Thursday, October 21, 2010

"Dragon Century: The Origin of" combat experience to know the 10 o'clock



"Dragon Century: The Origin of" combat experience to know the ten-point: to play the 2 days of HARD difficulty DAO, beginning with the thieves, later changed to play the Master, I feel this game is very challenging ... fighting talk here Some say my experience, the right hand suffered when to English people or novice RPG suggestions it:

1. To keep in mind this game is the RPG, not the ACT! Space is to always press, and his teammates also want to switch at any time, do not operate a fantasy figure what to use to go places open up relations skills ...

2. DAO skills for each character, not much, with the very important battle shield to attack the enemy archers Master or taken away, the Master Control archers or BOSS These are the basic principles

3. Because there DAO determine the impact, the card position is very important, especially in the indoor ... two soldiers gatekeepers can often be more effective, sometimes not four individuals playing an enemy, close combat, then if all you will find several teammates be stopped ...

4. Narrow the angle for the individual operation, the situation can be observed widening of the distribution of his teammates

5. Careful trap! AI is very clever often lead you into traps, if you see an enemy to fight a few turned to run it must take care ....

6. To all the scope of magic will accidentally injure teammates! But do not dare to use, with a good range of magic words is often the key to reversing the situation of the war

7. Although the spell does not need to sleep and memory, but must remember the magic of energy can not you think so much! Strict budgeting skills each of your release (wash down medicine can solve some problems, but not entirely wash down medicine)

8. At the tactical setting with their own blood in less than 25% when the automatic wash down medicine, it makes you a lot ... not easy to not want to wash down medicine! Particular characters did not heal once the case ... do not fall over if the Chapter a success of a

9. Spells and bows and arrows are trajectories, and wood, stone, shrubs, and even terrain are likely to block your attacks, be careful of their stations

10. This game BOSS is not terrible, terrible thing is the 4 on the N of the field, you do not want to repeat again and again the words of dialogue, remember that before the war record ...







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