong. In terms of critical hit probability, the swordsman's posture after passing the level +5% and the skill critical hit can add an additional 10%. The probability of maintaining the BUFF for 3 seconds is higher than that of Assassin and Qigong in the later stage. Of course, the prerequisite must be to enter the sword-drawing posture. ,

Shoulder Bump is a necessary skill for level 35 swordsmen. The effect can restore 5% of the maximum health (the old version is 10%, but the CD is 45 seconds). In other words, if you hit 1W health, you will recover 500 health. The more health, the better. High, it has the same effect as restoring 10% of the maximum health after the sword is strengthened. These two skills are my current main health recovery skills, and the CD of shoulder collision is only 30 seconds. After level 41, the weakening effect can be strengthened (the effect in the picture is 41 The 2 seconds of weakness in the future can break the hegemonic body, float in the air, and cooperate with lightning slashes. Moreover, this skill is a group attack, and the duration is also good. The range is also good, and it can also be released by movement.

Shuangfeiyan, this move can be learned or not. The range is 4X16. It is the move with the largest attack range for the swordsman. The attack power is also very strong, but consuming two swords at one time is a bit unaffordable. It is suitable for grabbing monsters and instantaneous output.

For example, I am a swordsman who is out of health when fighting against a BOSS. After the BOSS attacks me (the main blocker), I immediately activate Sword Spell to absorb 10% of my blood, and then immediately use Shuang Feiyan to block (the Sword Spell is automatically canceled after blocking). Stance) comes with a bleeding effect ~ it can also give the BOSS status at critical moments.

Sword Spirit Human Swordsman and Heavenly Swordsman_2020 Sword Spirit Swordsman bonus points_Sword Spirit Heavenly Swordsman pk bonus points

The magical skill Ao Zhan, this move is one of the skills with the best control performance in Sword Spirit. Qigong has ghost hands, warriors have capture, summons have cats, boxers have knockdowns, assassins have switching positions, and swordsmen have this move of arrogance. Cut~ is a powerful skill to control the first mover.

In a 1 on 1 situation, if you are hit by Ao Zhan for the first time, you will be floating in the air afterwards, and you will not be able to use any counterattack skills at all. Even if you have a teammate, you may still be in the air or weak after using up your counterattack skills. ~~There are 5 attack judgments in total. If the target is already floating or dead, it will stop automatically. During the use of Ao Zhan, you are invincible and immune to any attack~(You can often see in videos, swordsmen use this move to dodge. BOSS's ultimate move), although this move literally requires weakening or stunning the unit, each blow of this move brings its own weakness… (But it cannot break the hegemonic body with one move~ Otherwise it will be too BUG, ​​Sword Spirit has not yet 1 It is a skill that can break the hegemonic body with one move, so when you fight the BOSS with this move, you need to have a full moon before you can float in the air.) The only disadvantage of this move is that the opponent will be in the air after 2 attacks, and the next 3 swords cannot be used, so the above 1421's attack is actually only 2/5 powerful, of course it is 100% effective against overlord units.

Sword Spirit Swordsman Talent Ranking

Sword Spirit Swordsman Talent Rank 2

Sword Spirit Swordsman Talent Rank 3

Sword Spirit Swordsman Talent Rank 4

The fourth row of talents of Sword Spirit Swordsman:

This move is a must-learn skill at level 40. After using it, you will enter the drawing posture, but the movement is a little slow and there will be a POSS. Of course, most of the Sword Spirit's skills are used while moving, so it doesn't matter. Then the effect of this pulling is a bit like the ghost hand of Qigong. Of course, it is ineffective against the BOSS, and naturally it cannot trigger the stun, and the 4X8 range is quite large. The PK value is also good.

The biggest advantage of this sword-controlling skill, Blood Pillar, is that the animation effects are extremely slow (a flying sword cuts the neck in a gorgeous 360°~ It looks very painful, and it has the same special effect as an assassin's neck wipe). The swordsman can walk towards the target without being affected by the special effects. Then, after the special effects are over, the weakening effect is triggered, and he can directly kill with lightning in seconds… It is a very sinister move~~ However, the disadvantage is that it first consumes 1 qi for consecutive cuts, and then 10,000 seconds. Once blocked or avoided by the opponent, the blood column cannot be triggered directly. The blood column itself can also be blocked or avoided, and it also consumes 2 swords.

I missed mentioning a skill from level 31 and above just now, Mark, which can add additional control time to an opponent who has been knocked down and stunned in the air. This skill is generally used more for knockdowns, but it does not have 4 seconds for floating units. It is long, and there is no point in floating for too long. The air-facing skills in Sword Spirit are limited, otherwise it would be too Yinba, because floating is the strongest control effect of Sword Spirit. The additional 4 seconds of stun is almost never encountered, only knockdown is more common~

Tips: When the enemy is close, the swordsman immediately uses Sword Spell, which will have a blowing effect and a 2-second knockdown effect. If the opponent does not get up, or is about to get up, you can use the mark again to break the up effect. For units that have not gotten up, you can use it 0.5 seconds before the end of the final control, so that the knockdown effect can be controlled for more than 6 seconds.

The skill acquired after level 41, Tianwu Slash, is a single-shot, PK skill. The anti-air skill with the highest attack power among all Sword Spirits, and also has group attacks. The action is an upgraded version of Tianxiang, super cool and cool~ My current attack is about 7500 HP damage… This is not comparable to Tianxiang (usually 2500 damage to death) ~ Tianwu + Shengtian If all the hits explode, it will be 7500+4200. This set can cripple a group of people~ However, Tianwu's critical hit judgment is separate, and it depends entirely on RP if he hits 5 times.

The disadvantage of this move is that it conflicts with many floating skills, which will cause the opponent to be invulnerable, such as the warrior's hell and the swordsman's ascending strike (all skills conflict with the ascending strike, except that another swordsman also uses the ascending strike). Press down, the swordsman strikes down, and the assassin's meal just falls.

It can be said that the ones that do not cause conflict are the swordsman's Tianxiang, the boxer's aerial kick (lion combo?), and the assassin's aerial clone attack.

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