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The knight's magic injuries can be piled up to a moderate degree, mainly because the blood of QS is generally based on the holy light flash, and the speed is fast. Once a second, use less blue, and the crit is high, so QS is generally an excess of brushing, why do you say that you want to pile up the law explosion, because QS has a talent that is after your holy light flash crit, directly reply to all the blue you use, so the pile of law explosion is the king, because QS does not have the skill of returning to the blue, it is simply not enough to just test the spirit back to the blue and the wisdom to return to the blue, in order to improve the endurance, it is necessary to pile up the law explosion.
If your critical strike chance isn't talented, 27% isn't high, it should be higher. However, these are all on the premise that your law is strong to a certain extent.
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74 piles of haste are not very useful, because 74 no group brush skills can only be added one by one, so on the premise that the magic damage is enough, there should be more critical hits to maximize the **
As for intelligence and back to blue, I don't think there's any need to worry about being a 74.,In the 25-person book,A buff,It's no problem to knock on the medicine MP easily1W。
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Now the milk riding is popular brainless intelligence flow, and the intelligence itself adds injury and law violence, which is said to be able to pile up to about 1w8 blue, and the milk riding spell crit can also return to blue, so that you can brush the holy light for a long time. And 80 milk riding crit back to blue was cut in half. Battery life is more of an issue.
Of course, these are only for reference, and the key is to depend on your personal preferences.
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Milk riding and milk sa only need intelligence, other attributes? Ignore them ...
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SW Graduation NQ Please Heap Crit, Brainless Heap, Full X10 Burst Stone.
Those who didn't graduate, all of them were blue, heaps of intelligence, brainless x10 intelligence, **f30 intelligence. Shield 12 intelligence.
If you want to brush to the front, you must grab the ** amount.,In the case of ensuring the continuous trial of the holy light,The means of grabbing the ** amount is shock + holy flash.,This requires a lot of critical hits to ensure that the instant holy flash is sent after the shock critical hit.,You think,Two instantaneous spells-
It's cool, isn't it? However, NQ's life is to look at T, T is not to fall is to brush the penultimate no one scolds you, T is down and will definitely scold you, so don't look at the **amount, is it difficult to let others compare with us excessive**? Who would dare?
District 10 Amani-kshine
4. Repair the QS. NQ for Prerequisites
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Keep your head colorful.
14 Mana Strength +2% when triggered.
All 10 intelligence.
SP brings a red-tipped snake made of jewelry.
And klzal dropped 40 intelligence sp
**30 intelligence.
Wrist intelligence. Head FM
17 power. 16 intelligence.
As for the amount of pulling.
If it's 2 T.
You give 2t guides.
Give MT a brush. The glyph is inserted with a great holy light.
Brushing the Great Holy Light into the crowd has the effect of an MS ring.
You can brush 5 people at the same time.
Keep the Holy Light Judgment for the boss throughout the whole process.
This is all a pull ** amount.
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QS has a talent for speeding up judgments. There are no knights in the guild who deliberately pile up hurriedly. QS heap crit intelligence is relatively good. As for the magic injury, let's talk about it when no other attribute is pursued.
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Law Injury, Storm Machine, Intelligence, Back to Blue.
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For QS, critical hits are the most important.
Early stacking injury.
When you get 1000+ crit hits, then intelligence, then spell damage, and finally back to blue, QS generally doesn't pile up haste.
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The milk ride is crit back to blue, and you don't need to deliberately stack crit hits under normal equipment because your equipment belt has a higher intelligence. As for the haste, I want to say that it is not very useful, for example, your Holy Light Technique has the effect of the gift of Holy Light, so it is 2s, your crit appears the elegant blue return effect of Naru, your ** back to the blue for yourself, your divine talent has the effect of recovering 60% blue, so QS is a perpetual motion machine, as for the 16% said on the 1st floor, I dare not agree, because QS** basically survives by crit. If you have to pile up an attribute, the stacking method is strong, and it can be rushed to more than 120.
It's too high to be useful.
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To be exact.
QS Crit Stream.
And the flow of intelligence is now more mainstream, and there is also a rapid stream!
It's not QS's job to hurt this method!
You have a magic injury of about 1100 and can be competent for any FB! It's no fun to pile high! Just a little more!
QS wants crit effect and battery life!
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Intelligence first, then law injury.
Intelligence plus blue plus crit, QS is based on high crit to eat, and if you don't pile up intelligence, you'll lack blue, what's the point of pursuing magic injuries without blue.
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When the law hurts to a certain point, I still recommend heaping intelligence, and it's hard to see the difference when the law hurts to a certain extent, and there is no need for heaps, and it's the same ** profession, why are most SW-level NQs about 10,004 blue? Because as a ** you must choose one of the intelligence and back to the blue, and the intelligence is a critical hit, let me ask if a **profession needs intelligence to meet the needs of a long ** or just for a few **pile of injuries?
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The legal violence must be more than 30%, and the legal injury must be a certain amount.
Intelligence doesn't need to be piled up, fs plus one, plus equipment, it's enough.
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The first to recommend the pile**!! Your holy QS, the main thing is that the "milk" ** goes up, and the legal injury will naturally come up. , the heap method injury is to give anti-riding and punishment QS.
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Forehead. You can't have both fish and bears. You have to choose a side, if you fight on the battlefield, your talent, I advise you to pile up** honestly add blood to the back.
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Holy Knight Pile Explosion Bar, ** to about 1600 is completely enough, not too high. The magic wound can almost be saved when it is installed in ** at 1600, so it doesn't matter.
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I'm a knight in Taiwan.,Open the talisman 2000**1600 magic injury.,Heap** is absolutely right.,You can do anything.,You can make up for it.,It's more milk in JJC.,I won't let you go up to DPS.,Listen to my pull!
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What age is it still tm heap crit.
What are the consequences of heap crit hits, know not?
It's all overdose**.
lz listen to my heap of intelligence is the most affordable.
No matter what hole is fully inserted 10 intelligence.
**FM30 Intelligence Shield 12 Intelligence.
In short, no buff pile to about 1w4 blue basic sw is enough.
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Comparison of equipment selection: give priority to the one with explosion, if it doesn't explode, choose the highest one, improve it a little bit, the equipment will go up, and the effect and explosion will slowly go up.
FM can F intelligence on F intelligence, stone red or use plus **, yellow with intelligence, blue with back blue and intelligence, because intelligence has a crit bonus, kill two birds with one stone!
You don't have to go out of your way to pile it up, just pick up the equipment this way, and you'll end up with everything.
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Theoretically, more than 1000 can be heaped.
If you have a lot of DKP, or if it's easier for you to get equipment, you can consider stacking it after 1200.
Critical hits are super important for q.
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When choosing equipment, pay attention to the critical hit attribute, and the milk Q that has not yet entered the riad should have a 900-1000 magic strength, and about 25 crit, almost.
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The strength is 1000+ and more than 30 points are about the same, and the others are desperately stacked blue.
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More than 1000 is fine. Critical hits are key.
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If you don't pile up the law and hurt or explode, you will pile up intelligence.
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As far as the current situation is concerned,QS is mainly heap attack strength is more important,Because the current stage of punishment QS does not have too many active skills,Relying on critical hits to trigger revenge is the main damage,The second damage output depends on white word damage,So you should also pay attention to another attribute is critical hits.。。 If you look at TBC, the importance of magic injuries is at least equivalent to AP. For Punishment 74 in the TBC era, there are more ways to increase the overall attack power than before, and after the magic damage bonus ratio of skills has been increased, the pursuit of magic damage has become a general trend.
And if the punishment talent comes out to the CS, a considerable degree of magic injury is even more necessary.
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Please don't mislead the newcomer upstairs Friends Please don't mislead the newcomer Let me be specific Punishment pve AP has no upper limit Ignore the breakback and acceleration Explosion is generally at 35+ Punishment pvp AP is generally around 1800-1900 Explosion 40 or so Defense knight is not a monster will not use magic injury** Endurance will bring the benefit of magic injury so only need to pile up resistance Pull monster Corrosion with fast defense** Blood with slow high dph** I sw is very 9 But the equipment is poor The group is black and the cloth is fat 2900dps stable.
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At present, the punishment QS pursues strength and critical hits, and the best equipment for JJC is, of course, S3 sets + garrison + S3** or level 3 hammers, as for the output of the dungeon, you have to choose the major dungeons in bulk. If you have just gotten rid of environmental protection, it is recommended that you start with milk first, and then engage in punishment when you have certain equipment.
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QS's skill damage is more or less divine damage,CJQ's damage,First of all, it's violent.,At least 33 or more.,Next is AP.,It's hit again.,Hit at least 80 or more.,CJQ's first attribute is strength.,There's no need to heap intelligence and magic injuries.。 Strength and violence are CJQ's fate.
My QS is now 41 violent, and almost more than 80% of the dungeons have been violated.
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NQ's skill is divine damage (flat slash doesn't count,
FQ and CJQS are both physical and F-series outputs.
My words are like this:JJC,Pile Min plus violence,Break high toughness FB,Early hit and precision are enough first.,Then turn the pile of power plus AP.,Because the boss doesn't have R.,Talent has 25% trial storm plus.,Storm enough.,Pile up AP to the dead can't pile up the broken armor.。
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It is mainly boosted by power critical hits.
Hello lz.
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