Netheril’s Brilliance

Chapter 577: Road

Since the legend is a new beginning, the first thing punks need to consider is their own path, especially after reaching the stage where the direct difference between mages and warriors in legend is more blurred and hidden, they should know which one to use The way forward is still important.

And since the choice of the way forward for a mage and the way forward for a fighter is mentioned, any chooser has to understand the essential difference between the two at the legendary stage

You must know that the difference between a mage and a warrior is not just as simple as distance. When you reach the legendary level, only the laws are related to the distance. Some laws are suitable for close-range combat, and some are suitable for long-distance combat. It can only be used by mages or fighters, that is to say, mages can also use spells that use "laws suitable for melee combat", and fighters can also use fighting skills that use "laws suitable for long-range combat". This is the reason for the birth of a somewhat "wonderful" "profession".

However, even in legends, mages are still mages, and warriors are still warriors. This difference is due to the essential difference in the way of thinking of the two, and has nothing to do with the power system.

Warriors are good at thinking about things with their muscles. Although legendary warriors have experienced a lot and may be rich in life wisdom in dealing with people and affairs, most fighters are still used to, like, or only use "Instinct" and "combat" to move forward, even if they have tried the research method of a mage, how can the thinking cultivated by thousands of years of fighting be so easily changed?

This is the inherent problem of the essential way of thinking of fighters and spellcasters. A long life often only makes the professional's firm thinking more firm...or it can be said to be stubborn.

In addition, due to the influence of the former Netheril civilization, the spells of mages have developed very complicated and difficult to understand. Faced with these knowledge that most mages can't understand, a magic language that doesn't even master three digits, often How can a combatant who enjoys fighting so much that he can't calm down learn it?

On the basis that most fighters are simple-minded, their fighting methods are also very single, and they often don't have the variety and flexibility of mage spells at all.

As for - what should we do if the few and pitiful fighting methods of fighters are restrained by the enemy? The warriors said - no way, let's run!

After all, fighters did not have the glorious historical accumulation of Netheril civilization, and most of the fighting skills they invented were simple and monotonous. Since the successors did not have enough knowledge and creative thinking to improve, the basic fighting skills like "charge" Skills have been passed down from the Netheril era to the present, but not a single word has been changed. The spell models invented in the same era have evolved into tens of thousands of improved versions. The "Charge" fighting skill is still the same "Charge" fighting skill, so How could it be possible that the fighting methods of the fighters are not single?

So a vicious circle was formed, the fighters were inflexible in thinking and invented monotonous fighting skills, and the younger generation used monotonous fighting skills to fight, and the flexible thinking became inflexible in the monotonous confrontation of the enemy for thousands of years, and then the inflexible thinking The juniors couldn't improve the monotonous fighting skills of the seniors, and they passed the monotonous fighting skills to their juniors......

It's not that warriors are not powerful enough, it's just that compared to mages who rely on creative thinking and knowledge-based research, warriors have a more difficult path and less flexibility in combat. When it comes to "conspiracies", it is even more difficult to have endless evasion methods like mages, so even though the threshold of accuracy for fighters is far lower than that of mages, over time, more and more fighters are stuck at the bottom. Most of them are also powerful mages.

And to be honest, although the number of low-end fighters is far greater than that of spellcasters, the success rate of fighters to advance to legend is actually much lower than that of spellcasters. Among the rare legendary powerhouses, the number of fighters only accounts for A little more than 10%, so... the status quo of soldiers is basically no one to consciously change.

And punk will of course choose the path of pure mage that he is good at and likes on the road to become a legend, whether it is the way of promotion or the way of fighting. , but Punk said that he is definitely not good at that way of moving forward.

After choosing his own way forward, Punk must also think about the focus of his various magic methods.

The knowledge about legendary-level spells in the memory of Grand Arcanist "Far Space Scholar" Weidraxia can be regarded as profound. A series of spells have been studied to the extreme, so it is necessary for the legendary mage to choose his major and minor direction.

After all, the amount of knowledge is too much, and any mage who has just reached the legendary level does not need it...or it is impossible to study all spells too deeply. That's what he said.

The really best and most stable way to move forward is to major in one or two factions, minor in one or two factions, and then dabble in other factions like Punk chose the faction of spells when he first started the career path-this is also the soul resistance. It is an excellent choice that has been personally tested by countless powerhouses in the Surrell era, and it can even be said that it is the best choice for a legendary method to advance.

In addition to the division of factions, legendary-level spells also have the distinction of law types, which means that punk, as the most orthodox spellcaster, will continue to maintain the major and minor factions that have already been determined. He also needs to choose his major and minor rules!

Of course, this kind of important matter that involves the future road cannot be randomly selected, and Punk has a very clear and strict positioning of his major skills and minor skills. Careful selection after careful consideration is absolutely essential!

For the part of the law that he wants to major in, Punk's requirement for himself is "Even if he is in a state of serious injury and coma, he can use his subconscious instincts without hindrance and instant"!

Because in the punk positioning, the major discipline is definitely the main method that needs to be used to fight. No professional can guarantee that he will always be in good condition when he enters the battle. Only the proficiency of instinct can make him have the power to fight even when he is seriously injured.

As for the rules of the minor, punk's requirement for himself is that it can be skillfully released anytime, anywhere.

In Punk's view, this kind of spells should be used more as auxiliary experiments and research spells when conducting legendary experiments. Spellcasters in the safety laboratory can naturally spend more time on the construction and preparation of spell models. Therefore, the requirement for this part of the law punk is to be proficient, but the series of spells of the minor law must be studied a lot to ensure the diversity of experimental methods!

As for the countless other spells for hunting and reinforcement, Punk's requirements are much lower. There are too many spells in the memory of Grand Archmage Vedraxia, and it is impossible for Punk to master all of them in a short time, so he plans to use Know all these spells, and then make sure that when you have to use them, it is enough to cooperate with the spells and spell-casting gestures without making mistakes!

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