How To Add Points In DNF Elf Knight PK?

At present, the vast majority of Elf Knight players are still in the stage of brushing and upgrading, and few have entered the PK field to experience it. As more and more players enter level 85, the PK field will become more popular. Since there are not many people practicing Elf Knight PK at present, so we don’t know the strength of this profession. Here is a set of DNF Elf Knight PK points recommended for players.

DNF Elf Knight pk adds points. Let’s talk about the general skills first:

Back jump: Lv1, comes with it;

Crouching: Lv1, no one would miss this PK;

Basic proficiency: Lv1, comes with it;

Yuexiang: Lv2, this skill has been added to level 2, mainly because of the duration issue. The duration of level 1 is too short, and level 2 is much better. It depends on personal habits, or it may not be added;

Physical crit: Lv10, it is still necessary to increase the damage;

Physical back attack: Lv10, same as above;

DNF Elf Knight pk adds points and let’s talk about professional skills:

Shield lift: Lv10, the floating skill is actually an upward lift, which is filled up for the floating height;

Strong kick: Lv41, this skill can actually be added or not. I added all the remaining SP to this skill. After all, the CD of the skill is very short. It can be used to intersperse the output in combos. Sometimes the blinding effect is also good. ;

Wheel of Fortune: Lv41, I believe everyone uses this skill to break protection and deal maximum damage, so fill it up to pursue maximum damage;

Shield Bash: Lv41, a small dash skill with a stun effect, a pretty good skill, it can be used as an uncle's direct punch attack;

Shield block: Lv5, this skill can be said to be a melee killer, much stronger than any reversal and counterattack;

Jumping Slash: Lv38, a special skill for sweeping the ground to collect moves. When full, the protection-breaking damage is guaranteed to explode;

DNF Elf Knight pk adds automatic defense: Lv10, damage reduction passive skill, it is said to be useful if added;

Defensive posture: Lv1, allows you to move while blocking, there is no reason not to add it;

Breaking Wheel of Martial Arts: Lv36, long-range containment skill. The elf knight itself is still very short-handed, and this skill is the only long-range skill;

Elf Knight Plate Armor Mastery: Lv1, comes with it;

Shield conversion: Lv1, comes with it;

DNF Elf Knight pk plus points of knight's way: Lv1, comes with it;

Knight Guardian: Lv1, comes with it;

Knight's Faith: Lv8, increases damage, there is no reason not to top it up;

Angry Crash: Lv36, charging with a stun effect, a very useful starting skill, a bit like breaking the army, but you can't let the opponent float, so you need to pay attention;

Battle cry: Lv20, increases one's own hit and avoidance, a very useful skill;

DNF Elf Knight pk adds some rose armor: Lv20, increases stiffness, very good skill;

Patron Saint Deer: Lv1, the Elf Knight's second pick-up skill. Although it is not in a dominating state, it is still a very useful starting skill for fighting;

Great Will: Lv13, removes abnormal status, sometimes very useful, sometimes not useful at all, can be filled up or not;

Armor-piercing impact: Lv31, Y-axis range skill, the judgment range is still good, it is recommended to fill it up;

Natural Guardian: Lv20, similar to the overbearing armor of the God of War, PK skills that are extremely domineering, there is no reason not to top it up;

DNF Elf Knight pk adds points of Shenmu Stab: Lv1, the pre-skill of the hurricane spin gun, point 1;

Elf's Leap: Lv1, displacement skill, mainly used for running;

Iron Wall Rush: Level 1, sometimes used as a top skill or to seal a position, level 1 is enough;

Cut in two: Level 23, the Elf Knight’s second weapon for breaking protection, no explanation when full;

DNF Elf Knight pk adds some natural restraint: Lv26, grab skill, judgment range is very good, and it also has immobilization effect, top it up;

Hurricane Spinning Gun: Level 23, it has its own hegemonic status and has an adsorption effect. It can be regarded as a washing machine for Blue Fist with a larger range;

Skyfall Cutting Slash: Lv1, a skill with very poor judgment effect. However, because it is a forced combo and its body dominates, it is sometimes very useful in top moves. 1 point is enough;

Nature's Shelter: Lv13, this awakening passive sincerity has a good effect and is worth recharging.

The above-mentioned idea of ​​adding points to the DNF Elf Knight pk is to first choose skills with good judgment as much as possible while ensuring that the BUFF is full. The overall idea is relatively correct. At present, from the perspective of skills of the Elf Knight, passive resurrection and various starting skills will undoubtedly make him It has become a new popular profession. How much impact can he bring to the PK field?

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