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[一般] 沙之帝王Azir揭密
Aug 27th 2014, 07:26, by e7227339 ( col )

原文網址

ar-wallpaper
Azir, the Emperor of the Sands, Revealed

沙之帝王Azir揭密


An oft-repeated legend stirs in the desert of Shurima. The swirling sands carry rumors of the ancient emperor Azir, somehow returned.

Shurima沙漠中最常被提起的傳說引發了騷動.沙塵帶來了古代帝王Azir將要回歸的謠言.

=============================================================
技能組


Passive: Will of the Emperor
Cooldown reduction increases Azir’s attack speed.

被動:帝王意志
隨Azir攻速越快,會有額外的CD減免

Disc of the Sun
Azir raises a Sun Disc on the base of a destroyed turret (enemy inhibitor and nexus turrets are immune to this effect). Azir’s Sun Disc behaves like a turret, except that it deals increased damage and grants Azir gold on minion or champion kills. The Sun Disc lasts for a short while and if Azir is killed or moves too far away, it loses armor.

被動:太陽碟
Azir在目標被摧毀的炮塔上方升起太陽碟(敵方的兵營塔和主堡塔不受此技能影響).
Azir的太陽塔和一般炮塔類似,但是會製造更多傷害,並把擊殺小兵/英雄所得的金錢
分享給Azir.太陽碟會存在一段短時間,如果Azir離開太遠或是被殺了,太陽碟會失去物防.

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ar-screenshotFULL
Q:Conquering Sands
Azir orders all Sand Soldiers to rush at target position. The soldiers damage and slow all enemies they smash through as they rush into the fray.

Q:沙之征服
Azir命令全部的沙之士兵衝刺指定地點.沙之市兵在行徑突中會傷害並緩速路上全部的敵人.

-------------------------------------------------------------------


W: Arise!
Azir summons an untargettable Sand Soldier—a memory of a Shuriman warrior—from the ground. Azir uses his basic attack as a command, ordering soldiers to attack for him, piercing through their target and dealing damage in a line. Sand Soldiers attack even if Azir himself isn’t in basic attack range. The soldiers fade back to sand after a short while or when their emperor leaves them behind.

W:崛起!
Azir從地面召喚一位不能被攻擊的沙之士兵-Shurima戰士的回憶.
Azir用他的普攻當作命令,指揮士兵替他攻擊,對市兵和目標一直線上全部敵人造成穿刺傷害.
就算敵人不在Azir的普攻範圍內,只要Azir下命士兵還是會攻擊範圍內的敵人.
在召喚過一段時間,或是他們的帝王將他們拋在身後時,這些士兵將會回歸塵土.

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E: Shifting Sands
Azir feints, rushing to target Sand Soldier. If Azir collides with an enemy champion, he stops, knocking them up and gaining a shield.

E:護駕!
Azir衝往目標沙之士兵,如果Azir在路上撞到敵人英雄,Azir會停住,
將敵方英雄撞飛並得到護盾.

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R:Emperor's Divide
Azir calls forth a phalanx of shield-wielding soldiers who press forward, knocking back and damaging enemies. When the soldiers finish their charge, they stand as a wall, blocking enemy champion movement and dashes. Allies can pass through the wall and gain a speed boost when they do. These soldiers cannot be ordered to move or attack.

R:帝王禁衛
Azir召喚出他的帶盾方陣兵,這群士兵會往前衝撞,擊飛兵傷害全部的敵人.
當這群士兵停止衝撞時,他們會組成一面盾牆,阻止敵方英雄穿越或飛越.
當友軍穿越這面盾牆時將會得到額外的跑速加成.
這些士兵不能被命令去移動或攻擊.

==============================================================
Gameplay


Azir is a mage who summons Shuriman soldiers to control the battlefield and basic attack for him. The soldier’s piercing basic attacks furnish most of Azir’s damage potential, making him an outlier amongst mages as a right-click-focused champion. Azir’s spells, on the other hand, manipulate his and his soldiers’ positions to keep him safe and establish dangerous no-go zones for his enemies.

Azir establishes shifting zones of power through soldier placement, gaining control of the lane and farming with their assistance. For instance, a soldier placed near the enemy’s caster minions dares a lane opponent to harass or farm through the piercing spear. When the opposing laner missteps, Azir commands the attack, repositioning soldiers with Conquering Sands to make the most of the opportunity. Once a favorable trade or two unlocks kill potential, Azir utilizes Shifting Sands, knocking the enemy champion up and setting himself up to compel a Conquering Sands and finish them off. When the (ancient) coin is flipped, a quick Arise! and Shifting Sands rushes Azir out of danger.

Add Azir’s ultimate to the mix and the Shuriman leader exercises even more zone control. To go for the kill, start off with Arise! and Shifting Sands to position Azir behind his opponent. From there, Emperor’s Divide drives the foe deep into Azir’s side of the map. Pushed so far into Azir’s territory, the opposing champ’s sure to meet their end at a spear’s tip. If offense proves temporarily unwise, Azir’s ult provides safe passage from a fight, building a wall between Azir and his pursuers.


打法特色
Azir是個招喚士兵來控制戰場和為他普攻的法師.沙之士兵的穿透攻擊提供了Azir大量的傷害能力,
讓他成為一個靠右鍵點擊就能提供傷害的法師特例.Azir的技能,就某一方面來說,是用來控制
他和他的士兵的位置來保證自身安全,並建立敵方危險禁區的手段.

透過擺放士兵的位置,Azir能創造出可移動的影響區域,藉著士兵的幫助取得線上的主控權,
並安全的農兵.簡單來講,一個擺放靠近敵人遠程小兵的沙之士兵會威脅線上的敵人,
看他們是否夠膽越過士兵的穿刺攻擊來農兵或是騷擾.當線上敵人走位失誤,
Azir會開始攻擊,利用(Q)沙之征服來重新定位士兵並創造大量優勢.
當換血是有利的或是有機會擊殺敵人時,
Azir能利用(E)護駕!擊飛敵人,讓自己貼近並有機會透過(Q)殺之征服來結束敵人生命.
當情況相反,快速度利用(W)崛起和(E)護駕!能讓Azir快速的躲過危機.

在加上Azir的大絕後,Shuriman的領袖在場控上有更大的威力.
當要發動擊殺時,先用(W)崛起,配上(E)護駕!來讓Azir站到敵人身後.
在這裡(R)帝王禁衛能讓Azir的敵人身陷Azir的領域內.
當敵人如此的深入敵境時,理所當然的會在茅尖上看見他們的終點.
如果進攻在這個時間點不是這麼的明智,Azir的大絕也能在戰鬥中提供安全的通道,
在Azir和他的追擊者間築起一道防身牆.

-------------------------------------------------------------
Teamfights
團戰期


As in lane, as in teamfights: Azir shines in battles tied to one physical location, where he can safely order his soldiers around and dispatch adversaries from afar. In that vein, Azir dominates Baron and Dragon fights, using his ultimate to lock enemy teams into (or out of) the pits. If teamfights take a roadtrip, Azir must be judicious with Arise! and Conquering Sands, moving his zone of control along with the combatants. Post-initiation, Azir’s an expert at punishing uncoordinated enemies. Shifting Sands—combined with Azir’s ultimate—separates enemy front-liners from their damage dealing dependents, dividing the enemy team for methodical conquering. With the baddies split, Azir charges his soldiers in for the kill, pumping out marksman-level sustained damage until none challenge his rule.

團戰期就和撐線一樣:Azir在團戰中的亮點跟戰位有很大的關係,
只要他能夠安全的在遠處指揮大軍就好.本著這個精神,
Azir能在大小龍戰中發揮主宰力,利用他的大絕把敵人整隊隔開或關在龍池.
如果團戰是在大路生發生的追逐戰,
那Azir必需要明智的使用(W)崛起!和(Q)沙之征服.隨著戰況發展來調整控區.
在開完戰後,Azir專門對付沒能好好待在一起的敵人.
(E)護駕!配上大絕能把敵人的前線和後排的打手切開,
給予對手一個被完整征服的機會.
接在著這惡毒的分割之後,Azier將指揮他的士兵向前殺敵,
輸出射手等級的持續傷害,直到沒有人能再挑戰他的統治為止.


In jungle skirmishes, Azir sets up nasty ambushes with Conquering Sands, transforming convenient exits into spear-guarded gauntlets. Similarly, Emperor’s Divide wholly closes a jungle entrance, sealing Azir’s foes in with him. Trapped, they’re surely short work for Azir, his soldiers and their allies. If a fight goes south, Azir reliably disengages with his ultimate or beguiles baddies with Arise! and Shifting Sands, spiriting himself over a jungle wall.

在野區的團戰中,Azir能利用(Q)沙之征服來策動一場讓人厭惡的埋伏,
將便利的逃生空間變成長槍駐守的死門.
同樣的,(R)帝王禁衛能完整關閉一個野區的入口,把Azir的敵人和他關在一起.
當敵人落入陷井,接下來的工作對Azir,他的士兵,和隊友來說就是簡單的事.
如果戰況有變,Azir能利用(R)帝王禁衛隔開敵人,
或是(W)崛起!配上(E)護駕!來穿躍野區的牆壁.

Disc of the Sun doesn’t raise a turret quick enough to be of much use in teamfights, but sieges are a different story. When attacking enemy inhibitors, Azir can resurrect their inner turret, trapping the enemy team inside their crumbling base and making counter-engages a dangerous proposition. Conversely, when Azir’s base is under assault, Arise! and Shifting Sands help him jump the base wall and sneak around the siege to rebuild his own inner turret. Caught between the inhibitor turret and the Sun Disc, the enemy team can either scatter or be crushed.

(被動)太陽碟緩慢的建構速度在團戰中不足以發揮太大的功能,
但是在攻城戰中就是另外一回事了.
當攻擊敵人兵營時,Azir能重生敵方的內塔,
將敵人的隊伍困於崩潰的家園,並讓反擊成為危險的選項.
相堆來說,當Azir的家園糟到攻擊,(W)崛起!配上(E)護駕!能幫他越過家中圍牆,
並偷偷的建起他們隊上的內塔.
當敵人被困在內塔和太陽碟之間,他們的隊伍很容易四分五裂或是就此潰散.

==============================================================
Synergy
協同組合

Works well with:
搭配良好


Yasuo - the Unforgiven

Picks are easy with this pair: Azir uses Shifting Sands, knocking up a foe, setting up Yasuo’s Last Breath and positioning himself between the thoroughly-screwed baddie and the rest of the enemy team. A timely Emperor’s Divide pushes the rest of the enemy team away as Yasuo safely slices and dices. Kill secured.


犽宿-這樣的組合很淺而易見:Azir利用(E)護駕!,撞飛一個敵人,
犽宿再開大絕進場,並把自己擺在兩隊之間.
一個完美時機施放的(R)帝王禁衛也能推開敵人整隊,
讓犽宿順利的切碎敵方,輕易的擊殺.

Sejuani - the Winter’s Wrath

When Sejuani crashes into a teamfight, layering Permafrost on an enemy team, she grants Azir all the time and safety he needs to set up soldiers for maximum damage output.


史瓦妮-當史瓦妮開起團戰,在敵隊全體身上放了緩速後,
他也給了Azir所需的時間和穩定度讓他用士兵作出最大的傷害

Sivir - the Battle Mistress

Sivir’s Ricochet and the soldier’s piercing attacks dish out a withering amount of AoE damage and break teamfights wide open. With the speed boost from On the Hunt, Azir and his soldiers can chase down any champs before putting them to the spear.


希維爾-希維爾的(W)十字彈射和士兵的穿刺攻擊合並,
會輸出大量的範圍傷害並讓團戰往好的方向展開.
配上希維爾的(R)狩獵,Azir和他的士兵追到任何逃跑的敵人.

---------------------------------
Struggles against:
對戰弱勢


Ziggs - the Hexplosives Expert

Ziggs simply outranges Azir with Bouncing Bomb, giving the emperor loads of trouble in lane phase. Azir shouldn’t expect to do much besides stand near his turret and farm against the diminutiv edemolition expert.


希格斯-(Q)彈跳炸彈就是單純的比Azir的手還要長.
這在撐線期給了帝王很大的壓力.
除了站在塔邊農兵外,Azir對到這個矮小的爆炸專家時不能期待太多.

Kassadin - the Void Walker

With plentiful mobility and a potent shield, Kassadin’s equipped with tools to work around Azir’s zone-controlling, sustained-damage fighting style and bully him out of lane.


卡薩丁-隨著大量的機動力和盾,這是卡薩丁對到Azir的區域控制,持續傷害打法相當好的工具,
讓他能夠輕易的在線上驅逐Azir.

Maokai - the Twisted Treant

Azir thrives on his ability to move around fights with Shifting Sands. Between Twisted Advance, Arcane Smash and the damage reduction of Vengeful Maelstrom, Maokai enables his team to lock down and depose the emperor.


茂凱-Azir在戰鬥中依賴(E)護駕!來移動.
透過(W)飛葉遁影,(Q)奧樹衝擊和(R)反噬漩渦的傷害減免,
樹人能幫助隊友鎖定被迫移位的帝王.

===========================================================
Champion Insights
英雄見解

Azir, designed by ZenonTheStoic
Azir,由ZenonTheStoic設計


What does it mean to be the Emperor?

More than anything, an emperor has subjects. An emperor does not act; he commands. With that in mind, it made sense to focus gameplay on controlling the might of Shurima!

Internally, we call these champs “minion-mancers”. Once we knew Azir would take on this kind of kit, we knew it was time to look at what does and doesn’t work for these often-problematic designs:

Heimer taught us that auto-attacking, stationary minions tend to lead to defensive play. From the likes of Elise, Malzahar, and Yorick we learned that players do not appreciate minions that run off and do their own thing. Spiderlings ended up on a short leash and Voidlings follow Malefic Visions relentlessly. Finally, minions the player directly controls aren’t a great fit for League’s control scheme and lack the counterplay of “stay outside of this zone”.

Awareness around these problems allowed us to introduce appropriate trade-offs to Azir’s kit. With these weaknesses in place, we could make the soldiers very strong indeed; imagine if I told you that, given the right setup, your basic attack has 1200 range and hits units in an AOE.

成為帝王代表什麼?

比起其他特色更重要的,帝王必須控制.
一個帝王不必行動,他只需要下令.
這點讓Shurima帝王的主要玩法主題在"控制"之上.

在圈內,我們稱這類的英雄為"小兵使者".當我們知道Azir會成為這類英雄時,
我們知道這是個好時間來檢視對這種常常會購成問題的設計來說,
那些是好的,那些又是不好的:

海默丁格這個範例讓我們知道自動攻擊且固定的小兵常常會導致防禦性的玩法.
從依莉絲,馬爾扎哈和約瑞科身上我們知道玩家不喜歡小兵跑掉去作自己的事.
以結論來看,小蜘蛛只能在依莉絲一定範圍移動而虛靈會追擊身中(E)煞星幻象的目標.
最後,直接的控制士兵並不合英雄聯盟控制方式,
並且除了"離開控制區"外沒有好的反制法.

意識到這些問題讓我們在Azir的技能組中引入更多的交換空間.
只要有一些弱點,我們就能讓這些士兵在其他地方相當的強撼.
想像一下,如果我告訴你,英雄的普攻有1200的距離,並且是範圍傷害.


Here’s how we approached the core loop of soldier generation and manipulation:

Arise! creates a sand soldier at a target location, from which the soldier projects threat in a circle--so far, so Heimerdinger. However, soldiers require an active input. Azir must right-click and go through a basic attack animation for soldiers to do anything. This makes both Azir and his enemy understand that a conscious command was given to the soldier. This also means that if Azir is stunned or running away, soldiers cease to be a threat. All of a sudden, Azir’s opponent can comfortably aggress.

Conquering Sands orders all soldiers to charge toward a target location, damaging and slowing enemies they pass through. This forces Azir to think carefully about when and where to send soldiers. Can Azir afford to use the spell for damage and slow or (Counterplay incoming!) will this allow the enemy to engage on Azir while his soldiers are temporarily unable to move?

Taken together, Arise! and Conquering Sands form a minion kit that gives enough control to make the emperor feel in control while leaving enough weaknesses to make enemies feel that aggression is an option.

Happy minion-mancing!


這裡是我們如何慢慢達到這個士兵系統的核心和實現方法.

(W)崛起!在目標處創造一個士兵,
到此為止這個士兵會在一個圓型範圍內造成威脅,這很像海默丁格.
然後這個士兵需要有指令才會動作.
Azir必需要右鍵點擊,並透過點擊的動作才能指揮士兵作任何事.
這讓Azir和他的敵人了解一個有意識的行為將要被士兵執行.
這也代表著如果Azir被暈眩了,或是正在逃跑,
士兵將不再是個威脅,在這同時Azir的敵人能夠舒服的進攻.

(Q)沙之征服能讓全部的士兵往一個目標點衝刺,傷害並緩速穿過的全部敵人.
這讓Azir必須要好好的思考幾時要把士兵送往那邊.
這個移動士兵的指令會讓Azir好好的傷害並緩速敵人,
或者這會讓敵人在士兵不能移動的短期內發動戰鬥?((這便是敵人反制機會!)

(W)崛起!加上(Q)沙之征服建立了一個足夠的技能組,
讓帝王能夠享受控制的感覺,並留下夠多的弱點讓敵人覺的侵略性的打法也是個選項.

快樂的控兵吧!!

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