
Let me talk about the conclusion first. On the surface, this game is an MMORPG, but if you understand its upgrade logic, the efficiency of running the map is more important than krypton gold. It took me three days to go from level 0 to level 68, and I ranked among the top 50 online players at the same time. It didn't rely on luck, but a set of speed-running processes that can be copied. Today, I will break down this set of ideas and give you some reference for players who want to climb the rankings. No nonsense, just get down to the practical stuff.
When choosing a sect at the start, don't listen to the system's recommendation to choose a "balanced type", just choose the one with the highest explosive output. Judging from the current version, the Tang Sect Hidden Weapon Style is the optimal solution. The reason is very simple: its single-target burst skill can produce more than twice the DPS value of other sects before level 40. The core logic of speedrunning is to quickly overcome the level difference around the main mission. If the output is not enough, you will get stuck on elite monsters. One card is a waste of ten minutes. Tangmen meets this need, so there is no need to worry.
After entering the game, don't rush to click on automatic pathfinding. The full 3D free perspective is the advantage of this game's map, but at the same time, there are many height differences between NPC distribution and mission points. Automatic pathfinding uses "ground distance", and you can save about 40% of the time by walking in a straight line with Qinggong. Specifically, in the early stage, the tasks within level 30 were concentrated in Fenglingdu and Hengshan. They looked very close on the map, but in fact the mountain and the stream were separated by a detour. If you double jump directly over the mountain, the task handover time can be reduced to 60% of the automatic path finding.
Let's talk about the operation details of Qinggong. By default, double-clicking the jump button of Jianghu Qinggong will cause a second float, but a more efficient way to use it is to jump and press the forward button to cancel the forward shake, and then turn around at the same time. This continuous operation can fly a short distance longer than ordinary jumps. It sounds metaphysical, but according to actual measurements, with the same physical strength, this method can allow you to fly two more rooftops. The time saved by running graphs is added up, and two more tasks can be completed in one hour in the early stage. This is a lack of efficiency.
The self-created martial arts system is an easily overlooked speed-passing point of this game. I suggest not to rush to pursue advanced skill books in the early stage. After opening the self-created function, immediately combine your current highest-level normal attack with a skill with a displacement effect. The damage coefficient may only be 5% lower than the system skill, but the cooldown time is reduced by nearly half, and the monster clearing speed is faster. In addition, the self-created martial arts can be customized in the release direction. When used in conjunction with the light skill in the air, you can directly perform high-altitude combos. In this game, monsters have an additional no-defense judgment when they are attacked by floating attacks. According to actual tests, with the same equipment, high-altitude hands can deal 30% more damage than ground-based hands. For those small boss bosses in the early stage, a floating combo can directly take away a tube of blood, saving a lot of fighting time.
In terms of equipment, don't wait until you reach full level before changing. Every time your level reaches level 10, go to the square auction house and scan for purple equipment below level 60. Focus on attack and knowingness, and don't look at defensive attributes. Because the rhythm of killing monsters in the speed pass stage is "control first and then explode", the monsters can hardly touch you, and the defense benefit is basically zero. I made a calculation and figured out that if I spent the same time getting a blue-equipment copy, it would be better to scan the auction house and save the 20 minutes to run the main line.
There is a troublesome "adventure" branch line in the main mission, which can be skipped appropriately. The rewards given by adventures seem to be rich, but the triggering probability is unstable. Some chain adventures have to wait for the refresh time. Once refreshed, it will take fifteen minutes, which is a fatal blow to the speed running rhythm. Don't be greedy at this stage, go straight to the main plot, and return to fill in these side plots after you catch up with the level, the benefits will be higher. The reason is very simple. The rewards for tasks of the same level fluctuate according to the level range. If you come back to do low-level tasks at a high level, it is equivalent to exchanging overwhelming combat power for a fixed income. The cost-effectiveness is much higher than going head-on when the level is matched.
When it comes to camp selection, just say the conclusion directly and choose the vigilante camp. Although the single reward of the PVP mission in the villain camp is high, the encounters are frequent, and the cost of running the map after death can almost offset the benefits. The quest line of the knight camp is concentrated in the safe zone. Although the process is a little longer, the death rate is stable and zero. In my actual measurement, the villain line consumes an average of forty minutes of additional map running time every day due to being killed, while the vigilante line only takes fifteen minutes to complete the same amount of tasks. This gap continues to add up, and its impact on the three-day speed pass is decisive.
Finally, let me talk about a counter-intuitive setting: at night in this game, the task NPC refresh speed is faster, about 1.5 times that during the day. If you are online from 8 to 10 pm every night, not only will there be a large number of people during this time period, you can form a team to gain experience, but the waiting time for NPC conversations will also be significantly shortened. Speed runner parties must keep an eye on this golden window period.
The core of this process is one sentence: all time is spent on advancing the main line, and all branch lines and explorations give way to level breakthroughs. By following this method, before reaching level 50, you can play the game eight hours faster than other players on average. These eight hours are your capital for ranking. We don't expect everyone to be in the top 100 in three days, but at least don't let your time be wasted on meaningless repeated runs. There is a long way to go, efficiency is king, brothers, rush forward! 🚀