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I have just entered the White Snake trap for a week, and I have sorted out the data system I have encountered so far, as a reference for friends who are preparing to enter the trap or are in a period of confusion. Let me draw a conclusion first. The core of this game is sect selection and resource allocation. Many people take a detour from the beginning and choose whatever is strong without considering the overall positioning in the later stage. There is a high probability that they will start to feel uncomfortable after level 55, and the cost of switching sects will be much higher than you think.
Let's look at the sect first. The current positioning of the six major sects is very clear. The physics, magic, sealing, healing, and auxiliary departments each have a place. Moreover, this is not the conventional "one sect, one skill" kind of perfunctory design. The playability of each sect has been made. For those who like stable and continuous output, Kunlun is the first choice. Its combo mechanism can increase the total damage difference by 20 to 30% in long-term battles, and the trigger conditions are not harsh, making it quite practical. If you like the thrill of slashing one sword at a time, you can take the Sword Gate, but be aware that the Sword Gate is a high-explosion and high-risk route. Whether you can withstand the opponent's control skills determines your upper limit. The skill mechanism of the sect requires a strict first-hand configuration, and the speed entry must be reserved for early equipment refinement.
There are many newbies in the spell department who chose Dragon Palace out of confusion. I would advise newbies not to touch it randomly. Dragon Palace seems to be full of AOE, but the damage caused by brushing is actually virtual. Once the opponent washes out magic and defense in the arena, you will find that half of your skills are scratching the opponent's itch. If you really want to play the gameplay system, Putuo is the choice with the highest minimum limit in the current version. It can milk and output. Although its daily cost efficiency is not as good as Dragon Palace, its survivability is excellent. There will always be people who want it in the later team formation. For the treatment department, Emei is the first choice. This should be one of the currently recognized answers. The large skill multiplier value of a few mouthfuls of milk is ridiculously high. With a set of healing enhancement inscriptions, a single milk can exceed 5,000, which directly determines your fault tolerance rate in the difficult version. In the auxiliary department, Wuzhuang is a sect with a PVP-oriented approach. It performs well in pushing towers and formation challenges, but the PVE bonus is average. If you are not particularly addicted to the arena, you should put your priority slightly later.
Besides, the most important pitfall in the early stage is the concentration of resources. The interesting thing about this game is that the return on investment is very different between single player and group player. Cultivating one main partner from scratch can improve the average combat power much more than raising five dispersed partners. Among the purple card partners given in the early stage, the strongest one is actually Bai Suzhen. I have tested it about a dozen times in different scenarios. Her formation bonus and output position are really profitable. It is simply the most underestimated commoner god card in the entire game. If you have the resources, give priority to feeding her star level up. Once you pass level 40, you will start to appreciate this decision.
Then there are the pets. In the early stage, the novice pet sent by the system will be given priority to activate its spiritual intelligence, and it will be trained to three stars before considering other pets. There will be hundreds of spiritual pets in the later illustrations, but that will be a matter of the later stage. What you need in the early stage is a half-tank, half-DPS who can carry and fight. A high-star novice pet performs much better overall than two low-star legendary pets, because the star level directly determines the basic qualification growth, which is even more ruthless than the rarity of a single card. There are also copper coin resources, which many people have no idea about. The daily output of copper coins seems to be large, but the actual consumption is also confusing. Strengthening enchantments, refining inscriptions, and upgrading skills all cost copper coins. The bulk of it is the recasting of equipment after level 50. One recasting can eat up two days of daily income. So from now on, you need to pay special attention to daily dungeons, try to complete bounty tasks every day, and don't miss exchange and treasure map activities.
In addition, when it comes to equipment choices, it is really not recommended to go all out to buy high-quality equipment before level 40. You have to change it anyway, and you will be done with using blue equipment too much. What really needs to be carefully crafted is the level 50 set. Save the dimension stones and weekly coins and don't spend them randomly. When the time comes, you can refine the entries at once and take you all the way to level 60. As for the choice of mental skills, each sect has two routes. I suggest that after you unlock all the skills before level 30, you can try out the rhythm that suits your feel a few more times. Don't just focus on whichever one the guide says is stronger. The skill combination of the sect should match the AI ​​logic of your automatic combat when you hang up. With a comfortable combo cycle, the actual combat benefits will be much higher than your hard stacked values.
One last reminder, the White Snake story line in the game is a complete main plot. The rewards given when passing the plot are the most stable source of resources in the early stage. Don't skip it. The combat tutorial level inside is the best place for you to get familiar with the mutual restraints and formations of the sects. I even think the design idea is good, and there is a pacing explanation from the shallower to the deeper.
In short, this game seems quite casual at first glance, but there are still many things worth studying when you play deeper. The martial arts restraint, speed system, partner bonding, pet illustrations, and multiple sets of skill combinations are enough for hardcore players to toss around for a while. If you are still hesitating whether to join the trap or not, it is recommended to create an account and go through the preliminary process first. The experience is really good. 😏