"Watchman pioneer" Lucio auxiliary group battle play and skill use skills

"Watchman Pioneer" auxiliary few players are willing to choose, not to mention play the special change good. The following Xiao Biao brought "unknown bystander" shared the "watchman pioneer" Lucio auxiliary group battle play and skill use skills, together to see it.

The days of the national service without auxiliary is very painful, especially the low-end Roadrunner Bureau. At this time, there is a need for a hero to step forward to carry teammates to bring up the tempo. Looking at the four auxiliaries of the Watchmen, the big DJ is relatively more offensive and defensive, and has the potential to carry -- and not just in the low-end game, but also in the high-end game game is a non-ban must choose.

The day I finally got to play, I decided to bring a wave of rhythm, to tell everyone how critical a good auxiliary.

Ready to play a little disk together

A little reminder beforehand: play dj unless really hit the big luck, or else on a headline such things or do not go to fight.

The morning was not easy on the terminator once, collected a protagonist aura McRae took two points of fire

To brush a hair hero introduction first to the official version of the first, is the part of the heroes have in the introduction, a moment and then discuss in detail.

Sonic Amplifier: Lucio is able to attack enemies by firing sonic blasts or create sonic booms to shake them away.

Switching Tracks: Lucio constantly energizes himself and nearby teammates with music. He can switch between two songs: one increases movement speed and the other restores life points.

Powerful Tone: Lucio is able to raise the volume of his speakers, using this to enhance the song's effect.

Sound Barrier (Ultimate Skill): Lucio's sonic gun emits protective energy that temporarily creates a shield on him as well as nearby teammates

First, let's take a look at DJ's snazzy little gun (which is really just a trumpet)

If he's the one who is allowed to hold the trumpet, I guess no one is counting on him to hit the output, right? The interface every time to show the sonic small gun eggs have 20 rounds, but no matter what you press the left button right button, will always be 4 rounds a time, equivalent to your point five mouse is bound to change the bullet and change the bullet time compared to other heroes is also not fast, about 3 seconds or so, close with people fighting, not counting the great god level positioning, basic dead through.

Official data said that each small cannon egg damage in about 15, the right click sonic boom is 25, sonic boom no headshot determination, knockback in about 5 to 10m. So obviously, we just need to dabble in headshots, not headshots.

The only best way for you to grab a kill is to rely on the terrain, the sonic boom pushes people off the cliff, and that acidity makes me smile evilly.

The sonic boom right-click is a godsend, and a good DJ is bound to be able to harness every sonic boom to best effect.

Why do you say that? In the whole OW mechanic, let's just look at what are some good forced displacement skills. Sledgehammer has wallbanging, faji has shockwave, bomb rat has remote bomb, and the rest don't seem to be there, do they? (Don't mention 76's missile that can bounce itself, that's a blood drop) Whichever one it is, it actually takes a bit more finesse to use it well, and if you're not careful you'll botch it, and look at the cooldowns.

Imagine a sledgehammer wallop inadvertently fell into the opponent surrounded by the scene, it is easy to send themselves into a desperate situation, and Farah and the rat's blasting generated by the diffuse impetus, it is likely that the opponent fell on the point of prejudgement errors. In contrast, we have this sonic boom skill is nothing more than a normal attack, CD 4 seconds, the effect is simple and brutal, into the attack, retreat can be defended. The main thing is that with just this one skill, the probability of DJ survival has been increased by at least fifty percent.

Just said, close up fighting, remove the single angel such as, DJ beat who? The death kindergarten back row harvest, DJ even if not the first target, I'm afraid it is also the first two on the list of must be killed, on the death of the face that kind of horrible output how to prevent?

Right click ready on the line.

Specific survival mode in a while after talking about skills to say complete, we first give you a rough idea.

Then there is the DJ's music how to listen to, fast-paced wave of faggot green acceleration, slow-paced tawny yellow back to blood.

Many grab point map, we will see the beginning will always blip a DJ, the countdown is over a strong sound acceleration to send everyone quickly to the map point, and then speedy death to go home to change the hero. Why is it like this? Because you have faster speed to stronghold set up defense, get a head start. But this is obviously shallow. A good DJ realizes that the acceleration feature isn't only useful for opening first. Soul switching yellow and green mode of the DJ is really the king of the electro-acoustic dance

There are also people who want to play nurse, think DJ range back to the blood is very strong, but a try to find that the speed of the reply is worrisome, a second six or seven points of the speed of the blood, and their own inability to output, it is very ribbed, and the result of the whole game, in addition to go out and add a speed to the battlefield, the whole blood, the existence of the sense of not strong enough, and may not even be able to get the qualification of the point of view, this is the Obviously, this is also the disadvantage of not being able to switch modes flexibly

The role of speed is not only to get to the battlefield quickly, in the battlefield, so that teammates are more flexible, but also the soul of the DJ embodiment. casually imagine:

a terrain open terrain, opposite the widow half hiding in the corner has been ready to sniper, ow sniper ballistic speed compared to the general fps much slower, would have been very eaten prediction, DJ's acceleration of the aura so that the movement of teammates is more flexible ghosts, prediction of the difficulty becomes higher, sniper pressure is also much smaller on the pressure. Then again, even if the sniper is used to the fast-moving anticipation, you then cut the acceleration into the blood return, can still interfere with the opponent's rhythm. The more skillful the sniper is the more sensitive to the rhythm of the grasp, such interference is absolutely fatal.

Similarly, it's a great bonus for heroes who have an advantage in close-quarters combat. For example, Xiaomei around the body spraying cold air, orangutan city tube close to the face output, speed, I'm afraid the opposite perspective will not be able to keep up with their speed of movement, naturally, you have to go back to the city for free.

Then is that looks very chicken ribs slow back to blood, a second six or seven points is better than nothing, but in a fierce battle, can guarantee is the raiders will not be opposite a few random stray bullets killed, will not be in a hurry to find the blood bag when the accidental kill, to ensure that is the time to survive, survival time means the efficiency of the output, not to mention the 11 seconds can be cooled down a strong voice! effect for a wide range of blood increase.

Also remembered once encountered a six black team used a foreign anchor invented a big killer: six soldiers mad dog occupying the point method, I and one of our team's death all the way around the back, just rely on this increase and decrease in the blood bar perfect assists a six kills (mainly they refused to set fire to me, there is a little bit of a fluke).

e's strong sound effect is undoubtedly to DJ's two ryori song open a more huge plug-in, can be called God-like bonus. Every time DJ turned on the strong sound of the movement speed, experienced people will definitely say cool; every time turned on the strong sound of the blood return, means that teammates do not have to waste time looking for one, and even more blood packs.

In a normal game, I still recommend that you don't mess around with Strong Voice, and if you do, it's best to only use Sao Huang to add blood, not accelerate. And it also has a cooldown of 11 seconds, which is quite long, so if you can't keep it until it's critical, you can keep it.

A few nurse's perspective, if a friendly blood is less than fifty percent, it will show the dying mark and then forcibly pull your attention. Personally, I find this setup to be pretty dumb. There are countless times I see these marks will be OCD want to go over to the milk on a few mouth, but every time I found, teammates are looking at the near rush over to the far, the road is heavily blocked (hints no matter how many layers of walls through the obvious), to the teammates are either a blood bag knocking good recovery safety or has been lying, you said a DJ and did not resurrect, the past and how can it = = =, awkward.

The guideline is that unless you are sure that you can get to the side of the teammates within five seconds to milk, or that dying role really play an important role, otherwise, do not rush to leave the original side of the teammates already. A DJ who falls off the wagon contributes zero to the team and is no different than a hangman.

The big move sound barrier, this is a use of good can be very disgusting, use bad very retarded skills. (Nonsense, skills are like this...)

Every time I open a big move, I hear myself shouting "stop here", and the weird thing is, when it comes to my teammates and opponents, why am I shouting "let's have some music"? Can anyone tell me if any of these syllables are similar?

Giving teammates in range a 500 blue blood bar automatically exhausts them and leaves them with nothing after about eight seconds, so it's all about when you give your teammates those eight seconds to tank and what they do with it.

DJ's big puts a shield on those within range, which for the moment can be thought of as the same number of people as those who can hear your music. That's the number on the music chart that has a yellow or green color at the bottom of your screen. Be careful with this range, don't just big up one person or simply no one but yourself, that's just dumb. It really isn't a global stream effect, it really isn't.

The move must take effect the moment your horn touches the ground, and while in the air you're still the same 200-blooded, fragile Brazilian guy, so pay attention to your position during the move, too, and don't get spiked. As long as the horn touches the ground, 500 blood will be added immediately, and then there is a sound barrier effect spread out, that in addition to look good nothing to do, your teammates shield value is also instantly added, will not say anything to spread to him to take effect.

While the shield decays quickly, it's really, really resilient, after all, it's the blue blood bar that's added. It's hard to die unless you're being stared down by a fortress with a barrage of bullets eating up all of it, or DVa mechs blowing themselves up centering a thousand blood eating up all of it. Once gave a shot to my own open gorilla as well, and it really was a blood cow with 1500 life that no one could hit.

There is also a feature, your big open finished, attenuation finished, regardless of teammates before the blood how much residual, as long as the period is not hit, will return to full (Roadblock is below 100 blood when open big is the exception, will be restored to just open the big blood, I have only tried once, I do not know whether it is accurate or not).

Finally DJ has another reason to be flirty - it's that devil's pace, that devil's pace - hence the name King of Dance.

Passive effects, skateboarding shoes that can skate on walls are also!

Playing DJ, you don't have to envy the high agility of the two Hanzo Genji brothers, you will only be more slippery than them. What's a two-step jump, what's a wall climb? In front of my DJ is slag. Scrape the wall as usual casually on the roof, in a variety of terrain wantonly drift.

DJ's auxiliary, is a lot of tips, said through the fact that it will be, but the skills of this position or need to practice. Not all DJ will come up on the roof, generally at the beginning will find most of the map is relatively pitched, there is no smooth continuous wall for you to drift, but this is not a problem. You can always climb any wall that's pitted or short, as long as you press the space bar well.

For example, when the attackers of Hanamura attacked the birthplace of point b, they went out the left side of the road, and went through a door to see a section of collapsed pavement leading to the platform on the left side of the hall of point b. That section of the gap is not possible to jump, but I found that, in theory, most of the characters can be skillfully leapt over. A lot of DJs will be scraping the wall and realize that they can't seem to get past it with any amount of paddling. Sliding directly will hit a protruding corner of the wall and bounce back, in mid-air that's basically a proper suicide rhythm. But in fact, when you slide and then tap the space twice, you can have a small section of the wall jump. The reason why even point two times, because the owner of the personal test, direct press is likely to fail to pop out, so do better success rate. Theoretically I think it should be the right time to press space again on the line, if it is designed to double click space is not very reasonable.

Wall-bouncing isn't just useful for getting across strange terrain, it can also be used to get rid of enemies in tight terrain. After drifting on the wall for a while, you can jump up, turn around and right-click on someone to knock them back, then go to the other side of the wall and paddle away in the opposite direction, and confidently dabble with a few flat A outputs, teasing your opponent.