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First of all, t talent:
No matter what talent you have, you can t, but you have your own advantages and disadvantages.
Blood T Talent: The most survivable, but the most powerless group pull.
Ice T Talent: Survivability is secondary, and Qunla has a certain ability.
Evil T Talent: Survival is the worst, group pull is the best.
No matter what t must first make sure that the defense value is sufficient, level 80 requires 540 defense value. Otherwise, survival is in question.
Secondly, the hit and accuracy must be enough, otherwise there is a problem with hatred. Hit 8%, but personally think hit around 280 is the best. The accuracy should be 26 or more. Minimum 26, otherwise, lean on the face!!
It is recommended that the version DK is better to be FT, and it is better to have QST as the master T.
Since then, I've played Ice T, and I've played Blood T. Ice T group hatred can't pull FQ, so it's not recommended.
Evil T survives the worst and is not recommended.
I'm also bloody now. Survivability is really good. And, once I have established a hatred, I don't want to be ...
Here's what my blood talent is:
Technique: Single Monster: Get started, double disease, spiritual world, heart, heart (6 runes with light) use it if there is a rune strike, and if there is none, put the withering and winding.
Then give priority to Rune Strike, Heart, Double Disease, and Spirit. Whenever the energy of the rune strike is guaranteed, it is a priority. And leave a blood rune to pay attention to the self-protection skill.
The spirit strike is used to convert ice and evil runes into death runes to hit the heart, and there is also the ability to recover blood under high pressure.
Qunla: Withered and withered, double disease, infection, and then use the spirit world to transform the death rune to fight the blood boil.
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On the 2nd floor, it's the answer to 1995513wyt that's great, you just give him the answer. His's pretty good.
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It must be a blood tank. Blizzard has admitted that it has a psychological effect.
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Dual-wielding ice talent is best, other talents are not recommended. The stake driving limit DPS is very powerful, but the equipment requirements are relatively high, and the requirements for hitting are very high.
Here's the DK output of each talent:
The most powerful burst in the Blood DK 3 series, DPS decreases after the burst. So what Blood DK has to do is slow down the DPS drop. The blood talent has the highest critical damage per skill, and the numbers are very good. The Blood DK is in high demand for the Armor-Piercing stat.
Blood Talent for Teams: Increases melee attack strength.
Evil Talent There are no good numbers, mainly dot and spell damage, and flat slashes. The evil talent has good damage and is very stable. The evil talent is the strongest AOE talent, which can be compared to the mage AOE damage, if there are 4 pieces of t9 then the evil talent output is very strong.
The 4 effects are: Disease dot can be critical.
Unholy Talent for Team: Increases spell damage by 13%.
Ice talent, high hit requirements, high equipment requirements, then DPS is good. What kind of powerful equipment to get up in the morning, you can't go up at all without DPS. However, in the late game, the 4t9 evil talent will be very powerful.
So there's not much to do with the ice talent output. If you have strong gear to back it up, the Ice Talent dual-wielding output is powerful. (For example, at level 70, the maximum DPS output of a warrior is more than 4000.)
In order to achieve a higher DPS, the Warrior gave up his hands** and switched to the Berserk talent dual-wielding output, which would lead to a breakthrough in DPS. For example, the Egg Knife Berserker. These are built on the basis of equipment.
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Blood DK is the most brainless. "Heart" "Heart" Spiritual Strike. Behind it is the brainless heart and the spirit world. Which is good to use which.
But the heart takes precedence over the spiritual realm.
I'll systematize it:
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