What is the order of the attributes of each talent of the priest? Critical hits? Injuries? Spirit? B

Updated on Game 2024-04-12
13 answers
  1. Anonymous users2024-02-07

    The precepts are: Law Injury", Intelligence, Rapid, Crit, and Blue Spirit.

    Sacred is. "Spirit" of "Wounded", "Crit", "Rapid", "Intelligence" back to blue.

    Shadow is. Wounded, Hit, Rushed, Crit, Spirit, Intelligence.

    Mana damage is the most important stat of all spellcasting classes. And the benefits of magic injuries are generally the largest, and other attributes have a theoretical upper limit, but magic injuries are not.

    It's very important before the hit is full, and when it's full, it's a scrap material.

    Generally, if you want to pile up attributes, take the first 3, because the first 3 have the greatest increase in this talent.

    Hope mine is helpful to you and have a great time gaming

  2. Anonymous users2024-02-06

    Mana damage naturally takes precedence over any attribute.

    Spirit, return to blue is also very important, haste over critical hits.

  3. Anonymous users2024-02-05

    Personal preference is also related to the technique of your, the first is not controversial, the second is more inclined to intelligence, followed by rapid crit, and so on.

  4. Anonymous users2024-02-04

    "Law Injury" Spirit" Crit "Rush" back to the blue,

  5. Anonymous users2024-02-03

    Divine Pastoral Attribute Spirit "Hurry" = Mastery "Crit,When you rush to the equipment + talent) the recovery will become 5 jumps,If you ensure the endurance, the spirit will reach at least 2000+

    Mastery is every time you add blood with ** spells, the person who is added will have a hot, the higher the mastery, the higher the number of jumps per jump (Shenmu version), the dark herd mastery refers to the higher the mastery, the higher the damage of the heart spike and the heart explosion.

    The output technique of the dark herd is probably the starting pain, and then 2 whips (pain, the whip will have a chance to produce blue balls, 2 whips can make your trail reach 5), and then use the blue ball with a heart stab or shock explosion, at this time the trail is 5 layers, plus the dot bonus of the red ball (the blue ball becomes a red ball after it is used), open the ornament - touch - plague - re-pain (cover), open the angel whip - whip. dot is not replenished in time.,When you make up, you have to ensure that the trail is 5 layers.,Now use up the blue ball and turn it into a red ball and then make up.,I'm used to 60% blue open shadow demon.,Or lack of blue can be used alive.,Angels can be stuck cd.,My am346 general stake boss can reach about 14000.,Bloodthirsty about 18000.。

  6. Anonymous users2024-02-02

    Mastery, you can understand it as a bonus to your professional magic injury Others are not clear, but after starting to whip, add a dbuff higher than the first dbuff damage output I have always been a god m am I don't know much I recommend you go to 178 to see the ms class post.

  7. Anonymous users2024-02-01

    The spirit is a strong endurance for the priest, and the speed has always been good. The benefits of the mastery of the priest are better than nothing. As for critical hits, shepherdism is more needed.

    AM's output, I'll simply tell you the general starting style. Touch - plague - pain - scourging. After the orb is released, use the shock explosion, and after the explosion, there is a buff to increase the DOT damage, and you try to keep the full name of the general opening open.

    5 layers of sermons, remember to open angels. Dissipation is a reasonable use of itself. When there is not much blue in the early stage, the multi-card CD is extinguished, and the extinguishing can give you back the blue.

    But don't kill yourself.

  8. Anonymous users2024-01-31

    You're talking about the Psychic Spike, which isn't in the output loop. This is because this ability devours the DOT effect you cast, causing your DPS to drop.

    This skill is only used in small-scale battles, such as in boss battles, the summoned mobs generally exist for no more than 10 seconds, and it is more reasonable to use at this time.

    Second, if you are in a small FB, before the boss fight, you have a situation where you have a black ball effect, then you want to cast Mind Spikes, which can increase your DPS.

    In terms of the effect of mastery, the mastery of the priest is the effect of the reverberation of the holy light, that is, after your ** spell produces the effect, it will continue to give the target hot ** effect. For example, if you brush 2W of T, then in the next 6 seconds, you will continue to give T** a total of 2K. The higher the Mastery level, the higher the effect of the Reverberation of Light.

  9. Anonymous users2024-01-30

    Spirituality" Intelligence.

    At the time of the rapid descent. Spirit, Intelligence, Rush, Mastery, Critical Hit, Faster than Rush. Spirit" Intelligence "Rush = Mastery" Crit Divine Pastor or something. Just reforge all the attributes of the spirit =. = Generally accurate.

  10. Anonymous users2024-01-29

    I'm more inclined to crit than haste, as long as I can recover 5 jumps, mine is mental, intellect (equally important) mastery, crit, haste, mine is like this. YX this equipment + prestige and courage equipment Twilight mob ** Shirley. 2500+ Spirit, 8000 Blue, 10% Critical Hit, 5% Haste.

  11. Anonymous users2024-01-28

    The second attribute is completely dependent on the needs of yourself and the team, and 10 people and 25 people are different.

    God's words, first of all, make sure that each piece of equipment is best with spirit, I currently have 2800+ tsunamis, which means that it is completely sufficient.

    Secondly, mastery and crit, this depends on your own technique, if you don't have full blood syndrome, it is recommended to pile up on mastery. Some people would say that there is a lot more refinement, and both mastery and critical hits can lead to overdose, which is important, and I've reforged both (22% critical hits and 17% mastery), which is not a big difference for a team of 10 people, really. With 25 people, it is better to be proficient.

    Finally, there is the rush, again, this is according to their own techniques and team configuration, the two upstairs are just the basics, if your teammates can use your beam spring better, I personally recommend getting the rush to the beam spring 4 jumps). I've also tried extreme speed, and the speed provided by the equipment is dark 3 point speed + the team provides 5 speeds, which is really comfortable, and the reading strip is all kinds of fast, and HPS will also go up.

    Of course, a high speed also means that the blue is fast, so it is necessary to arrange the skills strictly.

    Mastery of Rapid Critical Hits,These 3 can be tried for yourself.,Mastery seems to be more popular now.。 ==Of course, I personally think that it's better for the priest to pile up crit than to use a good brand of facial cleanser

  12. Anonymous users2024-01-27

    Hurry no team to meet the standard, as for how high to see personal habits, if you feel that you still can't add a bunch of appropriately, but to be honest, it's not much use if it's high, you can just call it yourself.

    The main plus mastery is to take the stable route, the main plus crit is to take the luck route, or half a point, depending on the personal choice, there is no so-called standard, like to be proficient in adding blood steadily, like to occasionally try your luck and surprise an astronomical amount of crit.

    You can go to NGA to take a look at the specific analysis or**, where the gods are more concentrated

  13. Anonymous users2024-01-26

    The haste is enough, and the upward gain is not so big. The higher the spirit, the better, but I think 2700 is enough to fight any boss. Specifically, you can test it, your other attributes are basically up to standard, and if the technique is correct, it is more appropriate to be empty blue or less than 10% remaining after the boss battle.

    Critical hits and mastery are about the same importance.,Personally, I feel that mastery is slightly more important than critical hits.,After all, critical hits are things that look at faces.,Mastery is real.。 Since you ask about critical hits, I personally think that critical hit 15 is ideal.

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To be honest, I feel that this talent has lost its sacred purpose The difference between the sacred and the precept is the use of the shield The frequent use of the shield is not the point behind the precept The blue is very tight And the improvement of critical hits and spiritual gains Let the god M can better control the blue Personally, I think that the blood addition technique of the divine pastor and the precept is different from the return to the blue So it cannot be compared and cannot be integrated The soul of guardian is used with its carved pattern in the battle of ICC Green Dragon Ice Dragon and the rescue boss is indispensable Personal advice If you really like the divine pastor and play the divine pastor The talent of the precepts can be clicked back to blue.。。