If you're in contact with dragon valley for the first time, you'll probably have a career choice, grade-stamping, equipment, resource allocation, and no idea what kind of profession you're going to choose, fancy diamonds, hard-to-write cars, copying, and day-to-day work. This is a purely new player who has set his course in the direction of the desert, which is fully consistent with the current version of the survey, and has developed from the build-up into the pits, a fast and full-scale battle force, a red line for daily play-off, an easy-to-understood basis for the entire journey, which can be replicated directly by kryptonite and micro-kryptonian players, and a smooth run over the new hands and keep up with the big forces。
First step in starting the game: server & career selection, error of choice has a direct impact on the onset of the waste experience
1. Server selection principles
Priority is given to the official new public-testing/renewal suits, not to the blind crowding into the old zone
The starting point for the new zone players is exactly the same, with teams working on the books, union recruitment, competition for resources being more equitable, and not being crushed by the old zone's high-powered players immediately; at the same time, the new zone opens up its activities, runs the benefits, gathers the best incentives and is the most resource-efficient。
If you want to retire, you can also choose a stable uniform and try to avoid it, otherwise it will be extremely difficult to get a copy of the final formation。
2. Four initial occupations + full transfer, new hands unscathed ray
The game begins with four basic professions: warriors, priests, magicians, archers, 15-grade transfer tests, locking down two branches, and a wide gap in positioning
Soldiers (from presley, freshman ceiling first)
Core strengths: high blood protection, high hegemonics, extremely simple operations, full tolerance of errors, near-field battle stations, fully fit for hand-wrecked parties and almost no pressure on front-line copies。
- war god
Positioning: front platoon + near-occupation map + half-injury
Weapons: axes/hammer
Core highlights: large-scale crowding, trampling of power, cyclones, high-efficiency clean-up, self-absorption, clean-up, single-swipe teams, all-powerful, pure fresh start。
To develop a priority: power, power, defense
- sword king
Positioning: agility and proximity, a series of outbreaks, one-sided attacks
Weapons: long sword
It is difficult to do so, fast and mobile, and the pvp and boss battles are bright, but their survival is weaker than that of the god of war, and the pure newcomers do not recommend a first choice。
Reverend
Core strengths: low equipment requirements, mandatory copying, full survival, easy kryptonite, best for social lazy, auxiliary players。
- a priest
Positioning: team therapy + attribute gain + resuscitation
Core bright spots: group blood return, buff build, team mates revive, deep abyss/near copy is absolutely fresh, never short of teams, single brush, extremely difficult, known as “mobile blood packs” to produce the least stress。
- sage
Positioning: wounded tank + controlled counterattack
It is more difficult to get a job than a priest, and it is more important to be ahead of the team。
Magician
Core strengths: remote wide-scale eruptions, top-level mapping of efficiency, rapid upgrades, suitable for violent output players。
- elementologists: the ice fire continues at aoe, with a very high level of eccentricity, a very efficient copy of brush material, and the downside is that it is extremely thin and needs to be pulled away。
- magician: pre-control + concentration + function output, better team suitability, slightly weaker explosion than element, more stable hand。

The new guy reminds me that the wizards are strong, but they don't survive, they're purely hand-picked, they're more comfortable when they know the game mechanism。
Archers
Core advantages: remote output, flexible walking, steady continuous injury, excellent single-student experience。
- arrow god: long-range heavy cannon, single-body + long-range burst full, boss is powerful, it's the output party's hot choice。
- rangers: close and flexible, pvps and mobility, copies are not the same as arrows, and newcomers prefer arrows。
Final recommendation for a new career
- zero foundations, handwrecks: combatants
- the buddhist team doesn't want to have a liver
- loves violent mapping, pursuit of efficiency: the wizard of element / archers of arrows
- a preference for pvps, operational confidence: swordsman, ranger, wizard of the devil
Level ii, 1-60 extreme speed-string: 3 days full and all core games unlocked
It's the beginning of the journey of the valley of the dragon, and all the games of the previous period must be made for the purpose of troupe. There are not enough levels. Copies, lairs, dragons, allies, tall ranks will all be locked. Remember, don't waste time brushing and wandering maps
Core sprinting formula: main line tasks > subline tasks > daily activities > copy of experience > wilder brushing
Rules for phasing out
1. Level 1-20: stay on the main line and do not skip the lead
Follow the main line of work and be sure to get a full look at it. The system will give basic equipment, skills, experience medicine, initial resources, follow the road and clear the map feeder, and don't brush the beast alone
The wildlings ' experience is extremely low and wastes their energy and time, a period that can be easily transitioned at a minimum of two hours。
2. Levels 20-30: unlocking daily and prioritizing fatigue
The main line remains the first, with daily commissioning, fatigue, activity experience being carried out in parallel, with a significant increase in skill injury and a direct doubling of the efficiency of the painting following a transfer at level 15。
This phase begins to unlock the basic equipment system, handing out equipment in systems only, and will never waste resources to build a transitional outfit
3. Levels 30-40: copy of the abyss + additional board
A copy of the 30-degree lockout is a core source of equipment, materials, experience, and daily exhaustion is prioritized
It is important to join the active society at first opportunity. The skills, attributes, copy of the association, mutual benefits can directly enhance the base, and it can quickly find regular teammates, making it difficult for a single person to open up。
4. Levels 40-60: full-scale sprinting to the lair
Level 40, high-level lairs (helldogs, etc.) to begin to accumulate decorated embryos
Continue with the main line + daily abyss + daily activities + copies of experience, clear all daily access to experience, complete a normal rhythm of three days and not later than five days。
Gold discipline
1. Daily fatigue, daily assignments and incentives must be emptied as a core source of experience
2. No single exercise, very low returns and waste of time
3. Grade leadership is more important than war, full before formation
4. Empirical medicine, double-experienced props to be kept in high-level copies
Iii. Numerical cores: diamonds/golds/equipment, and kryptonite also surged

The formation of the system is the most easily used part of the pit by newers, with resources not being spent, and kryptons being able to catch up with large troops。
1. Monetary resource planning: diamonds, gold coins sheng
Diamonds (most core scarce resources)
- places to be spent: pack extension, fatigue purchase, critical protective gear, limited immediate need for materials
- bans on flowering: appearances, blind cards, brainless purchases of materials, and wind-to-wind collections
- zero krypton krypton: all diamonds are left for later demand, with only necessary inputs in the previous period
Gold coins (extreme shortage of prior periods)
- only for upgrading of skills, foundation enhancement, just-for-auction materials
- do not waste: do not buy transit equipment, do not blindly synthesize low-grade props, and do not simply strengthen transition gear
2. Equipment development: only graduate clothes, not transition waste
Prior transition principles
Pre-30: systems offering white/blue clothes, completely unenhanced and unconstructed
After level 30: unlock the purple suit, give priority to weapons, jewellery, the highest output/treatment upgrade in these two parts, and the defenses will be able to move in time
Reinforcement of equipment rules (most of all pit avoidance)
- +4 et seq.: direct reinforcement, no risk of destruction, no relief
- +4 and above: protects must be used! Otherwise, reinforced failure equipment will be destroyed directly and resources will be released directly
- reinforcement of priorities: weapons > jewellery > defence, not even allocation of resources
Dragon jade embedded
- exporting profession (worship, sword, element, arrow): priority attack, assault, assault
- auxiliary/tanks (curtains, sages): priority life, defence, strength, resistance
Dragon jade only upgrades high-quality phrases, low-grade dragon jades are not deliberately cultivated and replaced directly at a later stage。
Equipment synthesis
Only necklaces and earrings can be synthesized to the same quality, with no prior periods of blind bets on heights, and only when equipment is stereotyped to operate before waste material is avoided。
3. Skills added: no errors in the previous period, free wash points in the latter period
(b) the prior stages of the new hands need not be perfect, and the system recommends a direct replica of the additional points, which is fully adequate
The game supports free washing points, which are then adjusted for output/continuation/control plus points once the transfer has been determined at a full level, without waste of gold。
Iv. The list of mandatory daily tasks: 30 minutes a day, without falling behind the large forces
A new man who does not have to blow his liver and completes his core issues on a daily basis will be able to steadily increase his fighting power and refuse to use an invalid sketch。
1. Quantification of daily fatigues, priority for copying of abysses
2. Completion of daily commissioning, day-to-day activities, with full experience and basic materials
3. Participation in the missions/activities of public associations, with the addition of white clients
4. Challenge the most advanced labyrinth copy of current customs clearance and accumulate graduation materials

5. Receipt of online, sign-in, grade, achievement awards
6. The auction house sells redundant proprietors at low prices for materials that are just needed
V. Guidelines for new learning: from the institution to the high level, not to be prepared
1. Normal copies
The transition from the previous phase of the upgrade will be followed by the main line, which will be used primarily to carry out the mission and to familiarize itself with skills and skills, without repeated brushing。
2. Copy of the abyss
The core copy of the medium-term and late period, with the main output areas of equipment, dragon jade and the materials produced, will be washed daily with fatigue and as many teams as possible will be cleared, more efficient and smoother。
3. Duplicate lair (high core)
Gradual unlocking after level 40 is the core source of graduated equipment, high-grade material and a true team-playing method
New hands: first mechanisms, re-teams, unblind force, nest boss has a fixed skill mechanism, and when they are familiar with it, low-power can easily clear customs。
Copy team technique
- a team pass. A team of priests never grieved
- warlords, priests' milkmen, outbursts
- stand by
Six, no new guy can touch a hole. Line
1. Non-coercive pursuit of war: high combat power does not mean real power, hierarchy, quality of equipment, skill mechanisms are far more important than false panels
2. No waste of resources in the transitional assembly: pre-replacement of equipment is extremely rapid and enhancement is reserved for graduation load
3. Non-blind appearances, synthesis of gambling: zero kryptonite resources are fully invested in combat
4. Learning not to skip newer mechanisms: the evasiveness of the valley of dragons, the hegemonic, the skill cycle, are all core games, and skipping the late-turner
5. Not to fight alone: joining an active society, teaming is the core pleasure of the valley of dragons, and it's extremely inefficient to run alone
6. No waste of diamonds for props: diamonds are scarce resources at a later stage, stop at the front line and be comfortable at a later stage
7. Do not lose sight of physical planning: physical strength is the most valuable resource in the preceding period, only a copy of the high returns will be painted and will never be brushed
Vii. Zero krypton/microkrypton player exclusive
"the valley of dragons" is extremely friendly to kryptonists and is perfectly comfortable with resource planning:
- professional choice of war god, priest, lowest cost, best team
- it's only for grade. After grade, it's fine
- diamonds are just needed. They don't look like prizes
- stable daily and steady, slowly shaped by time accumulation
- no more than a kryptonian. Focus on his own development
Viii. Summary of the start-up sentence
The chosen war gods/orchestras, the main line, the diamond coins are only for weapons jewellery + high-level reinforcement, daily cleaning of the abyss + daily + public meetings, never messing with the transition, easy to play with the valley of dragons, quick to say goodbye




