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Both punishment and defensive QS require 127 hits and 26 accuracy. Then FQ requires a defense skill of 491 or higher, (not a defense level.) The two concepts are different) measurements and 65% more, of which dodge is about 29%.
Punishment Q face version explosion needs 38%, so that the team is under the full buff is just right. (What they say 35% is for monsters of the same level.,You need 38% to cut the boss),And then just pile up the power.,Hurry or something.,All kinds of buffs are enough.,Don't deliberately pile up.。
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If you punish it, hit 127, crit 35% or so is about the same, accurate 3 pieces of new t6 + shame is just enough, the rest is brainless to the power, the strength is high is the royal road to the defense level of 490 is enough, the block level does not need to be deliberately piled up, because the knight has a holy shield, dodge about 30%, parry does not need to be deliberately piled up, the most important thing to prevent riding is the block value. At least 800.
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Anti Q: Dodge 30% Parry 17% Block 20+ Punishment: Explode 35+% Other hits 80+, accurate (new T6 3 pieces are accurate, don't worry) a little bit on it.
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FQ parry, block, dodge do important blocks, dodge. You have as much as you have. It is recommended to rely on the explosion. Everything else is whatever
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The standard is that it is OK to graduate with a zam.
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The anti-mount defense level must be at least 490, which is a hard standard.
Secondly, the most priority attribute of the tank's anti-riding in terms of three measurements is the parry level, and then dodge and parry. Compared with the defense and bear T, the knight's anti-crushing ability is the strongest, and with the blessing of the 10-second divine shield, the boss can be achieved at the T5 level without crushing.
The last level 70 anti-riding is also known as the magic injury riding, and the legal injury plays a vital role in the hatred of the anti-riding, so the early high law injury one-handed ** is a must for anti-riding**, and the defensive plate armor with the magic injury is the best choice for anti-riding.
Warcraft. The tank classes in the TBC version are still the traditional Anti-Combat, Bear, and Anti-Cavalry. Although in the 10,000-year TBC stage, the anti-cavalry once completely pulled the defense war off the horse.
But the TBC version of the nostalgic suit obviously can't be the version.,It's basically a reset version based on the lock-up version.,And in the version, the anti-riding doesn't have the support of level 80 skills.,Naturally, it can't become the strongest MT.。
For the small version at the beginning of the entire TBC version 2, Xiong De is more popular in the early stage of the version, after all, Xiong De's equipment is better brushed, and the defense war suffers slightly in the waste development stage, but as a traditional tank, defense is still the first choice for many guild groups, not to mention that the mechanism of individual bosses is also more inclined to defense war.
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Taking the official server as an example, the criteria for each attribute are as follows:
Primary Attributes:Strength: Provides a strong attack and a small amount of parry. The armor provided by Medium Shield Strike is still boosted by strength.
Stamina: Increases HP. Defending against riding in is a talent that grants additional stamina bonuses through multi-faceted defense.
Sub-attributes:Anti-Mount's sub-attribute ratio conversion table (calculated based on the current alpha data): Haste = 1% Haste, 24 Mastery = 1% Mastery, All-around = 1% All-round, 24 Critical Hit = 1% Critical Hit.
**Enchantment: Lightless Power (Output): Attacks trigger Shadow Waves, AOE5 targets.
Promotion Vitality (**Xiang): After triggering, it receives **12% for 10 seconds.
Celestial Guide (Combined): Increases STR by 5% when triggered.
Ring Enchantment: Righteousness of Haste (16 Green Word Haste).
Cloak Enchantment: Enhanced Lifesteal (20 Stamina + 30 Lifesteal).
Breastplate Enchantment: Eternal Attribute (30 all primary attributes).
Glove Enchantment: Eternal Power (15 Str).
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HP no buff 12 to 15w (this depends on what this tan is) dodge 15% parry 15% or more, and then try to raise the level of blocking (relying on mastery to improve).。。
Generally, the equipment with a block level of more than 60% is good, and about 70% is about the so-called full three measurements.
Qualified can refer to 30% of the flash moves, or it can refer to the full measurements.
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The first floor is empty talk, and the second floor is to know a little! Old FQ tells you that you dodge parrying at 27% to 29%, maybe you will ask if it's not 30%, under this explanation, you can see if your attributes will change if there is a king or not, so generally the group has at least two QS or a QS Xiaode! So parry 29% is fine!
Hit accuracy determines hatred, if you often ot may be these two are not enough, you can check whether the target is up to the target in the near station attributes! T new two is a giant grinding two, the amount of blood no buff must be 15w+, otherwise it is easy to fall T, how to determine that T is unqualified is to see the boss cut three times in a row without falling, because three knives time milk can lift your blood! Mastery income is a grid, if the equipment is not good in the early stage, you can master it first and then dodge its data: dodge.
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Only meet the standards.
There is no such thing as qualification.
Targeted: Dodge + Parry + Block (Mastery) + Misses (Fixed 5%) = Only if you reach it.
in order to achieve physical damage immunity.
Generally speaking. Such equipment is needed at least.
And will give up a lot of stamina.
Here we will talk briefly.
FQ's equipment attribute stacking method.
1 flash + move = 26%-30%.
The closer flash and move are, the better.
2. All other stats are reforged as Mastery.
Please ignore the hit.
Precision and many other attributes.
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Anti-riding full of three measurements is,One said,But it's enough to pile up to % of this.,You're obviously not enough flashes.,At least in double 17%.,Don't think about blocking if it's not up to 65%.,40 proficient in stone to insert it.,The recast attribute of the equipment must be proficient.,What hit accuracy don't at all.,Don't do it at all.,OT you look for me.。
In addition, your current 380 pretend to be piled up to full three measurements, almost impossible, pretend to go up, three measurements will naturally go up, recasting attributes are very important, try to achieve a balance of flash moves, the main pile of mastery (but not overflow, after all, QS is not zs, overflowing mastery can also have a lethal block, QS overflow is a pure waste), followed by a pile of endurance. You should now focus on the first full, 388 and so should be achievable. Take your time, it's not a matter of urgency.
In terms of jewelry, it is recommended that you bring the new three twilight trial final boss off the veil of lies + courage for the fire of the abyss, (ps: proficient in jewelry is extremely important, can greatly improve your block, that is, hard injury) If you feel that the courage point is very precious and unwilling to use it, then you have to work hard every day to do the daily mop prestige worship for the jewelry, manually open all resistance to increase by 400, which is equivalent to a small invincible, especially the old 3 sleepless people who carry DS are very powerful.
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The current version is not necessary unless you want to fight against H dragons, otherwise it is not necessary to have a full three, and your equipment is a little worse, although you can barely complete three measurements if you are hard stacked, but you will lose a lot of stamina and flash moves, not recommended.
Just go with the flow and don't have to dwell too much on this.
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You'd better post a list of your heroes so that you can better analyze that maybe your accessories are stamina.
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Anti-riding to block and dodge Mastery.
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You've all graduated, how do you pile up? Now this version is not too strict for the three measurements of T.,The knight gets the defense to 510,Dodge 30%,The sum of the measurements,140 hits,It's enough to go anywhere.,As for the jewelry, it's now the biggest hatred.,It's recommended to bring betrayal + shame.,You can dodge to 30% again.,It's not up to 30% of the red slot.,10 dodge.,10 power to the red slot.。
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Hit 100+ out of 127 Accuracy: 20+ (26 Excellent), Parry: 16+%, Block: 17+%, Dodge: 30+%, Defense Skill: 491 That's good.
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1.When the three are full, the higher the dodge parry, the higher your damage avoidance. Because it's about dodging and parrying first.
At this point, the overflowing block rate (mastery) is useless. In addition to the specific skills of the boss (the secondary roll point mechanism, such as the ice dragon's slash, the boss in the dragon soul seems to be very rare?) Ignore it).
2.As mentioned above, you should indeed lower your block to improve your flash.
3.However, it is important not to deliberately "downgrade" mastery. The dragon soul has a large amount of spell damage in both the normal and H stages, and the anti-riding is relatively weak, and the effect of endurance is relatively increased.
The margin for error is also high for high HP, isn't it? So generally speaking, the mastery gem is replaced with the stamina (you see that in general, the red slot parry mastery, the yellow slot mastery, the blue slot mastery stamina, the prism mastery, right, the current development trend is the red slot parry stamina, the yellow slot is proficient stamina, the blue slot stamina, and the prism stamina). But full 3 circumference is the premise.
Remember to count the trumpet of DK and your own king's blessing. Just 3 circumferences are the best.
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T damage is generally the highest before reaching the maximum level. Like a sweep of Xiaode or something. And there is also revenge.
FQ has a skill called Hammer of Justice. Area-of-effect damage. That's why the DPS is high.
After maxing out and the technique is correct. CJQ's damage is high.
Instead of a set loop, the Knight of Punishment uses priority. The idea is clear - the first skill in the queue is used first, meaning that if the skill cooldown is out and available, it is used, otherwise the next priority skill is used. If it's not easy to use, use the next priority level as well.
In order of priority, the skills that can be used are:
1. Inquisition of heretics.
2, Crusader Holy Strike.
3, Templar ruling.
4, Hammer of Wrath.
5. Exorcism.
6. Trial.
7, Divine Wrath.
8. Devotion.
Inquisition of Heresy increases Holy Damage for the duration of the Trial. To get the most bang for our buck, we can refresh it up to 3 seconds left to disappear.
When multi-targeted, choose to replace the Crusader Holy Strike with Divine Tempest, and the rest of the order remains the same. Heresy interrogation needs to be maintained throughout the process, and it is best to do it continuously.
CJQ opens the Blessing of Power and the Seal of Righteousness.
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The output of this version of t is high.
Anti-riding with corroded holy seals, insight into holy seals backup (if the nurse is powerless), the main output is to rely on the hammer of justice (group) Crusader strike (monomer) to save up to 3 beans to shoot the shield fiercely, interspersed with frisbee, judgment, divine wrath, which damage is high and which fights. It's not strange that there is a lot of dedication, so don't let it go. And don't think about DPS anti-riding.,There's no revenge and no DPS if you don't fight the blame.,Since you can do T, of course it's good to do T.。
The Punishment Rider is to open the Corrupted Sacred Seal (Monomer) The Holy Seal of Justice (Group), the output is based on the Crusader Strike (4 or less) Holy Storm (4 or more) to save 3 beans to fight the verdict, AOE is quite bitter B, interspersed with judgment, exorcism, wrath hammer, divine wrath, and maintain heresy judgment (I don't know if I learned it).
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It's normal that the equipment reaches a certain level, and it's still the same, and that's the punishment riding.
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When leveling up, especially the dungeon, the anti-riding is pulled together A, and there is a first move, which must be high. The punishment QA is not moving, but the monomer is good.
Head: Mu Shengguang Oath Helmet T10
Necklace: Ankaha Black Onyx Neck Brace 25icc Dead Whisper Lady. >>>More
Summary. Single talent.
World of Warcraft Punishment Riding talent. >>>More
When we first started the service, we played about 4000. Now the so-called GS party is rampant,I also see a black dragon to 5500+,If you're not fast food,Will play QS,Then it's absolutely no problem for you to resist your milk (if your GS is not piled up),10 people will be lower than 25 people's requirements,I think there's no need to play black dragon now.,If you want to upgrade your equipment, it's recommended to play random.,Exchange some equipment with a brand.,There's a 5000 or so after the brand is basically graduated.,If you want to experience the black dragon.,Or need equipment, You can also go.,Of course, you're going to be able to play this copy.,If you won't.,Check it on the Internet.,Or before you start.,Say it in advance.,Ask yourself what to pay attention to.,I think this is a basic quality.,When playing any book.,There's no way to ask in advance.,Teammates basically won't dislike you.,If you make a mistake in saying that you should not be for yourself.,Then teammates are estimated to be angry!
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.
Hit 8% graduation (7% if there are Germans), accuracy is about 30 (open the revenge seal with carved support, the theory is 50 graduation), flash moves 44%+, panel defense to 541, and then pile up stamina. FQ doesn't want HP, but it doesn't mean that you don't insert 30 resistance, it's just that you can ensure the defense skill first, and then look at the flash move, and you're considering inserting 30 resistance. If it's me, I think the flash move has no buff 45% and it's all stacked resistant.,Generally no buff 4w blood.。。。 >>>More