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There are various character exercises in it.
Main fire and secondary ice. Frozen Orb 20
Crossing 5: Cold Mastery 8
Meteor 20
Fire Ball 20
Crossing 4: Warmth 1
Fire mastery 20 (you can also invest some points in fire balls, if you use more fireballs than meteors, or if you have a lot of skill-boosting equipment).
Static field 1
Teleport 1
Crossing 1 Total: 100,90 levels molded. Any extra abilities are added to the Fire Bolt. or cm, depending on how much skill you have) As you can see, this is a fire-based, ice-based witch.
Another way to practice.
Static field 1Teleport+1Warmth +1This is a basic skill for SOR. Priority bonus. +1.
Blizzard blizzard 20Ice Blast20Domination cold matery 10 (note 1).Meteorite meteor-20Flame of Domination Fire Mastery20
Note 1: Dominating Cold Matery10 is intended to reduce the resistance of 150 after equipping, which varies slightly depending on the individual's equipment).
Several of the above skills are added to the specified post. The rest can optionally be added to the Ice Spike glacial spike. Of course. If you want high defense.
You can also add 1 point to Frozen ArmorOr fragments of armor shiver armor
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Teleportation 1, Teleportation 1, Warmth 1, Electrostatic Field 1, First Ice Armor 1, these are basically the basic skills that every mage must have. Blizzard 20, Ice Spike 20, Ice Domination 10, Big Fireball 20, Small Fireball 20, Fire Domination 1 The remaining points are cast for Blizzard's other bonus skills.
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Compare the two + methods of success.
1 Frozen Orb + Meteorite.
Ice 33 points--- Ice Ball 20, 5 points in the lane, 1 point in the first Ice Armor, and no more than 7 Ice Domination
Fire 65 points--- Meteorite 20, Large Fireball 20, Fire Bomb 20, Warmth 1, Fire Domination 1, Crossing A total of 3 points.
3 points of the electric system--- only TP and SF are added, and 1 point is passed.
Distribution of remaining skills: 9 points left, + fire domination.
2 Fireballs + Blizzard.
Ice 51 points--- 20 blizzards, 20 ice spikes, 1 ice armor, no more than 7 ice domination, 2 points in total.
Fire 42 points--- 20 Fireballs, 20 Firebombs, 1 Warmth, 1 Fire Domination.
3 points of the electric system--- only TP and SF are added, and 1 point is passed.
Remaining Skill Distribution: 14 points left, for Ice Storm.
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Strength 156, agility is not added at all, of course the energy must be added, otherwise it is not enough at all, the energy they say is not added at all, it is impossible, in the later stage, a magic will use dozens of points of magic, and the speed of returning to the spell without adding energy cannot reach so fast that you are enough, so the energy is increased to 100
The rest is stamina.
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Mage mainstream bonus points: strength plus to 156 points (including equipment bonus), you can pick up the object free shield, agility plus to 220 (including equipment bonus), to ensure that the object free shield can reach 75% of the block chance, all other plus vitality, no energy at all. Energy in Darkness only adds mana and recovery speed, not magic damage.
Mages wearing mainstream gear have absolutely enough mana, so don't add anything at all.
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The energy is useless, the world is full of blue medicine, and if there is no MP, you will smack the medicine. If you feel that MP is not enough and troublesome, make a rune "vision" for the mercenary.
The strength should be enough to wear equipment, specifically to reach 156 (including equipment plus), so that you can use physical immunity shields and spirit shields.
Agility is either not added, or it is increased to a block rate of 75%. (The block rate is seen in the defense value of the status bar, move the mouse up.) )
The rest of the points are thrown into stamina.
Energy ignores.
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The traditional ones are: 1 Strength, 2 Stamina, 1 Magic, 2 Strength, 2 Stamina, 1 Magic, you can choose by yourself, the innovative is 2 Strength, 1 Stamina, 2 Magic, after 60, the strength is basically not a point, 2 Stamina, 3 Magic, Vigilance, Innovation, Not a Master, Don't Play.
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Ice + electricity witches are not easy to practice.,Generally speaking, in terms of skills:
cold spells:ice bolt(1)->ice blast(1*)-glacial spike(20)->blizzard(20)->cold mastery(20)
lightning spells:charged bolt(1)->lightning(1)->chain lightning(20)->lightning mastery(20),static field(1),telekinesis(1),teleport(1)
It's 107 skill points, but it's generally difficult to reach so much (the char of lvl90 with three difficulties should have 89 + 4 * 3 = 101 skill points, which means that it takes level 96 to meet the above requirements, and it becomes more difficult to upgrade after level 90). Therefore, you can consider reducing the investment in the cold mastery or electric skills in the early stage, that is, the ice main electric auxiliary, the effect will be better.
Ice Blast and Glacial Spike two skills can choose any one of the max.,Generally, the latter is the majority.,But the damage of the former is higher.,It's just that it can only deal with a single enemy.,You can consider it at your own discretion.,But don't add 10 points to each of the two.,That's nondescript.。
In terms of attribute points, it's still the same old routine: strength 156, agility is not added or added to block 75% (the specific value is around 189 and will require a few additional points as LVL rises), and the rest are added to life, and magic is not added.
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Ice and electricity double repair.
Is it the version. If yes, the blizzard is full.
Cold Domination is topped up or 10 points on the line, and the effect of adding more is not very obvious, and the chain lightning is topped up.
Lightning Domination is topped up.
Double cultivation is not as good as practicing pure ice, and the attack is very strong.
MF (Brush Gear) is very fast.
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Skills: Ice: Frozen Ball Max, Ice Domination 1, Frozen Armor 1, Ice Bomb Max and others are necessary crossing points.
Fire: Warmth 1, Fireball Max, Fire Domination Max Other Crossing Points.
Electricity: electrostatic field 1, teleportation 1
I recommend using Ice Storm for the Ice type, which is much higher than Ice Orb attacks.
Attributes: Strength: Enough equipment.
Dexterity: Enough equipment.
Stamina: If you are afraid of death, add more.
Energy: Everything else is added here.
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Frozen Ball Max, 4 Crossing Points, Ice Domination 1 Point, Ice Armor 1 Point, TP 1 Point, 1 Crossing Point, Static Stand 1 Point, Warm 1 Point, Fireball Max, Small Fireball Max, Flame Domination Max
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5 attribute points, strength + to 156, this point is just enough to pick up the ruler's big shield (I don't know if I remember the wrong name, it's the big triangle that), the shield inlaid with the language of runes is very useful, and all other points are added to the system, and the upper limit of blood is raised. But the power of 156 is not suitable for the trumpet, for example, there are 30 attributes of the horse necklace, the chain of glory or something, some jp equipment waiting for this number to get, then you have to calculate your attributes, as long as you can pick up the ruler's shield, this is the equipment with the highest strength required by the mage. In short, our idea of adding points is that as long as you are able to pick up the shield just now, all the other points will be added to the upper limit of the system's top blood.
As for the skill points, I don't have a skill list at hand, so I can't go into great detail, but I can teach you how to add them, and the skills that have a bonus to the blizzard must be filled, of course, the blizzard must also be full, point 1 point of cold domination, the shield of the ice shield to learn level 18 (level 18 is the most defensive, and the level 30 shield is not easy to use), 1 point of warmth, teleportation also has to come out + out (3 points if memory serves), and other points can be added to the fire system, and you want to come out of the fire system to strengthen it, and you can click here if you want to make a point.
Of course, there is still a difference between large and small, for example, "Mystery Armor" is not suitable for non-divisions, if you have "Enigma", then you can save 3 skill points for teleportation.
Equipment?,I can only say it according to what I played.,Tarasia full set + ruler's shield is in danger of killing the hell boss.,It's seconds if you're not careful.,But the level is high enough.,It's still possible to grind to death if you operate well.,Even if such equipment is okay.,But "good" shouldn't be counted.,The mage's top equipment is a full set of dark gold: dimensional fragments + snow clash + 4 rainbow faceted shield + gray tomb shroud + Mara necklace + spiral helmet + double Jordan ring + xx (hehe, shoes forgot). Among them, Jordan is super rare (you can consider using something else), dimensional fragments are rare, rainbow facets are not good, and others are not rare without requiring JP, with such a set of preparations, even if the attributes are not very good, the equipment can also be a "good" word.
When I play with a lot of friends, I start with a full set of talasyas, and then slowly change them one by one. There are some differences in the attributes of dark gold equipment with the same name style, the 129 military hat is much more powerful than the 98 military cap, and the 30% dimensional fragment is several times more expensive than the 16% dimensional fragment. I've seen a mage with top equipment, 30 Mara + 30 high anti-fragmentation + explosion anti-shroud + double Jordan + explosion anti-spiral + all 55 rainbows where it can be inlaid, carrying Hell Barr and fighting, don't want a baby.
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Don't raise skills in the early stage, because the skills in the later stage are relatively much stronger.
And the chant time and recovery time of Diablo 2's skills are very short, so you rarely need to combo skills, and if you use ice, it's basically continuous until you don't have blue.
The icy balls of ice and the icy domination are cold, basically to be full. In the later stage, it is mainly used to freeze the ball, which is powerful, convenient, and has an ice effect, which is easy to use.
The fire wall and the flame of domination of the fire system are useful, and they must be fully upgraded, because the damage is high, and it is useful to fight the boss, so run away if you lose it. In the later stage, if you have a lot of points, you will raise the fire bomb, and you will encounter a monster that is free from ice damage.
The electric ones are easy to teleport and thundercloud storms, and the others are average, and they can be raised according to their own needs.
In addition, some shields can be opened at the same time, so study them yourself. I usually open it all and then hit it.
You can add the rest however you want.
In addition, the task attribute point, you can add more wisdom at the beginning, but it should be noted that adding wisdom is not the same as adding attack, so you can add others when your blue can be applied. Basically, it can be added in parallel, and wisdom accounts for the majority.
It is best to equip it with all skills or ice skills +1, +2 and so on. The rest depends on the additional skills.
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For the current state of lz, it is recommended to add as follows:
1. Skills: Static field, heating, teleportation, and fire domination each have one point, and one point is added if you are enough.
2. Add the following points in turn: 20 points for Blizzard, 10 points for Ice Domination, 20 points for Fireball, 15 points for Ice Domination (Note: 15 points after equipping, if you have 15 points after equipping, you can not add them), 20 points for Ice Storm, and 20 points for Ice Spike. Add ice bombs later.
3. Attribute points: 156 points of strength. (In order to be able to pick up the ruler's shield), agility is basically not added, if there is a requirement for each equipment, add a little at any time, but don't add too much. The rest is full of stamina.
4. Equipment matching ideas: After ensuring that the resistance is enough, the cumulative rapid casting speed of the whole body reaches greater than or equal to 65%, and then it is the pursuit of adding skill attributes.
5. Suggest a set of equipment: Military Hat, Depth of Death, Marat's Kaleidoscope, Jordan's Stone, Raven's Frost, Serpent Mage's Skin, Thor's Power, Storm Shield, Sandstorm Journey, and Mage's Fist. 6、
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If you play single-player, you don't need to be so wasteful, get a modifier and experiment slowly.
If you play Battle.net, just find a forum with detailed strategies for adding points.
Such as impk, 91d2, ants, etc.
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1. Frozen Ball + Fire Meteor.
1.Detailed explanation: Ice ball to slow down, ordinary monsters by the way, high utilization, more powerful monsters burned alive with a fire carpet made of fire meteors, no need to be merciful.
2.Plus points: 33 points of ice system--- 20 points of ice ball, 5 points of crossing, 1 point of the first ice armor, and no more than 7 ice mastery (the later item + 10 is not more than 17 in total, and it is better to have more + CGC, why do you refer to the ice palm technical sticker).
Fire 65 points--- Fire Meteor (3rd in the middle) 20, Fireball (2nd in the middle) 20, Fire Bomb (1st in the middle) 20, Warmth 1, Fire Palm 1, Crossing 3.
3 points of the electric system--- only TP and SF are added, and 1 point is passed.
Distribution of remaining skills: 9 points left, + Fire Palm, and even Ice Mastery can be borrowed a few points.
Sequence of max points: see last.
2. Fireball + Blizzard
1.Detailed explanation:Actually, the left hand is GS-based.,Mainly used for freezing.,Ordinary monsters by the way.,Medium utilization.,Powerful monsters are stoned to death with blizzard.,Don't be merciful.。
The left-handed (right-handed fireball is also very convenient) secondary attack fireball against ice free, the utilization rate is < 30%, and the fireball damage value is 1,000+ in the middle game (ice first and then fire), and 2,500+ in the late game (item + skill).
2.Some. Ice system 51 points--- blizzard 20, ice spear 20 (the third in the middle), the first ice armor 1 point, ice mastery does not exceed 7 (the later count item + 10 total does not exceed 17, CGC more + points are better, why do you refer to the ice palm technology sticker), 2 points of passing.
Fire 42 points--- 20 Fireball (2nd in the middle), 20 Firebomb (1st in the middle), 1 Warmth, 1 Fire Palm.
3 points of the electric system--- only TP and SF are added, and 1 point is passed.
Remaining Skill Distribution: 14 points left, + Ice Storm Bar (2nd in the middle).
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