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There is no strongest talent It depends on the situation It depends on the combination of your team Generally speaking, the field PVP enhancement burst is stronger, but if you carry it past the cheerful stage, there will be no flashpoint for enhancement.
Elemental control is relatively good, but lacks the necessary damage reduction skills, but the ability to sustain bursts is better, and the burst point is within the duration of elemental mastery. It's good for melee.
Of course, now the mainstream PVP talent of shamans is still milk.
However, if the elements and enhanced PK may enhance the chances of winning, but in the arena, the elements seem to perform better.
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Enhance your PVP power. There is also a shaman's wrath that can be opened, and there is also an explosive skill, summoning a ghost wolf, and the click is chopping. The advantage of the element is that it is fast to rub the strip, there is an explosive skill of a short CD, and it is long-range, which is relatively easy to output, and it is not afraid to be fixed, and it is still rubbed.
I think it's a matter of configuration, if it's a spell team, it might be better to use elements, and if it's a team with more melee, it's better to enhance it, especially if your own control is better, and enhancement can put a lot of pressure on the opponent. I think it's better to enhance survival.
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I'm ns.,I also found that the pvp element s are super fierce.,,I'm also entangled again.。。。 But it won't be the technique of the element S.,Hey.。。
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's enhancement is considered a very high burst class, but the damage is usually very sluggish, but the burst is very high.
In fact, the burst has been weakened a lot, because Storm Strike Storm Bombardment damage is cut by nearly 20%, fire damage is reduced by 10%, and coupled with the increase in toughness, it is no longer a rising existence.
But because of the enhancement of the Tongue of Fire **Wind Fury**, and the 25% Critical Hit of the Storm Strike affects the elemental impact, the current burst of the enhancement is a 12-second small cycle of explosion, which is unmatched by all professions, and every 12 seconds you can release the element at the same time - Storm Strike - Elemental Impact - Lava Slam - Big ** Hit This only takes about 3 seconds to be close to the body, and then there are actually no attack skills that can be used So just run away and wait for the next wave to fight like this. The general enhancement is such an idea, use the usual damage to force out the opponent's skills, rely on your own totem, ** and so on to resist the damage of the opposite side, and wait for the opponent's skills to be almost handed over, or if you are lucky, the elemental impact during the trigger of the jewelry is rolled to agility and critical hit, you can directly rise to the other party for a second.
Elemental impact is about 40% critical strike rate, 522pvp set of accessories** enchantments are triggered, like I'm engineering + tailor, full trigger state, roll to agility explosion is about 20w, there will be a lot of pressure on the opposite side. The disadvantage of enhancement is that the anti-control and control are very poor, resulting in a lot of passivity, mainly depending on the rhythm of the other party to play, and they have little initiative. It's not a mage's profession that can create infinite possibilities, so if you have more duels, you will be a little depressed, and many times you will be helpless.
But in order to feel very cool, the enhancement is still very good.
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The Root Strike was replaced by the Storm Strike, and it was written on the skill, but it was only used for initial leveling.
For enhanced PK, it generally belongs to the pursuit of control and harassment, ** changed to ice shock, the wolf try not to throw it casually, and to do macro moves at the same time as the wolf accelerates, you can solve a fixation. Be sure to insert the glyph to let the Shaman's Wrath solve the magic, but keep in mind that effects such as Frozen Enchantment Fear can't be solved, and it's actually still immobilized. The main means of output are Storm Strike and Lava Crit.
In addition, there are two ways to play, usually fire shock +**, ice shock to catch people, **use wind rage and cold ice, this is suitable for melee, because**reduce attack speed.
There is also a kind of ice shock throughout the whole process, ** is wind fury + tongue of fire, which is suitable for the playing style.
Don't keep the faintness of the ghost wolf, use it as soon as you start, so that if you are lucky, you can use it once.
The opponent's HP is less than 35%, and don't use lightning arrows as much as possible, but give yourself** or throw heavy rain, and only if you consume it in the early stage can you kill.
Talent must be PVP, PVE can't kill people.
To master the totem well, there must be a stone claw totem glyph, and the shield once every 20 seconds is no joke in pvp.
As a PVP shaman, always remember to change shields to improve survivability (defensive shields are the best), and use the spiral nest to add health to yourself while improving survivability. Especially in the arena, it will give **great chance**.
That's probably it, and there is one more point - don't fight with your own son, although there are 3 chances to release the body and one chance to slow down, but it's still difficult not to beat your own son.
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TBC can still be a second person, but now it can't. The wolf has been weakened, the output cycle has been changed, and the black wind has stopped pulling the wind. Either go to PVE to experience the plot, or find a stable arena team to play, under the same equipment conditions, the heads-up advantage is really not big.
Elemental Sa with the help of his teammates is still very violent. Enhancement is a little more demanding on awareness and operation, and all kinds of TT conversions, spell interruptions, and control require long-term exercise, and the result may not be able to win the ...... of others
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