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Pretty much the same.
The sacrifice should be kept throughout the whole process, and it is recommended to add the burning of the glyph (that is, the glyph that does not consume the sacrifice after ignition), which is more worry-free.
If you have a life diversion glyph (you can add damage for about thirty seconds after life diversion), you can divide it yourself before opening the monster, and you can come back soon if you have evil armor anyway.
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Sacrifices cannot be broken, and that's basically it.
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There's no problem, you're, the equipment is poor.
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Glyph cycles are not the same as those without glyphs. Divert the glyphs, burn the glyphs all have times: start the hand, sacrifice, divert, ignite, chaos arrows, burn ......The priority is zz>igniting the Arrow of Chaos" burnout.
The time of the sacrifice depends on the individual's urgency, and it is generally two lighting to make up for one sacrifice. Shunt every 40 seconds (spell damage is high).
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If the glyph chooses to burn out, ignite, divert, start hands, doom, or elemental sacrifice, ignite, chaos, burn out, ......If the glyph chooses to burn out, divert the sacrifice, start the doom or the elemental sacrifice ignite the sacrifice chaos burn out ......
If it's lit, let it go, and when the chaos is good, open it, keep the diversion buffs and sacrifices throughout the whole process! Pay attention to the card of the public CD
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Start to sacrifice, then pick up bad luck, then burn, chaos arrows, burn out, burn out -> sacrifice is gone, burn, use chaos arrows when it's cold, skill priority: make up for sacrifices, burn, and burn out of chaos arrows.
The glyph chose to burn out the ignition diversion.
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In the case of the initial equipment,It's more dependent on the damage of the talent and the spell itself.,Due to the lack of hits.,Lack of speed.,Some mature talents may not be able to hit the ideal damage.,But it's a pity that the talent you envision also has a big flaw.。。
First of all, you didn't have the most dominant talents in the early stage of the Demon Match, Molten Heart, Demon Contract and Demon Transformation, these 3 talents can be said to be the most representative talents of the Demon Department, if you don't have it, it will cause you to lose a lot of DD, and at the same time affect your position in the team!
Regarding mana feeding, there are many classes in WLK that can restore mana, and they don't need talent support.
As for destruction, for the sake of 5 CR points you put in 5 points of talent that are almost useless in raids, and it is not worth the loss.
The team will give you a lot of critical hits, so the damage increase will be more significant.
In short, choosing a demonic talent generally means that this is outside the DPS first group, after 5 people in the 25-person group, giving full play to personal advantages and improving the team is the key, talent, even if it is the initial stage, it is still recommended 56 15
If the pursuit of personal dd, the building of the absolute refers to the choice of destruction or suffering.
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It is recommended to go to WowmetersOnline to see the top Warlocks and observe their hero list talents.
It's certainly a **.
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I'm really surprised you guys can hit 800......
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It is necessary to practice the technique, and it is used with clothes, and there are various styles. It's simple and will teach you.
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