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It's okay It's going to be a lot better after 90, and the beginning of everything in World of Warcraft is still at the top.
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Let's talk about it when you reach the full level, for example, you can use your mind to control him to jump off a cliff
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Anti-riding in WLK,Whether it's a copy or PK,It's a strong representative,PVP,FQ can interrupt,Can be silent,Can slow down,Can sanction others,Anti-riding DPS may not be particularly strong,But the advantage of anti-riding is thick blood,There are many life-saving skills,Especially in the battle with the French system,The interruption and silence of the frisbee are very useful,Fight JJC The whole team sacrifices,Entangled with the opponent's legal system,Anti-riding is very strong,It can be said that anti-riding is very popular in WLK no matter where it is, It is possible to walk sideways.
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Two-handed** requires 5% of hits to hit targets of the same level, and 80 hit levels at level 70.
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PvP hits as if 60 is enough for any class. If you don't need to pile up hits, you must not have experienced the feeling of turning into a sheep, deep knots, dark anger, stalking, slashing, **, sanctions, kidney blows, blinding, dispersal, pterodactyls, sparks, etc
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PVP doesn't need to pile hits, endurance comes first, then tenacity, strength, and critical hits.
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Fighters need 5% of the hit to fight players of the same level, of course, if the opponent is anti-war and anti-cavalry, then it's another matter, basically 5% is completely enough
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The most important thing for a MT is hatred, and only stable hatred can have a stable output.
If you want to create a stable hatred, of course, you need to hit, and hits, whether it's MT or DPS, are primary. Now this version has a lot of big gems that knights have no brains and 15 resistances, and they don't pay attention to hits at all. Now in the era of SW single T under the brain-dead version, the MT that didn't hit went to ** to build a stable TPS?
That's why life is the most important thing.
This disabled version of the boss skill damage is cut by 30%, in other words, the current 1w6 blood tank is equivalent to the 2w4 blood tank of the era, so there is no need to pile blood. The 1T1** SW team tanks are all semi-output and semi-defensive equipment. In this way, high hatred can be guaranteed.
Let's talk about equipment selection, as well as enchantments.
Head: Uther's Helm of Determination Enchantment: Enchanted with Cenarion DPS, it can create a larger TPS with hits first, and damage secondly. Second Choice: Iron Wall Armor.
Shoulder: Firm shoulder armor Second choice: T6 shoulder.
Clothing: Chestplate of the Valiant Arbiter Second Choice: T6 Clothes.
Wrist: T6 wrist.
Gloves: Fort Gloves Second choice T6 gloves.
Belt: T6 Belt Second Choice Stabilize the belt.
Pants: The pants that the Holy Faith legplates and a sun dust were exchanged for, I forgot what they were called.
Shoes: Squire combat boots (because there are hits) second choice T6 shoes.
Necklaces can be made with the Titan Pendant or the Abyss Lord Collar. In short, match the equipment according to your hit.
Accessories: Shame must be bringed, another accessory hatred can choose Berserker, and attribute items can choose the Shadow Moon Emblem. That's probably it, it's not calculated, it's basically the same.
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It's almost useless.,The defense talent is a dungeon.,It's not usable at all in pvp.,The attack is pitifully low.。
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I said that no one will fight a defensive war PK in pain, or a profession that stands firmly. You may not be able to kill others in defense, but others may not be able to kill you, and now PvP is the most ** battle. PVE's words, each version of the Wasteland Golden Regiment has a defensive war, and it can only be said that "there is no best profession, only the best person".
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Your idea is very correct PvP is the most important thing to stand firm is that the high-output professional pvp is not hard They can only kite when they fight you Hard fight you win PVE can't say that the defensive war has no status T status is very high Milk can be less DPS can be missing Copies can be played No T is definitely to destroy the group But a 25-person group T only needs 3 at most, and the milk needs 6 Output 17.
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Anti-war pvp: This is a T class, although it is very resistant, but it is in the case of milk, and it is far inferior to Xiong De in the absence of milk. Anti-Cavalry, Blood DK, Warrior Monk and the like stand firm.
Although it is said that only when you stand firm can you have output, but all T classes have completely different damage in PvP and normal DPS. T is only used as a defensive class, and the damage is only incidental. DPS Specialty Damage Class, Defense as an Incidental.
And the defense is not very stable, so PVP has no status. It's not that those people can't play, it's that the profession can't.
Anti-War PVE: The status of PVE is not very high, and the damage issue is the same as above, but the rest of the classes will also stand firm, because there is milk to add blood, so everyone is very stable.
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Strong one. Warlocks are also strong.
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It depends on what way you prefer.
The ultimate defense of the defense is a ruined boat + shield wall.
He has the shield dispel you want.
He has a multifaceted direction of operation.
He has a lot of controllable skills.
But his defense is always only "soft and invincible", and he can only reduce his damage, which means "he has to die when he deserves to die" on the battlefield
In addition to the damage reduction of the Holy Blessing Technique, he has a "hard invincibility" that has not changed for n years, that is, the skill of "Invincible".
In the battlefield, it is "you can't die if you want to, at least for a few seconds".
That's the survival rate
The damage of the current version of the defense war is also more objective, plus the mobility is strong, the playability is strong, and now the defense war can also be killed, tears run, the spring of the warrior
Anti-riding,ZC has a few fqs。。。 Except for the anti-7 + buff,I don't think there should be any other use.,Short legs are fatal injuries.,And defense talent.。。。 You know, killing you doesn't usually take precedence, and you won't be able to kill someone else for a while anyway.
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Let's defend against war, forget the original glory of anti-riding, and now anti-riding has the advantage of avoiding injury, and the output mobility recovery is weaker than that of anti-riding.
The single output of the anti-war is now directly thrown off the other T by a large margin, and the mobility advantage is obvious.
In addition, the ** wave, the wind of recovery, etc., are enough to ensure a strong survivability in the defense war.
The current defense is no longer as simple as the role of a shield to disperse.
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Let's play, anyway, the defense is thick, the wind of recovery shield wall and other skills, you can't die.
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Although I don't know what the defense war has changed now, but,At least the defense is a tragedy that has been changed...
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It has to be a warrior. High mobility, controllable, durable, all kinds of thighs.
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Blood DK can't be killed. There are a lot of anti-riding life-saving skills. Let's use anti-riding. Encounter the fierce one. DK is still going to be poured.
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I tell you very responsibly, in addition to the defense of the war, everything else is proper.
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This depends on the operation, each has its own strengths, but the warrior fights the blood dk and basically has no chance of winning.
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Dead riders, you can pull people and restore blood when you are in pvp.