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报告翻译问题
Using the default helmet, you earn dexterity points for putting points into helmet.
So, we've eliminated two.
TKM barely benefits from Speed, as his dash attack kills velocity and his other attacks don't really benefit. SPD is a bad choice.
Three down.
TKM has a low-class Basic Defence percentage associated to his gears (Particularly his weapon) DEF is a bad choice.
4 down.
Which leaves you with Weapon, Armor, Trinket and Strength.
TKM has some real decent hits that do 10 damage each. Relatively high for a speedy melee character.
Strength is a good choice.
His weapon skill is ok, it has decently fast activation, and has decently positive effects, the weapon cooldown is relatively shorter than other heroes, so stacking weapon is effective until you start reaching a cap-zone, If you were to have a Lvl30 TKM Glove (+50WepSkill +50STR)
I would say stop indefinitely at +40. TKM won't get much out of past +110, then you'll be hitting the marginal effect point.
Armor and Trinket are all depending on what you wanna play with.
So yeah. Hope this helps.