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Are you sure your numbers are correct? Specialized in stacking critical hits, right? 2160AP has 35 explosions?
Are you using PVP or PVE? PvP, if you're not human, leave one slot for the badge, another slot for Berserker summoning, and of course, the new Battle Master is also a great deal.
As for the PVE Rage 2 minutes 360ap 20s
The tsunami is said to be (just supposedly) built-in CD45 seconds after triggering 10s plus 340 intensity.
If you look at it this way, the tsunami is stronger than the rage, and the high critical hit of the punishment (here I want to ask, is your 35 explosion a legal explosion or a physical explosion?). Punishment 74 Both are to be considered) The trigger rate of the tsunami is guaranteed. In addition tsunami 34 (or 38?)
I can't remember exactly) Critical hit level is not as good as the berserk 90AP, you must know that AP is greater than critical hits for knights. So strength and AP come first.
10 hits is not a lot of improvement for your 93 hits, and there is a saying that 74 hits stacked to 8% can guarantee that there are no "misses" at all. In fact, it is not "completely", and there is still a possibility of missing by 8%. I think it's OK to have a hit guarantee of 80+, and 10 hits don't mean much.
As I said upstairs, Vengeful Fury and Rage are also 20s, and they have a big boost together.
So in general, the panel's attribute Berserk wins, and for the trigger effect, Berserk has a slight advantage, but Berserk has the benefit --- controllability, so I personally prefer the call of the Berserker.
As for the ...... of shameNeedless to say......What can't be replaced, precision is too important, and this is basically a --- shame necessary to punish 74 to reach a consensus.
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The tsunami effect is not as big as summoning and shame bonus, and the disgrace 44 accuracy is irreplaceable, no matter when, and the berserker can use the anger of revenge to enhance the effect, the tsunami is actually no substitute for these two things, with shame and summoning, then it can be used until wlk, some people say that Naru shards are also good, but there seems to be controversy, wait for the data to come out and then decide.
Don't look for something to ...... the betrayal of the madmanAfter I took it with 10 raid points, I found out that I regretted ......
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Hit 90 or more, summon + disgrace = shards + disgrace.
Hit 90 or less, betrayal Tsunami + Summon.
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Get 4t10 to 277 and you're almost graduated.
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Strength, Hit Precision, Mastery, Critical Hit, Haste.
Red hole 50 power, yellow hole 25 power 25 mastery, blue hole 25 hit 25 power.
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1. Endurance (do you want to be seconds).
2. Strength (strong DPS base).
3. Intelligence (no blue?) Flat chop).
4. Hit, Storm (jump out of the pretty numbers).
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To be powerful, that power is high, to be that.
There is actually no way to punish the horse, but it depends on the outburst, or it doesn't hurt, and the heresy trial must be maintained.
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。。。5000-5200 When? The version of cjqs is okay at least much stronger than It is said that it can play medium dps position Specific techniques and equipment matching It is recommended to go to 178 or individual paladin forums to see!
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Critical hits are preferred, then power. The carved pattern is casual to check the trial carving, the Crusader carving, etc., the output still depends on the technique, it is recommended that you go to the Holy Light District of NGA to see the technique, where there are more cattle people.
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What version?
Of course, it's Strength, Hit, Crit, Rush, Armor Break.
Critical hits are too face-saving.
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Physics:
Block Value Concept: Strength determines the damage that can be offset when the block, and the total block is free from damage = strength offset value + shield attribute + talent.
Offset 1 damage for every 6 Strength.
Attack Strength and Damage.
Attack Strength Ratio: 1 Strength Approx. = Strength.
6 Attack Strength = 1 Base Damage (during hand-to-hand combat).
Total Attack Damage = Hand-to-Hand Combat Damage + ** Damage.
Physical Critical Hit: 15 Agility = 1 Physical Critical Hit.
Dodge: 15 agility = 1 dodge chance.
Physical critical hits determine the chance of the command to trigger.
Spell class: Intelligence: 1 intelligence about = 15 blue.
About 30 Intelligence = 1% Magic Explosion.
Spirit: About 4-5 spirit = 5 seconds 1 return to blue.
Magic Damage: Devotion: 24 Magic Damage is increased by 1 dedication damage for 1 second.
Justice: Base damage--- 10** damage increases the damage of the Righteous Seal by 1.
Magic Damage Bonus--- 10 Magic Damage increases Justice Damage by 1.
Command: Increases Command Damage by 1 to about 4--8 Magic Damage.
**: Since the knight does not have a **skill higher than the second, the amount bonus cannot reach 100%.
Popular point: Flashing can get about 50% of the ** bonus.
The Light gains about 70% of the ** bonus.
Critical hits = 150%--170%**.
Resistance: 1 resistance level per 75 resistance.
It can be said that 74 resistance and 75 resistance are two completely different resistance levels, or that there is no difference between 0 resistance and 74 resistance.
Miscellaneous: Command damage is said to be divine damage, but it has actually been tested and the damage varies depending on the level of armor.
Judgment is a skill, not an injury, and as such, it can be resisted.
Holy damage cannot be resisted by the player, but some monsters can.
Analysis of the Knight's Talent and Equipment Pairing:
Different knights in [u] strength, agility, physical explosion, stamina, magic damage, intelligence, magic explosion. There are different preferences for the selection on the back blue [u], here are some suggestions.
1. Disciplinary type. The main role of this type of knight is to fight monsters, PvP, usually based on rapid and short battles, it is recommended to:
Endurance - > Agility - > Strength - > Physical Explosion - > Intelligence - > Magic Explosion - > Magic Injury - > Back to Blue.
2 Protective Knights:
The main skill of this kind of knight is liquidation, and the resistance to physical attacks is the main, and the holy shield consumes a lot of blue, so it is recommended to:
Endurance -- > Strength -- > Agility -- > Intelligence -- > Back to Blue -- > Physical Explosion -- > Magic Damage -- > Magic Blast.
3 Support Knights:
This type of knight should be **, support-based, do not participate in anti-monster, or do not encounter attacks, so it is recommended to:
**--> Intelligence--> Magic Explosion--> Back to Blue -- > Endurance -- > Agility -- > Strength -- > Physical Explosion.
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The equipment for the punishment Q is not good.
Warcraft has a lot of argument about this.
It's a good idea to see what type of equipment those punishment Q's are in.
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