Douluo's full-time soul master

Chapter 231 setting chapter: bursting

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Character: bursting

Characteristic element properties: gold, fire

Characteristic primary properties: agility

(Note: The basic resources consumed by the characteristics of agile primary attributes are illegal, but the concentrated value. The recovery speed of the concentrated value is 10% per second)

Characterization: damage output

Public cooling: 1 second

Limited use of weapons weapons: firearms

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Proficient: bursting: Your ordinary attack has 10% of the chances to hit the enemy of the hit and other enemies within five meters around him, and thereby ignore the extra damage. The damage value is equivalent to 20% of this ordinary attack damage.

Wandering per 25 points will increase the proficiency of 1%. That is to say, when the 2500 is wandering, the chance of normal attack triggering is [10% * (1 + 100%) = 20%], and the damage ratio of additional damage is [20% * (1 + 100%) = 40%]

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The first node skill: aiming shooting: three seconds, then shooting a well-prepared bullet, the enemy of the dutiful (agile * 2.5) damage, this injury is considered a normal attack.

Special cooling: no

Consumption Centralized value: 20%

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Second node skill: blunt bomb: Make yourself the next three ordinary attacks use blunt bombs, although damage is reduced by 20%, but you can fudge enemies for 0.5 seconds.

Special cooling: 25 seconds.

Does not occupy public cooling.

Consumption Centralized value: 10%

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Third Node Skills: Sniper: Double the radius of ordinary attacks and shooting skills in the next six seconds, but the move will cancel this state in advance.

Special cooling: 25 seconds.

Does not occupy public cooling.

Consumption centralit: 10%

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The fourth node (large node) skill: anti-bullet: make your next ordinary attack use a special counter-bullet. After the bullet, the enemy that is being cast is interrupted. If you have successfully interrupted the enemy in the cast, you can also make the enemy silent and cannot use the skills under the same qualities within ten seconds.

Special cooling: 45 seconds.

Does not occupy public cooling.

Consumption Centralized value: 30%

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The fifth node skills: : Emit a pomegulm to a radius of ten meters, causing physical damage (agility value * 1) in the region.

Up to three times can be stored.

The number of times each time is charged: 20 seconds.

Consumption Centralized value: 20%

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Sixth Skills: Bullets Enchanting · Deceleration: Make the next pomegranant, causing 25% of the enemy that is injured by grenades, lasts for 4 seconds. If you have [Super Bullet Speed ​​Speed ​​Connect Implicity Reel], you can choose to consume a super bomb to reduce the reel of a super bomb.

Special cooling: 20 seconds.

Does not occupy public cooling.

Consumption Centralized value: 10%

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Seventh node skills: · Glare: Make the next pomegranant while causing damage to all enemies hurt by grenades, lasting 3 seconds. If there is a [Super Bullet-flare grouped with the magazine roll], you can choose to consume a super bomb glare with a super bomb glare with the skill, which makes this skill for the duration of the blind effect provided by the next duron. For five seconds.

Special cooling: 20 seconds

Does not occupy public cooling.

Consumption Centralized value: 10%.

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Eighth Nodes (large nodes) skills: · Double: double the damage to the next duron. If you have the [Super Bomb Double Connectile Roll], you can choose to consume a super-bomb double consumers while using this skill, making this skill for the damage provided by the next duron, no longer double, and It is three times.

Special cooling: 60 seconds.

Consumption Centralized value: 20%.

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Ninth Skills: Popping: Pre-application for 2 seconds, resulting in physical damage to the target after shooting (agile * 1), ignoring physical armor. And leave a "penetrating" state on the target for 10 seconds. Anyone attacking an enemy in the "penetrating" state, will cause additional 10% damage, and ignore physical armor.

Special cooling: 15 seconds.

Consumption Centralized value: 25%

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Node 10 Skills: Sniper (Passive): The damage coefficient of your aiming shooting is changed from the initial 2.5 to 3.0

[Task] In the sniper state, kill the enemies similar to a power level with aiming shooting. The enemy is at least hurt from you.

[Reward] The damage coefficient of aiming shooting is another 0.2.

This task can be done up to once a year, up to five years. That is to say, after all finished, the damage coefficient is 4.0.

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The eleventh node skills: pursue: Immediately increase the speed of mobile speed for 3 seconds. Then lose half of these extra movement speeds. After 6 seconds, the remaining extra movement speed will also lose.

Special cooling: 40 seconds.

Consumption Centralized value: 20%

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The 12th Skills: Precision Sniper: Lock an enemy, pre-enrichment 4 seconds, then cause (agile * 5) physical injury. This skill comes with a long range of a long range of one kilometer, but it can also be affedured by the third node skill sniper state.

Special cooling: 180 seconds.

Consumption Centralized value: 60%.

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The thirteenth node skill: physical energy enhancement (passive): The fireman must have a good physical fitness. This skill is passively provided with 10% of the health bonus. Make you more survival than other remote damage output types.

[Task] Eat meat. From the owned node, you have a total of ten kilograms of meat.

[Reward] On the basis of 10% of life, add 2%.

This task can do up to 5 times a year, up to five years. That is to say, after all finished, the value of life is 20%.

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The fourteenth node skill: concentrate God: Immediately concentrate your heart, so that the centralized value is immediately restored to the full state, and all skills in four seconds will not consume a centralized value.

Special cooling: 90 seconds.

Does not occupy public cooling.

Do not consume centralized value.

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The fifteenth node skills: shooter aura (passive): Yourself and all the remote physical output types of remote physical output will be affedured by 5% of ordinary attack injury.

This skill can also be turned on. When the active is turned on, the injury bonus will be changed from 5% to 15% for 10 seconds.

Special cooling: 90 seconds.

Does not occupy public cooling.

Consolidate 10% centralized value.

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Section 16 Skills: Manufacturing Sniper: Manufacturing a soldering sniper. People wearing a sniper can be like you, enter the sniper status, the effect is equivalent to your third node skills. The cooling time is also equal. But this sniper mirror has only three service life and disappears. If it is not used for more than one day, it will automatically disappear.

Special cooling: one day.

Do not consume centralized value.