I am a player with a unique maiko red proficiency of 2000+, and in this game, red proficiency represents that I have just had a skillful operation and deep understanding of this hero.
Through the query of anchors and professional players, when the average hero understands perfectly, at least 2,000 matches are required.
But red proficiency, used as a guide to writing, is perfectly sufficient.
Many players who play the Peerless Maihime like to take the pure output stream.
They believe that as a hero who entered the middle of a team battle, he had a high enough explosive, harvesting ability.
Then you can glue the entire team battle rhythm, prevent the opposite skill vacuum from being harmless, and define the Peerless Maihime as a pure assassin.
But in the course of actual combat, the more the game rises, the more we see a core problem.
It is the opposite ad position, whether it is in the skill CD period or not, which is a great threat to the Peerless Maihime.
And in a regular game, not to mention your own burst damage, it is not enough to complete the perfect harvest.
When the opposite side selects the Peerless Dancer, it will often leave a key control, or wait until we enter, and the opposite assassin will not enter.
During the Absolute Maihime 2 Skill CD period, there is no ability to resist the control skill at all.
If you carry purification then on the opposite side of the second wave of skills to play, or ad's guns and bullets rain down, the peerless maihime almost no living space.
Moreover, the rhythm of the team battle is sticky, positioning itself as an absolute harvest position, which is only an idealized game idea.
Often in a headwind game, teammates can't hit enough damage to put the opponent's skill cd period at the perfect kill line.
At this time, a pure output of the peerless maihime entered the scene, less than three seconds, almost will be killed in seconds.
Therefore, the fault tolerance rate of the regimental battle is the core requirement of the heroes who enter the field in the middle and late stages of the regimental war.
In the middle and late stages of the team battle, the skills and health of both sides are not very healthy, at this time, the harvest determines the victory or defeat of a team battle.
If the outfit fault tolerance rate is too low, then it directly means a defeat in a match.
Either lose the rhythm point, or lose the core defense tower, or lose the wild resources, or be directly pushed off the crystal.
In the snowball stream or pig stream lineup, the rhythm requirements of a team battle are even more important.
So sometimes, idealizing optimal outfits requires some drastic adjustments to follow the rhythm of the battlefield.
So here, the establishment of the world's maihime big hat, modified to ice heart.
Such a modification not only means that the fault tolerance rate has risen, but also gives the game more plasticity.
When entering the group to harvest, it is difficult for the opposing ADC to make too much of a threat to the Peerless Maihime.
In the face of serious injuries, their continuous battery life may be affected.
But the appearance of the ice core is almost enough to support itself to harvest enough output bits.
Or bring the possibility of the late stage of the team battle.
After making the half-meat modification, you can even have some resistance to injuries.
This game, even if it avoids the damage of the opponent, although the data has no impact, but it is less expensive than hard resistance, and it is much more useful.
After all, there are some high amounts of single damage, even if it is a tank, you must look after your own health.
This is the analysis of the equipment modification of The Peerless Maihime, if you have any suggestions, welcome to point it out.