![]() ![]() Build both this way and keep them close and you really should never be losing the ball, even more so if you get Pass and Catch on them too. There are though three ways I see of developing a Runner, one is to maximise the effectiveness of Dump Off by taking Nerves of Steel. Should you need to make a break for it and can’t cover him then you can use other players nearby to have an outlet to keeping hold of the ball. So you should still make sure to keep the ball carrier safe from an easy hit like any other player holding the ball. Dump Off also isn’t a guarantee to keep hold of the ball and you will be a bit miffed if you fumble the pass and then they just rolled a push back on the hit. Coupled with their lower AV7 they can also get hurt if they get knocked down. They start with no defensive skills and also don’t have Dodge if they get bogged down. This can spread the play and defence out making it easier for you to move the ball off to another area of the pitch and screen them off again.ĭump Off doesn’t mean you should just leave your Runner open to being hit though. These combine to forcing the other team to have to look at covering all those nearby targets. This works well for Elves compared to other players as their higher agility means the tackle zone of the attacker is less of an issue and there will be more targets for you to pass the ball too who are likely to catch it. Dump Off is the key here as should the other team get to hit your Runner you can try a pass to a nearby team mate. There is also a temptation to be overly reckless with them as well.ĭark Elves are better at running the ball using screens and even cages, than passing like the other Elf teams. This leads to them being used in a somewhat different way than you may be used to using. ![]() The Dark Elf Runner though is faster and they also come with Dump Off rather than Pass and/or Sure Hands. ![]() Typically most Thrower types will be the same speed as their side’s Lineman. Presumably, you'll have some decent gears by lv100+ with good stats, so you won't need to add anything to vit.Dark Elf Runners are somewhat different than the more traditional Thrower builds of other teams. #Lvl 55 dark runner build korean koonkoon free#If you can afford VIT stones and lucky with refinements you can get your HP up and save the points for STR.Īlso, if you are not sure, feel free to add to VIT (moderately), and when you reach lv100+, you can reborn (your char will be lv1 again, and your previously allocated points will be free to use again, so you'll have 5 each). When I was levelling my char, I was putting 2 DEX, 2 VIT and 6 STR every two levels. To be honest, this is personal preference. Some say that unless you are going for a tank type, do not overdo it (like, don't put 60-80 points). So! If you cannot afford VIT gems to increase your HP, better put some points into VIT until you are comfortable with your HP. However, if you are like me, a non-cash player, or a hobby player, who just wants to play every now and then, not getting into the game that seriously (okay I'll stop). If you are able to afford VIT stones (either you have a main character to make money, or just using real cash), you don't need to add anything into vit, save the points to make yourself stronger by putting all to str. VIT - this depends of what kind of player you are. At least 3 every evel, or 6 every two levels. STR - most of your points are supposed to go into STR which increases your physical attacks and physical defense. You might as well put that 5 extra dex to get to 60 to increase your crit. Tip on the side: every 20 DEX increases your crit rate by 1%. Take a note that your magical defense will be very low by not putting anything here, so be careful against magical attacks.ĭEX - looking at the endgame gear stat requirements you can see that you'll need 55 DEX at the maximum. MAG - obviously don't need it as you're heavy, meele class. Here is what I personally did regarding the stats: ![]()
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