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See if you're JJC, the colorful head is intelligence, 2 chances of returning to blue.
Then loose pieces (wands, belts, necklaces, shoes).
All parts are replaced by the rapid version.
S7 wants the moon cloth sleeve to go to the satin set, which is also to make up for the JVL defect of S4 without returning blue.
Gems, it is recommended that S8 penetrate the off-hand 300JJC points is very easy, hasty dagger and then make a hole in the belt, two 25 penetrating gems, it will meet the penetration level of 135, or there is no QS aura, or there is no dispel MS's dark resistance, it will make your fear and extinguishment very embarrassing.
This must be satisfied, after penetrating 135 to meet the standard, hit the pile to about 3 5, choose your own trade-offs, and want to be more sharp enough 5
You can use shoes fm and gems to satisfy, and the rest of the yellow holes unify 20 haste, (meet the premise of 3 hits) and then orange 12 magic damage plus 10 haste.
Red hole 24 magic damage, magic damage is still the first attribute.
Endurance can be inserted in the blue hole, but don't choose 30 resistance, you can choose a purple gem that resists and spell damage, it is estimated that there are no blue holes available, and the belt is used for two 25 penetration.
If you want to be hard, you can plug in patience and toughness.
Prioritize tenacity and then choose endurance.
Talent but you have to see that the title is a battlefield talent 'So, draw those two points of blue, should be replaced with a bubble shield!'
That's perfect
The battlefield talent I imagined was exactly the same.
If you have an inscription, let me tell you, whether it is JJC or ZC, dispelling the glyph is a hundred times better than the shield glyph.
If it's not a player who plays 22, suppressing the glyph should also be omitted.
Therefore, the 3 glyphs, whether jjc or zc, should be dispelled, penance, and heart fire glyphs.
As for why the heart fire,I generally think,Talent strengthens the heart fire is cloth armor,It's plate armor with glyphs.,The glyph gave the priest the capital to become a plate armor mage.,As for the heart fire that was lost by DZ ZS QS LR and didn't make up for it.,I see it as a fight without clothes.。。
I don't believe I can go to a z to try to know the importance of the heart fire.,As for the battlefield glyph that the landlord said.,Don't make a trade-off.,You must have a heart fire Don't explain.,If you want to play jjc.,Even if it's 33,,You don't need to draw blue.,Unless the warrior packs 2 milk or really has no time to draw blue.,Except for 22.。
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How do I feel that the off-hand uses haste, and the wand uses penetration.
Shoes and colorful heads are definitely going to have a + movement speed.
Talents are based on combinations, offensive combinations point Divine Wrath, no spell barriers, and can even point a scorching light and discard the reflective shield.
The glyph is generally a penance Pain suppression is necessary, the fire of the soul, the punishment chooses a hit 5%+, penetrates 135+
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CTM has more "mastery" attribute than WLK, for precept M, mastery is to increase the absorption of shields and bubble shields (but the upper limit of bubble shields is still 30% of their own blood, just to increase the absorption of a single bubble shield), it can be said that mastery is the first attribute in addition to intelligence (if you feel that the spirit is not enough to lack blue, of course, you can also properly pile up some spirit, high is useless).
There is also the preoccupation of the blue back to 7% after the shield is broken, but only the blue of one shield is broken, and the multiple shields are broken at the same time and no longer return to the blue many times, plus the high blue consumption of the shield, the brainless shield becomes a thing of the past.
** Technique cycle, there is no specific cycle, now there are two schools of precept - the traditional stream and the punishment atonement stream (it always feels like wasting those 5 talents by pointing wings without atonement, unless there are special circumstances).
Shields and penances are still the main skills, and they can't be as brainless and fast as before**, fast is used to save emergencies and brush up weak time (Soul Power talent). Card preoccupation cd throwing shield, card cd throwing healing, card cd throwing penance, basically every precept M does this. The difference is that the traditional stream is basically reading strong and ** techniques; The Punishment Flow replaces the ** technique with the Punishment and Divine Fire (Strength is still the main means, and it is recommended to tie Strength and Mind Focus in one macro).
In addition, the precept group is completely fine.,I remember that there was a post in NGA that calculated.,Under the same attribute and glyph.,The ** prayer of the precept is higher than the sacred** prayer hps (the end of the recovery = =),God M is strong in 4T13 after the almost seamless You,There is also a hymn once in 3min.,Now there is no attenuation.,It's a magic skill in the 25-person group But the precepts are much stronger than the God M endurance.,There is also a race against time and energy infusion.,The five-story trail in the outbreak stage opens its wings +The brainless prayer after the energy infusion is not covered, and the precepts have team damage reduction, individual damage reduction, and the god is strong in ability, but there is no damage reduction, so the precepts and the divine are equal.
It's detailed enough, so let's ask if you still have questions.
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2.At this stage, there are two schools of discipline: the shield stream and the punishment angel stream (shield and penance are both common skills, the difference is that the focus of the talent leads to different techniques).
The shield flow mainly relies on the mantra: shield, plus the talent of eliminating weakness, that is, it is mainly based on the frequency of use of the strengthened shield, and the basic technique is shield + 2** technique (eliminate weakness, fast and strong depending on the situation) + penance This basic cycle depends on the situation, depending on the situation and other skills.
The Punishment Angel Flow is to point out the two talents of Punishment and Angel, which are mainly based on the amount of Punishment Penance to trigger the Archangel to increase the amount of ** (back to blue is not the point), supplemented by other skills such as shields.
3.The precept group is made up on a case-by-case basis. First of all, it must be made clear that it is not only a large amount of blood replenishment that is called group supplementation, but also the task of group supplementation to stabilize the blood line, and the precepts are to complete this task.
Most of the skills and talents of the precepts are for the purpose of reducing damage, and the bubble shield + mantra triggered by critical hits and ** prayers: obstacles contribute a lot to the team, and for some bosses with strong blood loss regularity and smooth blood loss in the team or individual big blood loss, the precepts can fully undertake the task of group compensation (in the team book, it is impossible for only one person to do the group supplement), such as DS Black Corner, but when the demand is large, such as the DS back, it is difficult to achieve the precept group supplement. Therefore, the group supplement is actually relative, and it needs to cooperate with each other in different situations.
There is nothing good or bad between the precepts and the priests, only the different needs of different teams.
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The official positioning of the precept MS is offensive **, which means that when raiding, the precept MS can assist DPS, and the talent of redemption came into being. The specific method of 5 people is to let T pull to the boss.,Give T a set of shields.,It doesn't matter if you restore it or not.,Then read a sacred fire.,Read 4 more punishments.,Then use the archangel under the effect of 5 layers.,And then continue to read the divine fire + punishment.,During this period, if T's blood volume is low.,You can focus on the mind + fast or strong.,As long as it's not too dark.,It's generally a crit.,And then it's a cycle.,The shield skill is basically only given to T.,It depends on the situation to hand over big skills.。
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The precepts can't be brainless, and the demons are not enough. It's mainly a skill that avoids damage (cover + suppression + ** spell) + strong + fast + shield + 5 jump + blood recovery and the skill of the whole group shield.。。。 The ultimate is to return to the blood song.
And tranquility. Back to the blue means to break the shield and return to the demon CD12S once + Shadow Demon + active accessories + singing.
5. The precepts are okay.
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The priest is a little better. I started to return and played until I didn't want to play AKF anymore.
The technique of the precepts depends on what kind of talent you have, there is a talent for punishment, traditional.
I'm playing the traditional Let's talk about it here, the first attribute of the precept is definitely intelligence, and the second attribute is a bit controversial. Some people say that some people say that the spirit is critical, but in fact, when the spirit reaches the standard, the critical hit is preferred, and then mastery.
Hand hair, set shield + recovery + ** skill The set of shields that are seriously injured by the team members is more powerful. Just play those skills a few more times.
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First of all, let's talk about the trade-off between the precepts and the sacred equipment, the precepts rely on the shield back to the blue, and the spiritual requirements are not high, 2500-3000 are OK. Equipment-oriented priority mastery, secondary crit, haste useless. Divine relies on the spirit to return to the blue, requires high spirit, and has to play the team at least 3000 or more, the orientation is prioritized and rapid, the second crit, and the proficient is useless.
So if you hesitate about talent now, look at the equipment attributes first, the spirit is high, the divine is sacred, and the reforge is rapid. Discipline without spirit, reforge mastery.
Technique,Sacred don't use a shield except for t.,More recovery.,Use a few reading skills.。
The precepts are more brainless, and if you are injured, you put a shield on it, and then use prayers.
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As far as T13's special effects are concerned, Blizzard still recommends the precepts, and the precepts are still the same as the old three shields **prayer to restore (heal).
The difference between CTM and WLK is the percentage of the shield** due to the surge in HP, the absorption of the shield is still very small compared to the amount of HP.
One is the problem of shield level, after canceling the shield level, it can't be like before, when the pressure was not high, the low shield cheated back to blue.
It's not okay to be a group supplement, after all, 4T13 is designed for the precepts, but the advantage of the precepts is to avoid injury, like the responsibility of saving the scene, or in other group therapy.
Many skills are provided by triggering the chakras** Bonus The precepts are mostly walled and can also be switched in**.
Energy Infusion and Pain Suppression are not only PvP talents, but also useful in PVE, so I recommend that you point out Energy Infusion, which is not covered by 20% cast speed, and is activated when you need to save money. >>>More
Don't treat the precept shepherd simply as an arena **,Precept shepherd for the other party's **,Like Xiao D and knights are very lethal,Hey,Friend, you seem to have forgotten the precepts and the blue thing,If you give up the rush,In the face of the rapid flow of the precept shepherd, you will find that you don't have the opportunity to add any blood,Generally, the s5 lethal suit is only about 1w8 blue,You will be evacuated by the rapid flow in less than two minutes。 How embarrassing. >>>More
A tsunami, an ornament of the old seven of the regiment will do.
The early stage of the shepherd is not very good milk.,Replace it with a precept.,QST and DKT can set a shield before entering the battle.,And then heal prayers and recovery.,Bear T and ZST wait until T's anger exceeds 50% and then set a shield.,Healing prayers and recovery are thrown in advance.,The place to stand is generally not very demanding.,Anyway, don't get too close to T.,Some battles require scattered stations.,Some require centralized stations.,The key is to look at the setting of the dungeon.。 I've been playing ms for 6 years, if you are interested, you can add QQ chat: 1746033292, indicate the study of the pastor.
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