Chapter 4 Preparation 2 Occupational Races
After choosing a server, it is necessary to establish a character, and "Choice" can pre-build a character 72 hours in advance, although it is still early to pre-build a character, Ding Sa has made up his mind early.
Considering that "Choice" may be his last and best chance, although it can be said that he is good at all positions, Ding Sa still decided to choose the soul position of the team that he is most sure of: Team Tank (T), in order to better build and control the team.
Although compared to other classes, team tanks are at a disadvantage in many aspects such as PK and leveling, but these disadvantages can be compensated for by their own skills and hard work.
The more high-level players pay more attention to these two rights, the more fierce the two-way choice and the competition within the team, and the natural right to speak between the team soul position and the ordinary team position is very different.
(Non-team soul position players often need to control the team by pulling over the team soul position or the thickness of the network, if there is a conflict within the former, it is common for team soul players to pull a group of people to go out independently; The latter will lead to an unstable team structure and a large fluctuation in the team level)
Rather than spending 10 times and 100 times more energy to build and maintain a team in the future, it is better to build a team with yourself as the core, so as to firmly control your destiny in your own hands, because a truly high-level player is more willing to believe in himself than luck.
PS: The above paragraph may be difficult to understand, many people know that the T position is important, but how important it is and why it is important cannot be explained.
Here is a simple explanation, in the author's opinion, the T position is the most important position in the team, and there is no one.
The T position is a position rather than a single profession, and the main role of the T position is to bear damage, that is to say, if you fight a mage monster and use a high magic anti-mage player to resist damage, then this mage is the T position.
The T position of the Meat Shield class, which is generally recognized, is due to their higher health, more versatility, more defensive skills, and more stable hatred control.
The ability of the regular T position often determines the upper and lower limits of the entire team, and its position is irreplaceable in the vast majority of cases.
Let's talk about the upper limit first, if there is a particularly strong output in the team, if the strength of the T position is not good, this output will not be able to exert its strength, because as long as he outputs with all his strength, the hatred will get out of control, and T will not be able to pull the blame, and no matter how high his output is, it cannot exceed T's ability range.
The same is true for treatment, which tends to be tighter than the T position as a key position after the T-position, but the team position is also not comparable to the T-position.
For example, a powerful heal with super strong equipment, and a T who has passed the operation but is not good at equipment and level, then no matter how good the healing operation is, no matter how high the amount of healing, there is only one result: hatred is out of control, and the monster will directly hit this treatment.
Some people may say that then the treatment is carried by yourself, but then the T position is transferred, and the treatment is the T.
On the contrary, a strong T, as long as he forms an improvisable treatment, the situation will be very stable, because even if the amount of healing is not enough, the damage he receives from the strong T position is small.
That is to say, as long as the T position improves its strength, it is the improvement of the overall team, and the promotion of other positions still needs to wait for the corresponding improvement of the T position.
The lower limit is simpler, and the vast majority of copies that can't resist in the T position just can't be beaten, no matter how high the output is, no matter how powerful the treatment is.
A few digressions here, there is a saying: only by truly understanding a position can you play a position well. The main role of the T position is to bear the damage, but the core value of the T position is not to bear the damage, but to simplify the complex situation (the understanding of this sentence is the key to the transition from the strong T position to the top T position, which will be explained in detail later).
Because the players are not armies, and without the absolute tacit understanding that has been formed over time, they cannot deal with relatively complex situations in a limited time. The most basic and core code of conduct for a T position is: make fewer mistakes yourself, and then help the team make fewer mistakes.
Speaking of team influence, assuming the player is a mage, then he only has 2 options,
The first is to find a good team to join, which is completely a matter of luck (after all, it is not a respawn stream and it is impossible to see through the psychology of the player at a glance), then you may meet a good team or a bad team.
After a period of contact, I found various problems and then quit the group, and then went to find other teams, but at this time, the good team basically had no vacant positions, and then a lot of time was wasted to find and wait, and it was difficult to maintain the original leading position in this process.
The second is to act as the team builder and convener, the convener does not have to explain, and the convener refers to the role who is responsible for shouting and pulling people into the team when forming the team.
Next, you must ensure that the T position is the player's dead iron, will never betray, and the online time coverage of yourself and the T position is extremely high, otherwise in order to check and balance, and in order not to temporarily find T when forming a team, then at least 2-3 T is needed in this team.
It is inevitable that there is a conflict between the needs and status of the T position, then it will take a lot of time and energy to maintain, even if the deputy T position leaves the team, it is a common phenomenon, and the conflict between the main T position and the convener will lead to the collapse of the team.
This kind of thing that relies on the ability of the convener and the character of the T-position is difficult for most players to grasp.
Conversely, if the team builder and convener are the T's themselves, then many of the original problems are no longer a problem and even bring advantages.
For example, T's equipment is often the highest or second most valuable, and if the team has multiple T's, the T's will always be monopolized by those T's if they don't give in to each other.
Even if there is only one T in the team, if he is not the owner of the team, he will not easily give up his interests, and the repeated monopoly of the T by a single T will intensify the conflict of interests, and if he is forced to sell his interests, then the T position will easily become independent because of the contradiction of interests.
But if the team owner is T, then it is normal to form a single T team, and in order to maintain an efficient and united team, it is normal to give away part of the benefits for teammates to share, and it is easy to build and maintain a strong team.
Not to mention that the T-position is the most intuitive observer of the team. (There is a rough explanation of the location here, and there will be more details in the future through the plot development of the novel)
In the game "Choice", the best option for team tanks is the shield battle where the warrior is transferred.
The knight in "Choice" also has a certain ability to resist blows, but the ability is more balanced than shield combat, and there is a certain demand for secondary attributes such as agility and charisma.
The most important thing is that the knight equips the plate armor to increase the probability of being shot down (because the plate armor is too heavy and the horse's bearing capacity is limited), as a strong battlefield class (more inclined to PVP, especially the team PVP profession), many of the knight's skills need to be used on the horse, plus most of the dungeon boss's skills have the effect of shooting down and dismounting, so the dungeon ability is relatively weak.
As for the races, "Choice" has five major races, humans, elves, orcs, dwarves, and goblins. Each of the major races is divided into several sub-races, and their racial talents are also different.
Human race talents: Attack, defense, and magic resistance attributes on equipment are increased by 5%, and there are 4 sub-races.
1. Crett family: When professional and general skills are upgraded, there is a 2% probability that the skill will be comprehended, and a random mutation will occur without changing the main body of the skill, a 50% probability of strengthening the skill, and a 30% probability of changing the actual effect compared with the original skill will not change much, and a 20% probability that the skill will be weakened. (Human creativity is limitless)
2. Cel: Increases the effect of all navigation-related skills by 5%, and increases the effect of commerce-related skills by 5%. (In the absence of intelligent aquas, it is clear that humans are the best seafaring race)
3. Spurne: Increases mental attributes by 5%, excluding equipment attributes. (Humans are not the smartest, but they are the most mentally tough)
4. Des: Base physical and spell damage increased by 5%, excluding equipment bonuses. (Humans are not the most physically capable, but no other race is more destructive than humans after using tools, machines, and spells)
Elven race talent: 5% increase in charisma attribute, excluding equipment, divided into 4 sub-races.
1. Wood Elf: Increases the effect of nature-related skills by 5%.
2. Moon Elf: Increases wisdom attribute by 3%, excluding equipment attributes.
3. Sun Elf: Increases intelligence attributes by 3%, excluding equipment attributes.
4. Half-Elf: Increases agility attributes by 3%, excluding equipment attributes.
Orc Race Talent: Increases physical strength by 5%, excluding equipment, and is divided into 4 sub-races.
1. Werewolf: Increases agility by 2% and strength by 1%, excluding equipment attributes.
2. Minotaur: Increases strength attribute by 3%, excluding equipment attribute.
3. Liger: Increases base physical damage by 3% and strength by 1.5%.
4. Fox Man: Increases charisma by 3%, wisdom by 2%, and Constitution by 3%.
Dwarven Race Talent: Increases magic resistance by 10%, excluding equipment. It is divided into 4 sub-races.
1. Black Iron Dwarf: Forging, the success rate of inlay is increased by 5%, and the fire resistance is increased by 10%.
2. Gray Dwarf: Agility attribute increased by 1%, intelligence increased by 2%, excluding equipment.
3. Hill Dwarf: Increases Strength Attribute by 5%, Mental Attribute by 2%, Agility Attribute by 1%, excluding equipment.
4. Pio Dwarf: Increases Wisdom by 5%, Strength by 1%, and Spirit by 3%, excluding equipment.
Goblin Race Talents: 2% increased agility, 3% decreased charisma, 5% increased evasion, excluding equipment. It is divided into 3 sub-ethnic groups.
1. Commercial Goblins: Increases the effect of business-related skills by 8%
2. Engineering Goblins: Mechanical, engineering-related skills, prop use effects or success rate increased by 5%, and a 10% chance of using related props without consuming items.
3. Demon Goblin: Increases intelligence attributes by 2% and magic resistance by 5%, excluding equipment.
From the perspective of the talent of the big race, the most suitable races for the T position are naturally humans, orcs, and dwarves.
Humans can increase their physical defense and slightly increase their attack, orcs are the most important attribute for T, and dwarves are increased magic resistance.
Judging from the talent of the big races alone, the most suitable race for the T position is naturally orcs, and humans and dwarves have their own advantages and disadvantages. The Hill Dwarves are the best in talent, the Minotaurs are slightly inferior, and the Spurneans and Cretes are worth considering.
After careful consideration, Ding Sa decided to choose the Crete Terran, on the one hand, considering the choice of camp in the future, and more importantly, on the other hand, the self-confidence in his own ability and the strengthening of his professional shortcomings.
The defects in attributes can be made up for by level, equipment, operation, cooperation and other aspects, but if you develop smoothly in the game, you will inevitably stand at the top of the server, then it is easy to be valued and targeted by competitors.
Then the mutation skills that are different from the normal skills are obviously more variable, and the information of the mutation skills is more difficult to be known by the opponent (not a competitive game, it is impossible for the opponent to obtain a large number of videos and analyze), so as to be more unexpected in the PK, so as to make a better supplement to the T-position profession that is weaker in PK.