
Hello, MT friends, I'm A Xing. It may be a bit strange to click into the emotional literature section to post a guide, but those of us who play MT know that in the later stages of the game, you will have deeper feelings for the cards than your wife (no). Today we won't talk about romance, but let's talk about something hardcore – how to clear the 6.3 version efficiently, understand the new cards and runes, and avoid detours.
Let's start with the absolute core of this version: the new orange card National Football Team Cavalry and National Football Team Shishi. The positioning is very clear, it is a T0-level dual front-row physical barrier. The combined value of the two cards is much higher than a single card. The combination of the cavalry's damage reduction aura and the warrior's taunting counterattack can steadily absorb the opponent's first burst. If you are stuck in the main line or the guild, give priority to investing resources in these two, especially the enhancement of the cloak and breastplate. If the double T can stand, you will have room for output in the back row.
Then there is the new red card. The transformation of the villain and the idiot into red cards is a qualitative change in pure output. After the villain's critical hit passive point is fully charged, combined with the critical strike entry of the equipment enchantment, it can produce very exaggerated single-target penetration damage. The Dark Traveler is an indispensable armor-sundering tool. When fighting a boss with high magic resistance, use the armor-sundering hand first, and then increase the DPS of the back row. The damage difference can be more than 30%. It is recommended to keep Nodoku Shinnosuke as a strategy card. You don't need to play it at ordinary times. You can replace her when you encounter special levels where you need to increase blood or prevent AOE.
Rune activation is the most stable revenue system in this version. Don't blindly pursue the best of the whole body. First, fill up the rune slots of every piece of equipment, even if it is blue quality runes. The priority of attribute selection is as follows: the main C position gives priority to attack power and critical hit damage, the T position gives priority to life and physical damage reduction, and the auxiliary position gives priority to speed. Your character's combat power is about the same as others, but the drawing efficiency is not quite as good. It's probably because you chose the wrong runes. Remember, the penetration rune is extremely valuable in this version, especially in the later maps where monster armor stacks are ridiculous.
Guild Star and Lucky Star gameplay are important sources of resources in the new version. Guild Stars must be filled up every day. The awakening materials exchanged for contributions are the core of orange card star promotion, so don't skip using them. The Lucky Star Weekly Mission will give you extra rewards when you clear dungeons every day. Just stock up on breakthrough stones and other new red cards to develop them. In terms of resource allocation, don't buy stamina indiscriminately with diamonds in the early stage, give priority to buying rune fragments and awakening stones.
Finally, let me talk about a point that many veteran players will ignore: the choice of assist position. The attribute bonus given by the assisting role is directly calculated on your main force. Putting the most fleshy national football team in the assisting position is much more useful than putting some vases in the battle.
To sum up briefly, the core rhythm of this version is just six words: double T to protect the back row, runes to increase strength, and red cards to be the core. When your system takes shape, the top fifty in the guild will be able to fight. Friends are welcome to discuss the lineup in the comment area. If you have specific hurdles, I will calculate the data for you. We have the same goal, which is to pass every level in the MT world😎.