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Take the dragon dungeon as an example:
The first way.
This type of boss. It's like a dragon old one. T charge and blame something. There's plenty of time to pre-read Flameburst.
This type of boss. The output method is:
Start pre-reading the flames. Stations. At the same time, the active bomb + Flame Orb + clone spell.
After that, read Fireball. There is an instantaneous inflammation explosion and throws it directly. Don't hesitate. Don't be overwritten.
The same goes for the Orb of Flame. Just throw it away.
Timing of burn use. It's that there's a moving bomb on the boss, and it's ignited. It is used when there is a hot dot.
If you don't have a fire-burning plug-in. Then set a focus. I saw that the boss had these three dots on him. Just start the fire.
When the fire is lit, there is a dot to shoot directly. Use a DPS to rise a lot.
Don't break the whole live bomb. Don't override the Fireblast.
The second way.
This kind of boss is the old five. The sixth is like this. How can you have the time to pre-read?
Take the Twilight Dragon, for example. Here's how to start.
Enter the countdown. There are still 4s to come. Doppelganger. Flame Orb.
Then open the monster. Movable bombs. After the burning. Fireball.
Start the fire as soon as the fire breaks out. The rest is the same as the first one.
The above two types of times need to be moved.
The old one eats the ball. Dick pool ball.
The old three dozen soft mud.
Old four dozen towers. This kind of mobile warfare. Burn replaces fireball output, nothing else.
A strange part. The a-monster of the fire method mainly relies on contagion. That is, the special effect of the fire rush.
This effect maximization principle is similar to that of a fire. It is also the more dots on the target, the greater the benefit.
Similar to the third mob, there is also a back. At the time of the last boss, this contagion will bring huge benefits.
The AOE technique is as follows. Shock wave. Movable bombs. Fireball. The distance is close to the dragon's breath. You don't have any skills in your hand to put a firestorm. Don't be greedy. The words are beautiful. It's a lot of money.
If it's a boss station. Blame a lot. I don't mind if you can start a fire.
Of course, the premise of starting a fire is that the special effect is triggered.
When there are no special effects. It's the conventional means. Remember to pick the bloody one.
Don't hit half of the special effects, it's weird. That's a loss.
When using special effects, just use the fire method dot on your body the most.
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Open with volcanic potions and accessories,Pre-read the fire blast technique,Cast the flame orb,Cast the activity bomb,Then enter the normal cycle,Instant flame explosion is lost,Flame orb and mirror cd are good to use,The living body will be replenished as soon as **,If the face is black and there is no flame explosion, remember to draw the scorching to make up for the critical flame,Usually it is a non-stop fireball.,Change the scorching while moving.,Burn yourself to see the more time dot when you throw it.。
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I feel that if you can't understand the guide, then you may not be able to understand much.
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No encephalitis explosion on the line. Simple one b
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About burning.
Only when the Pain Demon Warlock or Ice is present does you not need to make up the burn (Bird's Virtue will not knock off your burn buff).
In other cases, it is always necessary to make up for the burning by fire (not necessarily you, it can be other fire methods, and one person can make up for it).
About the technique. The specific technique is the fireball fireball.,Combo triggers throwing flames.,Throw fire when running.,What is the burning skill?,CD is good to open it.,Almost all good accessories are passive.,You don't need to open .......
It's important to keep reading, don't do anything for a few seconds, don't interrupt your own reading, stand still when you don't need to run, and try to run as little as you need to run.
For example, if you have a continuous fireball critical hit and triggered a combo, you should be reading the third fireball when you realize that you triggered the combo, and then you should wait for the third fireball to finish reading before throwing the fireburst, instead of interrupting your fireball and throwing it immediately.
Keep the bomb,Originally, the bomb should be abandoned in the bloodthirsty phase.,But due to the existence of the ignition bug.,It should be better to make up for it (in fact, I tried......There is no difference in dps between making up and not making up)
Another very important thing is the use of 2t9bug, that is, you put on 2 pieces of t9, put lava armor on yourself, and then replace this 2t9 with the equipment you originally wore, the benefits of 2t9 are still there, and you can add a lot of violence.
As for igniting bugs, it can be summed up in one sentence.
Two fire-based abilities deal non-periodic critical damage to the target at the same time, losing the ignition of one of them, no exceptions.
For example, if you have a combo buff on you when reading a fireball, and you press the fireburst during the reading process, then your fireburst and fireball will hit at the same time, and if both of them explode, one of them will not ignite the damage.
The loss of DPS from igniting bugs is neither more nor less, but it can be up to 2%.
It's hard to avoid it completely, but if you notice this bug, you can use the fireball to make up a bomb and then throw the fireburst or something, of course, you can also wait for a few tenths of a second after reading the fireball before throwing the fireburst, so that although you can avoid igniting the bug, it will lose your dps time, and it is very likely that the gains outweigh the losses. In general, it's good to be able to make up a bomb after a fireball, you can't and don't have to force it, it's hard to avoid igniting bugs, it's good to know that there is such a thing. Even if you ignore it completely, it won't drop your DPS much, at most two or three hundred.
As for the recent talk on NGA about using the ignition bug to copy the ignition damage to increase DPS, just take a look, it's even more illusory, and it's basically impossible to do.
That's basically it.,To fight high in the boss battle, you also need to understand the boss.,It's good to be familiar with the fight.。
This is purely personal experience, I hope it will be helpful to you, please continue to ask if you have any questions.
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Fire method, first of all, gemstones, red.
80 Intelligence, 160 Crit, Yellow.
320 Crit, Blue.
160 crits, 160 hits.
Then there's the recast, it's very brainless, and those who can reforge critical hits are recast into critical hits, and the attribute priority is critical hits. You don't have to worry about the rush threshold. However, when your Haste level is very close to 3065 and 5045, you can consider changing the Eight Masteries to Haste to meet the Haste threshold.
Technique,When the crit level does not reach 17000, use the conventional technique.,That is, start to read the fire explosion.,Then the fireball.,Use the purgatory impact after the heat jump effect, and then you can put a smooth Yan Bang.,Then continue the fireball.,If there is a heat jump, use the Purgatory Impact and then put the Yan Yan Bang.。 If you start to break out, you have a smooth fire explosion, press a gas set, and then time control, fire explosion can throw two shots, time control, and two fire explosions. This is at least 4 Shun Flame Bursts, and then, if you want to throw Burn, you have to install a plug-in to monitor the burning damage, use TMW, and when the ignited damage reaches the value you need, burn decisively.
11 techniques require a critical strike level of at least 17000 or more, when you have both the effect of Shunfa Yanbang and Thermal Jump, continue to read the fireball, and the fireball will go out instantly with Shunfa Yanbang, at this time, as long as any one of the fireballs is critical, you will get another Shunfa Yanbang. The explosive technique is similar to the conventional technique, so I won't say much.
You can brush up the intelligence and fire armor yourself, and you can turn the fire method with 40% of the critical hits.
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The most idealized output loop of the fire method is: the whole dot + 2 fireballs and 1 large fireball cycle.
1 Character is important!
2 The big fireball special effect is out, don't just throw it away! Count the moment the special effect triggers, and then zoom in on the fireball after dropping 2 more fireballs!
Explanation: 2 Fireball Critical Hit Triggers Big Fireball (Don't Lose Now) Read 2 Fireballs again, and throw a big fireball the moment the 2nd Fireball is shot. If you have a good character and a lot of critical hits, then you just flew out with a big fireball.
The Instant Fireball is triggered again!
Loop: Fireball -- Fireball (Effect Big Fireball) -Fireball - Fireball (Throw the Big Fireball and trigger the Big Fireball again) -Fireball - Fireball (Throw the Big Fireball and trigger the Big Fireball again).Infinite loop.
Didn't hit the crit, kept the dot brainless fireball, once the big fireball was played, press the hit above (the big fireball triggered, it was dropped after reading 2 fireballs again.)
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Torture Fire's output loop:
Living Bomb - Fireball - Fireball - Fireball - Throw Fireblast if Scorching Heat (buff that causes Flame Burst instantly) - When the Living Bomb is gone, make up a Living Bomb and continue the Fireball.
Keep the scorch (if the team arranges for you to make up for it) and live bombs, unleashing a blast of fire as you run.
Frost Fireball's output loop:
Living Bomb - Scorch (if you're going to make up for the burn) - Frost Fireball - (Instant Flame Burst "Trigger Spell Combo").
Keep the scorch, and live bombs, releasing a blast of fire during the run.
SS or another mage will give you an enhanced burn, and only in those two cases you won't need to burn.
Of course, the bomb should be kept all the time, and when the double fireball bursts into a combo, the speed point is fireburst, and remember to set the fireburst as an interrupting macro.
Out of the point is definitely higher than reading a fireball.
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1. No bombs in the bloodthirsty stage. The rest of the time, keep the bomb at all times.
2. In the case of pain or demon warlocks, there is no need to make up the burn. The scorching 5% spell is explosive, and only SS's Enhanced Shadow Arrow has the same effect among all classes.
3. Ignite bug is ignition devouring, which means that after triggering the spell combo, the fireburst and fireball hit the target at the same time, causing the FWQ to be misjudged as a critical hit and losing the ignite damage of the fireburst. The solution is to insert skills such as live bombs into fireballs and firebursts or wait half a second before throwing firebursts, but I personally feel that this thing is completely left alone, and you can hit whatever you want.
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Start bombing, burning, then rubbing fireballs, hitting the basin with combos, burning explosions, basically this is the cycle.
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Technique? When the bomb is gone, make up for it, keep the burn going, and then the fireball will burst out with a buff.
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If there is a demon or destroy ss, you don't need to make up the burn, keep the live bomb, read the fireball technique, and throw it when the fire storm is triggered. The boss has 35% of his HP to make up for the burn by himself. You don't need to deliberately get the bug when you ignite it, and the normal output can hit a high mile.
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After the fire stat does not reach 1742 (17%), the priority is: Intelligence = > Threshold Haste = > Critical Hit = > Mastery.
The so-called haste threshold means that the haste level becomes valuable when it reaches a certain value. The extra haste is not worthless, and in addition to increasing your DOT hops, haste also reduces the cast time of the fireball spell and reduces the public cd of the spell.
Having different buffs will give you different levels of haste you need to reach the threshold, and here's a list of the haste levels you need to reach each haste threshold, depending on the situation. Talent = 3% Aura Breeze Talent, Team = 5% (Shadow Shepherd Shadow Form Bird Virtue Beast Aura Shaman Air Fury Totem), Goblin = 1% Race Passive, Darkness = 3% Warlock Dark Intent.
Team Midboard Haste: , Talents: 1182, 1494, 2745, 3984, 4292
Team + Talent: 516, 813, 2005, 3185, 3478
Darkness + Talents: 775, 1077, 2292, 3495, 3794
Darkness + Team + Talents: 128,416,1574,2719,3004
Goblin + Talents: 1044, 1352, , 2591, 3818, 4123
Goblin + Team + Talent: 385, 678, 1858, 3027, 3317
Goblin + Darkness + Talents: 641, 940, 2143, 3334, 3630
Goblin + Darkness + Team + Talents: 0, 285, 1431, 2565, 2847
The output method of the fire method:
Monomer Technique: Use volcano and manual SP in the opening scene, pre-read the fire explosion, cast fireballs, and throw live bombs. If there is a fire at this time, you can cast burn (there are many on NGA for specific burning timing, you can go up and see for yourself).
After the opening, it enters a normal loop, and when [Spell Combo] is triggered, use [Flame Blast].
Flame Orb] CD is ready to use.
Keep the [Moving Bomb] on the target, but do not refresh it until it is **.
If the target's [Critical Blaze] debuff is less than 3 seconds, keep the debuff with [Scorch], unless you have a Warlock on your team to keep [Shadow Flame].
When you don't have to do any of the above, and you don't have to move, rub [Fireball].
When you need to move, replace [Fireball] with [Scorch], as the [One Touch] talent allows you to move to cast Scorch.
AOE (3 + Target) Technique.
Shockwave] cd is ready to use, it will slow down the target, and trigger a firestorm.
If you get close enough to the target, use Dragon's Breath.
When [Spell Combo] is triggered, use [Flame Blast].
Use [Reactive Bomb] on at least 1 and at most 3 targets, preferably with a Ignite Flame Burst dot.
When the [Impact] talent is triggered, use [Fire Blast] on a target with a living bomb. If you have a surplus of [Incendiary] CD, use [Incendiary] on targets with active bombs and ignites, and then use Fire Blast to infect will increase DPS
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