
I first reported my home status and played Idle Shock for about 8 months. Currently, I have cleared Chapter 42 and am in the top 50 of stable Arena. The most critical thing in the early stage of this game is to choose the right main character. If you choose the wrong one, the transformation cost will be so high that you will cry😭. Today I will let the data speak directly and lay out the advantages and disadvantages of several professions that I measured and compared. Spending two minutes reading them before choosing a candidate can save you a month of detours.
Let's talk about the tank position first. My personal recommendation is the Paladin Paladin. This character has a full level HP of 28,500, ranks first among all professions in defense growth, and has a core mechanism that when receiving fatal damage, 5% of HP will remain and he will become invincible for 2 rounds. Many novices think that crispy output and nanny can take over the world, but in the placement mode, the burst damage of late-stage monsters can basically smash through your front row in two rounds. If there is no one in the front row that can resist it, you will not be able to lift the nanny. Paladin is the kind of front row player who is so stable that you can rest assured. His racial skills can also reduce group damage by 12%. With the help of treatment, he is almost an indestructible wall of flesh. The shortcomings are also obvious. The output is quite poor, and the single-second ability is basically zero. You have to raise another output position to make up for the damage, and the resource investment will be scattered a bit.
I actually tested two options for the output position, one is the shadow hunter of the assassin branch, and the other is the archmage of the mage branch. Shadow Hunter uses a critical hit penetration flow. Skill 3 comes with 30% armor penetration. The ultimate move is to hit the opponent's unit with the lowest health. This AI locks the enemy very smartly and specializes in harvesting the remaining health. I have tested that with the same equipment configuration, the total damage of the Shadow Hunter within 15 rounds is 27% higher than that of the Archmage. Especially in the BOSS level, the kill line judgment is particularly comfortable, and the remaining blood harvest is basically unmatched. The disadvantage is that you have to accept that he is small and fragile. If he is hit by AOE, most of his life will be lost. He needs a tank to draw away all the firepower before he can use it.
The Archmage is the complete opposite. He is the representative of area damage. He has twice as many targets as the Shadow Hunter, and his efficiency in defeating levels where summoned monsters are doubled. It is most efficient to engage in group battles, clear out miscellaneous soldiers, and hang up to brush pictures on a daily basis. You can get full benefits by hanging up without too many operations. But the single-target burst is indeed a stretch. In my actual test, when I hit a single stake, the total damage in 15 rounds was nearly 30% lower than that of Shadow Hunter. And he is of average build, but not as extreme as an assassin, at least he won't die suddenly.
As for the auxiliary position, many people may think that the treatment is just breast milk, so you can just bring any one. But in fact the difference is very big. I compared Light Priest and Elf Dancer. The Priest of Light is a single-target healer with purification, which can remove coma and silence. It is suitable for PVE levels with a lot of control. However, her group treatment value is relatively mediocre, and the team will be a little overwhelmed once the team loses blood and is scattered. The Elf Dancer has continuous group recovery, and the amount of milk is calculated every round. Although it cannot be purified, she has a skill that reduces the number of rounds of skill cooldown for the entire team. This feature is very popular in the later stages. My final main force is Elf Dancer, because most of the placement scenarios involve multi-target blood loss scenarios. Continuous blood recovery combined with tank damage reduction can ensure the stability of the team, and CD reduction benefits become more outrageous in the later stages.
Let me give you a direct matching suggestion: If you are a zero-Krypton or first-time deposit party with limited resources in the early stage, use the triangular combination of the main knight tank, the auxiliary elf dancer, and the output of the shadow hunter. This set is the most cost-effective I have tested. If you have a mid-to-heavy Krypton configuration, you can try the Great Mage equipped with various critical strike stacking equipment, because although his single-shot coefficient is low, critical strike equipment can bring this coefficient back, but the equipment requirements are quite demanding, so it is not recommended for civilians to acquire it first.
Of course, the strength of professions will also be adjusted according to the version. My current conclusion is based on the numerical system of the current version. If the official balances the core skills in the future, you have to follow the version and don't stick to one character. Okay, the above is my actual measurement experience. If you have any questions, you can directly reply to the post and communicate. No bragging, no slander, let the data speak for itself. See you in the comment area👋.