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Hello lz.
You have a train of thought that is wrong.
The higher the haste. Blue doesn't have to be the fastest.
As a high-end FS. The most important thing is to learn how to control blue.
For example: starting 3 to open the full force of the Ao Chong. buff ends 4+1. Wake up after the blue is gone.
Article 2 Blue to 75 eat a gem. The second blue is used up to wake up, too.
Article 3: Blue can eat blue bottles. The most important thing is to see how you control it.
How to burn your own blue.
Your attributes. The hit is too high. 330 is enough. The rush is best on 1000+...I had 3000 when I hurt GS5800.
LZ isn't there 4T10 yet?。。 Hopefully
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The haste is still not enough.,Arcane haste to thousand.,And then the magic damage is low.,5700-5800's GS magic injury is only 2447.,It's a bit unreasonable.,It's best to have 3000.,And then hit at 17.,I mean plus 6 of talent.,Yours is too high.,Crit 24 is OK.。
If you are equipped with 4t10, you will definitely want: head, shoulders, chest, hands.
If you don't need t10 for the legs, change the one made by the tailor, and the shoes too.
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You're actually an ice law. Band crushed?
Offa Talent You can just look for it.
Your magic damage is low, my gs is just 5700, and the magic damage is 3100+ 30+, critical hits, 250+, hits, and 790+ haste.
Yesterday I played 25 people in the ICC G group and the fourth child was injured in 9000+ seconds, and the intestines were injured in 1W+ seconds, and the professor was a little lower.
It's only 7000 + As for the lack of blue, you'll know if you've played Offa It's not like this at all.
The technique is 3 Ao Chong +1 barrage, if there is a missile, use it, open the heroic or bloodthirsty, it will be infinite, and the 4 layers will be missile.
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Arcane's output is very simple compared to other classes and talents, and the difficulty lies in understanding the rhythm of combat and teamwork.
Because of the nerf of spells, you can consider allocating points to range or slowdown or spirit, which depends on your individual position and team tasks, at will.
Talents: Mage Ice Arc talents.
Technique: N+1 cycle, 1 refers to rapid-fire missiles or barrages, when the normal output is n, 4, in the case of sufficient blue, n is greater than or equal to 4 when the rapid-fire missile, otherwise continue to rush. When the blue is 30% or less than 40%, it is considered that n is less than or equal to 4, which is determined by the time of the battle and the return to blue.
Hit Ice Vein Ao 11%, Torment Fire 17%, Torment Ice 14%, Elemental Fire 14%, Draenei -1%, Quail or Dark Shepherd -3%. The torment talent in Arcane can help you stay at bay as long as you have a tankra, and you don't need the mage to take care of it yourself.
Macros can't make any judgments, don't think about using macros to judge energy saving and missile rapid-fire.
Notes:1Missiles must be rapid-fire missiles, never hit missiles without buffs.
2.Skills and sp remember to use the cd as soon as it is ready. Wake-up is best when the output is not available during the transition phase.
3.Don't deliberately leak the blue, the damage of the 4+1 rapid-fire missile is not much lower than that of the infinite arc rush.
4.In fact, this is the most important thing, be familiar with the team rhythm, be familiar with the boss skills and battle phases, strive for the buffs and team amplification that you can enjoy, and maximize the explosion as much as possible.
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Arcan's gem slots, red and yellow are inserted +12 magic damage +10 haste, yellow slots can be inserted +20 haste depending on the situation, blue damage is maximized on inserting +12 magic injury +15 spirit, if you are afraid of death, insert +12 magic injury +15 stamina, in fact, there is a kind of gem is +10 all attributes corresponding to all slots, it is best to insert it in blue, this seems to be very good.
Arcane attribute magic damage is the best, haste is almost equivalent to magic damage and sometimes more useful than magic injury, intelligence due to the bonus of talent is also very large, and the critical gain is very low.
The Armill DPS should be good-looking, and the haste should be basically kept at 800+, whether it is eating + hasty food or FM haste. You don't have to worry about the magic injury.,It's basically enough.,Critical hits don't need to be seen at all.,But even so, sometimes critical hits are still very high.。。。
If you hit, you overflow too much, 290 (11%) is qualified, plus now that AM is rampant, you can save 3% of hits, and if you are LM, there is also a 1% full group hit bonus of Delaney.
Anyway, first of all, get the FM and gems right, and the DPS won't be difficult to see.
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The haste is a little low, the insertion of the stone red, the insertion of 23 magic strong, or +12 magic damage, +10 haste, the yellow insertion, +12 magic damage, +10 haste, the blue insertion, the pure, 12 magic strong, 10 spirit, and then the whole body fm your hit is a little high 366 is too much generally about 300 can not be missed, to pile up the haste, the af haste must be high If you wear it, it is 245's 4t9 Your crit doesn't have to worry about the damage played by the af is very good-looking, and the output is when the skill is appropriate, and the bloodline mirror sp must be calculated If the boss's time cd is 2, followed by AF control blue ...
Completely hand-punched ..Plagiarism is prohibited.
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Correcting the sentence on the 2nd floor, now the Delaney 1% hit only the squad enjoys.
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Make sure to hit enough at the same time. Try to be as strong as possible. A full crit buff of about 37% is fine. The rush is about 800.
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Isn't the hit a bit over-hitting, if the blue is enough, it's fast, and if the blue is not enough, it's a critical hit.
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Although the ice method is safe, but the output is not good, it seems to be weaker in this generation, PVE pursues fast upgrades, or wash a mystery, go to the later equipment, and then consider changing to others.
The first layer is undoubtedly the Arcane Pet, which not only ensures the output, but also solves the problem of poor equipment and insufficient mana in the early stage of the Arcane.
The second layer of support system, not much to say, choose one of the first two, depending on personal habits, choose flash. The third layer can be selected from the strike value, and the energy rune can be selected.
It's really hard to choose between the fourth layer of energy and resonance, considering that it was easy for mages to attack a few monsters in the past, I chose resonance, if you want to emphasize the monomer, just the former.
The fifth layer is a life-saving skill (group brush technique), which is not the point, just the ice enchantment. The first two items of the sixth layer are group attacks, and with the fifth layer, you can farm mobs in groups, but the requirements for equipment and techniques are not low, and the upgrade is still the last arcane erosion.
The last row looks at the acceleration and super energy, both of which are good, but when you go to the output test, you will know that the role of this generation of haste is obviously higher, choose acceleration. Arcane orbs are a bit of a frustration.
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In addition to strength, agility, everything else can be had.
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My Taiwanese and national uniforms are all mages. The mainstream is.
80-82 The Law of Fire, the Law of Arcane, the Law of Ice. When the level is not high, the equipment attributes are not decreasing much, and the critical and haste attributes are very high, giving full play to the characteristics of fire violence. A monster is killed before you get close.
82-85 Ice Law "Fire (Ao is, not at all). With the level increase and the new map monsters are strengthened. PvP troublemaking, add-processing, special missions require non-stop fighting a lot of monsters.
These and so on are incomparable to the arcane law and the fire law. And at this stage, the actual critical hit of the ice method is the highest (Ice Crushing talent).
The equipment relies the most on fire, and the ice on the least.
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Leveling recommended Aofa, Ao Chong comes with a slow down, high damage, short awakening CD, plus awakening glyphs is a perpetual motion machine.
It's better to play FB or Archam, and it's less dependent on equipment, and now the crit is generally low, and the fire method can't hit high damage, but even so, the aoe of the fire method is still stronger than the arcane.
The 2 talents are both mainstream, but the fire method is considered to be in the late stage.
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Arcane output is less dependent on equipment.
The fire method is too much to eat equipment. Let's put it simply. The output loop of the fire method requires the skill that relies on the critical hit trigger condition.。。
So if the crit isn't enough, the output loop will often break.。。 Of course, the dps is not high. However, the later equipment was formed.
The fire DPS is still very powerful.。。
Above..
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There is no doubt that the equipment of the fire method is demanding!
The CTM fire method is basically the same as WLK's god fire method, and the output can only be maximized when the basic equipment is about to graduate.
The early equipment is not very good, absolutely AF is the mainstream, and the ice output of this version has also been improved!
Choose AF when you're not confident in your gear. PvP is the best choice for Ice!
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First of all, make sure to hit, and after that, intelligence overrides everything. Arcane heap mastery.
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Now that there's a reforge, you don't have to worry too much about which piece of equipment it is.
Intelligence, Mastery, Hurry, Critical Hit.
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Intelligence, Mastery, Hit (17% is OK).
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Intelligence After reaching 17% accuracy, Infinite Mastery.
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Priority intelligence, now the mastery of the arcane law is to look at your blue remaining amount to increase the damage, so the more blue you have, the higher your damage, not to mention the intelligence and the blue ceiling and the addition of damage.
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The battlefield has been upgraded to level 90, and it feels like the pandaren has a bunch of stun skills, melee skills, and silence skills in each class, and the arcane is too dependent on reading bars to be difficult to fight. If you have to play, the attribute must be a haste priority, don't even think about it, and then be proficient, and ignore the crit. It can only rely on broken ice explosions.
On the offensive side, I gave up my gas and settled on the ice floes, after all, there were still 2 chances to cool down in 45 seconds. With the skills of sheep and frost jaw, with the support of slow speed, there is still a chance to release it while running.
In terms of tactics, it is necessary to have the same techniques as before, such as freezing people and then first Ao Chong immediately and then deep knotting, and then have a chance to break out.
In terms of defense, I didn't use the Ice Shield, but the Time Shield, after all, everyone has so many control skills now, and using the Time Shield can be used when you are charged.
Of course, the rapid cooldown is also required.,3 minutes can regenerate blood and reset the CD.,It's more kind.。
That's pretty much it, practice your skills well, and you still have to fight. But to be honest, it's still the ice method that is the coolest. Alpha is still suitable for fighting monsters.
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Do you still use Alpha Pvp?
Arcane law relies on reading strips.,Life-saving is not as strong as ice law.,Control a profession that doesn't have as much fire as much.,You better take advantage of the ice method or fire method as soon as possible.。。
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First Rush, Second Crit, then Mastery. Stacked with 4 layers, the critical hit directly drops 70W blood DK in seconds.
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Ao Fa you want to play can only go violent flow, hide in the corner and read Ao Chong, must be heaped fast, brainless rush!!
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Offa How old that is!