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WLK anti-riding hits to 8. The hit and accuracy required by the anti-riding are relatively low, the hit is about 254 + about 8%, the accuracy is 26, the accuracy of the P1 stage is not strong, and the hit must meet the standard, so the initial enchantment can choose ** glove precision to provide hit attributes, the increase in the later hit outfit, the enchantment can choose glove power soldiers, ** blade protection or mongoose is actually possible.
World of Warcraft Anti-Riding Hit Accurate Introduction:Hit Level = 1% Physical Hit.
Hit Level = 1% Spell Hit.
Accuracy level = 1 point of accuracy.
Defense Level = 1 Defense Skill.
2 Hits (8% for physical full hits, 17% for spell full hits).
Physical full hit is 8%, spell full hit is 17%, and against level 83 (skeleton (boss) level monster), we need more than 8% physical hit and 17% spell hit to prevent misses. Paladins have many spell skills, such as Judgment, etc.
Note: Physical hits and spell hits on the WLK version of equipment have been unified into hits, but there are still spell hits and physical hits on the attributes of the game's character panel.
Here's an example of a storm of chaos:
The TBC version of Storm of Mayhem has spell hits to see the red logo section.
The WLK version of Storm of Mayhem has been unified into a hit look red logo section.
a Relationship between physical hits and misses.
b Spell hit and miss relationship.
c Righteous Defense Glyph increases hits.
3 The relationship between precision and dodging parry.
Paladins have the ability to increase accuracy in combat and the glyph of the Holy Seal of Revenge.
Born with precision, it is easier to handle than other tanks.
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1. Defense level: Each point of defense skill can reduce the target's critical hit, the monster crit rate is 5% on the PVE occasion, in the face of level 80 monsters, we need 125 defense skills to achieve the purpose of avoiding violence, 2. And since the boss level boss is level 83 by default, it takes an additional 140 defense skills to achieve complete freedom from violence, first of all, you need to defend to 540
3. Endurance: WLK's boss battle has a lot of incidental magic damage and physical DOT damage, in the face of this kind of damage, armor and three-dimensional are ineffective, and endurance is the most hungry attribute that effectively improves survivability.
4. Armor: In the face of level 83 bosses, the armor needs to reach the 75% damage immunity limit until 49905, and in the foreseeable future, the protective paladins will not reach this armor value. However, the effective life spike brought by each point of armor is equivalent, so please increase your armor as much as possible.
5. Hit: Try to ensure 8% of the physical hits, and the draenei can choose to adjust to 6% 6. Accuracy: For the boss-level boss, we need to eliminate the dodge and 14% to eliminate the parry.
Heart of Kings 2 click to play
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World of Warcraft WLK Anti-Riding Quiet Attribute Detailed Explanation 1, Defense Level: Each point of defense skill can reduce the target's critical hit training, the monster crit rate in the PVE occasion is 5%, in the face of 80-level monsters, we need 125 defense skills to achieve the purpose of avoiding violence, 2, and since the boss level boss is level 83 by default, it takes an additional 140 defense skills to achieve complete violence-free, first of all, you need to defend to 540
3. Endurance: WLK's boss battle has a lot of incidental magic damage and physical DOT damage, in the face of this kind of damage, armor and three-dimensional are ineffective, and endurance is the most effective attribute to improve survivability.
4. Armor: In the face of level 83 bosses, the armor needs to reach 49905 to reach the 75% damage immunity limit. However, the effective life from each point of armor is equal, so increase your armor as much as possible.
5. Hits: Try to ensure 8% of physical hits, and Delaney can choose to adjust to 6%.
6. Precision: For boss-level bosses, we need precision) to eliminate dodge, and 14% (56 accuracy) to eliminate parrying.
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There is no problem with the technique, and there are many reasons why it cannot be pulled:
First of all, let's talk about the characteristics of FQ pulling monsters, which is "stable". But because it's too "stable", it can't go up. It may be difficult to understand that the hatred of FQ can stabilize at a certain stage, and when the team gathers fire, the hatred can no longer go up.
As for the problem mentioned above, the requirement to open the monster is to establish hatred quickly, and the time for jn to still go out must be fast, and the connection must be good, and it cannot be interrupted, and if you press jn slowly, the hatred may fall (emphasizing the situation of similar strength). There is also dedication that must be maintained, and cd is good to use, because the continuous damage of dedication is the magic skill of FQ to stabilize hatred. On the issue of JN connection, I use a one-click output macro, but this macro does not have a starting JN and dedication, and you need to press and make up by yourself.
castsequence reset=6 Light Trial, Shield of Justice (Level 2), Hammer of Justice.
The second reason: property issues. What is hatred?
Harm! There is no hatred without harm. FQ Hurt ** to come?
Strength! Strength? Equip!
The landlord's equipment of 4500gs is okay under normal circumstances, but if you go to T10 people and 25 people TOC, in the face of various DPS of 5000gs, hatred is decisive and stressful. Especially SS, FS and other high-explosive and high-hatred professions, you will feel pressure when you wait for GS, let alone a few levels higher than you. Of course, it's not much of a problem to do T across the high ground.
The third reason: DPS 2. A lot of DPS have the heart to spell DPS, and they can't be blamed for that.
But don't fight hard, you're looking for death. Take the black dragon as an example: FQ is a monster, and the road is not fully output (dedication, melee jn is basically just passing by).
But some DPS, like LR (almost flat cut DPS high, JN does not need to read the bar), hatred will be borderline with you, this is the DPS shot too early, not the problem of T. (It's not pulled in place, so the output is looking for death).
The fourth reason: strange logic. I don't know what kind of monster you're pulling OT, landlord.,In the current GF80 level version,A lot of FB monster attacks or JN targets aren't the highest haters.。
Take az as an example: that little zz has a jn is charging long-range (mostly rushing**), at this time, even if you taunt it, it doesn't react, continue to attack non-t, you need to stun it. And so on and so forth
Like a robot of the rocks, the water man of the GDK old 2 ......
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Dedication is the main hate skill.,Revenge shield to open the monster.,Go up and step on the dedication.,The general hatred is more stable.,Personal habits are not the same.,The average person blames OT with liquidation.,But I have a friend who likes to see who ot to who on the righteous defense.,This skill is also a very good skill to pull the monster.,The hammer of justice must be cooled down and used.,This is the main skill of FQ.,High hatred and good damage.。
Also pay attention to the strange many, don't stare at one to fight. Relying on the ejection effect of the Hammer of Justice is not enough to hold the hatred, so skills such as judgment still have to be divided among the blame, so that the hatred can be more stable.
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Blame alone is liquidated, and now the liquidation damage is high, and the hatred is of course high.
Don't tell me you're not using the Command Seal.
I think that when gathering monsters, the plate - the hammer of justice - dedication - shield strike or judgment, generally not other people fight a monster hard, generally there will be no ot, whoever wants to find death will let him die, and slowly behave.
Everyone has their own techniques, and other people's are just references, so go to yxfb to practice more, and the techniques will naturally be good.
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First of all, the wrath of justice will be opened, and then there is what is said upstairs.
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