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Defense. Bear T. Anti-riding. Each has its own benefits.
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Pull the group monster on QS (blood elf), pull boss on zs (minotaur), xd is meat shield (minotaur). Generally, there are only these 3 kinds, and the others are not nb
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The most important thing to do T is still Tboss, and now Sunwell is mostly anti-riding and small D, and the fighters are ranked third. The words of the race are the alliance of humans and draenei, and little D can only use the Night Elves; BL's bull head is very good, QS can only use blood elves, as for the upstairs saying that blood elves QS is strong, it is completely psychological, after all, BL only blood elves can play QS.
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To be TBut it's very hard to play knights Defense requires good equipment support and strong guilds and the support of relatives and friends Otherwise you will not be able to move an inch Knight's words Punishment Protection and Sacred Three Systems are OK I really can't go down with protection, and there are changes But the defense is different Always the most resistant t The defense war and the monster lose blood evenly There will be no big ups and downs But the road to defense is very desolate Once you choose defense war, you will lose a lot Realistic game Remember a sentence Defense War Heaven to the left Defense war to the right If you really want to choose defense war I hope you can stick to the people who play warriors who have that kind of belief, a little experience of three years of defense and hope it will help you.
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If it's a fighter, the strength of a single t is a must, but leveling is a huge pain... I played warrior for 6 years).
Knights are more brainless, but single T such as bosses will be weaker, because Knight's hatred is maintained by skills with damage *175%, and is not as stable as Warriors.
d Comparison suggestion Although the hatred is slightly worse than the warrior, but it is stronger than the knight, the damage is high, the skin is thick, and the blood cow is not very easy to get Blizzard's probability system is always playing tricks on people.
And leveling is not very good to practice, the skills are complex (if you only play Yede, you win).
DK will not be discussed. It's a little weak. You know ...
As for (harmony) for control.
I'll just say the warriors.
In general, there are three types.
Single pull the first type if there is no monster next to the target.
Charge, Pierce, Roar, Thunder Strike (refresh time at any time), Taunt, Crowd Taunt, Crowd Terror, Fury Fury, Especially Shield Strike, Remember to put it in the key position that is easy to press, and cast it according to the time change (f1, f2, etc.).
Second, if there is a monster next to the target, you may want to use this method.
Pull with a ranged ** If it's a ranged monster, hide behind a wall (don't let it face you) Stuck view Let the monster run to you, Melee mob just wait for it to run next to you, and then the same as the first method.
The words of the group pull are frustrating Thunder is out of control, and the group mocks *3 minutes cooldown* But don't use it until the critical moment, don't use it to break the courage and roar, it will lead other monsters to add or even trains, use it with caution.
The rest is the problem of the boss Most bosses can use the first two methods But some bosses are different Special problems are solved This is not easy to say (there are many special bosses) You have to ask the head of the group But there is one point to explain that the warrior opens the boss in the late stage is generally the hunter first misleads the warrior and then opens the monster (because the hunter is not easy to cause unnecessary troubles such as add).
The last thing is to equip the Warrior's T outfit to have defensive skills Armor Parry Chance Shield Block Value and Endurance Handle as Appropriate Resistant to increase HP Armor minus physical damage Defense skills are necessary Parry and block various bonuses Block value is relatively minor If there is no other defense that can be added, add it.
Elemental bosses or monsters such as mages should be prepared to resist as appropriate (but not necessarily plate armor).
Remember, the root of all threats is damage, it's just that the warrior can maximize the threat with very little damage, so the damage should be increased.
I: If you want to have other questions, you can find me on QQ, and other professions can also be warriors, hehe.
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Anti-T just play the Minotaur Warrior.
Berserk on playing Orc Warriors.
dps just play the undead warriors.
If you want to be cool, just play Minotaur Warrior
Cool drop、As for how to copy 、、、
It's a bit complicated to say
You still have to find out the drops yourself. Thank you
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It's very difficult. It's hard to start a warrior. And the basics of playing plate armor are to be rich... You tell me.
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The current version of the fighter is just one word "crisp".
It is recommended to play FQ, the operation is not difficult, and it is not easy to pour.
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Forget about the warrior, ordinary people can't play, it's still a knight, the operation is basically brainless!
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At present, T five professions are anti-war, anti-horseing, DKT, warrior monk, and bear T
Defense: The mainstream T physical defense is highly mobile, and the current damage reduction skill mechanism is relatively comprehensive, and the damage is at the T level, and the group control is not advantageous compared to eating and controlling monsters; Disadvantages: weak defense;
Anti-riding: At present, anti-riding is relatively polarized, the equipment has a strong production capacity, and the DPS high-system physics boss is wrong, and the team assists the powerful equipment hand pit; Disadvantages: poor organism and short leg disease;
dkt: The previous version was relatively weak, and the boss was reduced by strong DPS in front of the boss, and the scenery had been discounted, and the ability to cover the skills was hard; Disadvantages: poor mobility, short legs, and too little team gain except for the horn;
Warrior Monk: Strong mobility, non-test hand T hand light T hard and compared to DPS, although the team assists the special T can be high DPS want to force it. Hand. It's just paper paste; Disadvantages: The damage reduction mechanism is complex and the hand requirements are too high;
Bear T: All sides are more balanced, more mechanical, more damage, more difficult in trial occasions, more dependent on equipment; Disadvantages: Xiong T according to the inheritance of the face style before playing a stable luck side;
It is recommended to consider the T selection according to the team configuration, which has higher damage than the ** strong belt warrior monk bear T; After all, there is no fixed formula to adjust the team according to the actual situation