During the retreat, it is also very important to test the tacit understanding of the God fighters.
Because when they retreat, the monsters that often appear behind them are horrible and ferocious. These guys are not simple masters.
At this time, it is time to test the mental endurance of the divine fighters. Behind them are deadly attacks, but the road in front of them is still blocked, so they can't move forward easily.
At this time, if the mental conditions of the God fighters who are behind are poor, it is very easy to be remembered by the monster.
However, once casualties are encountered, there will inevitably be a situation of fleeing around. Once this happens, although the attack was successful, the pressure of the divine fighters is also extremely great.
After all, they can't retreat safely, which will cause a certain amount of damage. It's not impossible for them to be killed directly.
Therefore, the Shenzhan who walks behind must have strong psychological quality and be not afraid of the sudden attack of the monster. We should be able to withstand the pressure from the monster and the strong psychological pressure.
These are the coordination between the beginning of the attack and the end of the retreat. Secondly, how to maximize the damage to the monster within the specified time after the attack.
This will also be related to the cooperation between God fighters.
The warrior profession divine warrior actually has a general skill called Earth trampling. In fact, the damage ability of this skill is not very high, but it has a precious blessing of negative status.
That is dizziness. This negative state is very powerful. Although it can not directly cause any substantial damage to the monster itself, it can control the monster and make the monster lose its action ability and combat effectiveness,.
It is the appearance of some small stars on the head that makes the monster fall into a dizzy state.
Because this is a control skill, it cannot be released indefinitely like other attack skills.
This skill has a cooldown time of about three minutes. That is to say, this skill can only be released once within three minutes, or the negative state of dizziness can only be triggered once.
If you are within the cooldown time, you will not be able to Daze the monster even if you release it indefinitely.
In addition to the cooldown time, this kind of forced control skill is not 100% successful.
There is a chance of success, not every release. Can cause dizziness to monsters.
Of course, the probability is still high, not very low. Therefore, as long as the luck is not too bad, they can basically succeed.
However, a skill with the attribute of probability still has a certain failure rate. Sometimes, it just doesn't succeed. This can happen.
Finally, the time of vertigo control is not regulated. It is routine. If it acts on the body and has no resistance, it can last for three seconds.
In other words, within three seconds, your attack target cannot move, let alone attack, and can only become a live target.
After three seconds, it can be recovered again.
However, this is not the case when using this stun skill against some targets.
In particular, when a warrior class target, or other targets with high physical resistance and toughness, launches this dizzy negative state attack, it often cannot last for three seconds.
There will be some changes in this time according to the resistance and toughness of the target.
This is a mechanism for controlling capacity.
Of course, even if the physical resistance or toughness of the target is too high, the dizziness will not disappear completely.
Even if it can only exist for a fraction of a second, it will definitely occur. The level of physical resistance or toughness cannot completely offset this controlled state.
If you want to offset, it is not impossible. If the target you attack is in an invincible state, then at this time, he can not be affected by any control skills.