ZS should use disarming to deal with what professions

Updated on Car 2024-04-11
37 answers
  1. Anonymous users2024-02-07

    All melee opportunities can be considered for disarming.

    Because melee classes usually use skills, they also need to have a ** in the main hand. For a period of time, he was disarmed and was unable to make any attacks.

    For example, disarming thieves. He couldn't even let go of a chisel. I can only escape for a while.

  2. Anonymous users2024-02-06

    The answer is all the professions that are cut against you.

    Being able to fight you is either quite confident in your melee skills, or you want to die and don't want to lose it, and you can disarm both.

  3. Anonymous users2024-02-05

    Melee classes with high damage, especially those with a bull b**.

    The reason is simple: Does it hurt to punch you with a fist? Or does it hurt to cut you with an axe?

  4. Anonymous users2024-02-04

    In addition to the 3 major cloth clothes and LR, the other classes, as long as you disarm, it will be very beneficial to you. ,

  5. Anonymous users2024-02-03

    Think about those professions that are close to the output of the battle **, and the helplessness when they don't have **, you will know the benefits of disarming!

  6. Anonymous users2024-02-02

    My warriors are immune to disarming, and so is DZ

  7. Anonymous users2024-02-01

    To you, it feels like he's empty-handed than he's holding things.

  8. Anonymous users2024-01-31

    Now the pvp must be the ice dk, if the warrior disarms you, you will open the ice dk talent that skill chill forgot the name is the skill that freezes the surrounding targets for ten seconds if the opponent solves the chapter you will ice chain freeze for three seconds and slow down then card eight yards In addition, after being disarmed, you can throw the ice wind impact If the opponent disarms you turn on the fan, you can turn on the ice solid.

  9. Anonymous users2024-01-30

    The ice chain is fixed and pulled within 8 yards, (8 yards charge), DK hit ZS This kind of plate armor is originally based on the wind of the French system, and if the blood line is not ugly, the wind will be desperate to press the opponent's blood line, because only if the other party is put under pressure, the pressure will be small, and the method of brainless and ZS to fight the spirit world is very undesirable.

  10. Anonymous users2024-01-29

    Ice chain, run, if you can't run away, you can open skills, and eat ghouls' frozen tenacity. DK is not **PK is equal to no attack, no health recovery, no damage reduction, can only be consumed.

  11. Anonymous users2024-01-28

    Run away, hide from the other person's point of view, as long as he can't hit you.

  12. Anonymous users2024-01-27

    Intercept + switch defensive stance + disarm, 3 keys in one is unscientific, sometimes you want to intercept + break tendons, sometimes you want to intercept + whirlwind, you only want to intercept and immediately switch targets and don't want to switch attitudes. In fact, the operation alone is the best of laughter, of course, you can also put this macro aside and usually do not use it, and then use it under special conditions.

    Moreover, interception is a skill that requires a target to cast, and switching defensive stances does not require a target, which can only be achieved with the current macro mechanism.

    Cast Intercept.

    Casts Defensive Stance.

    Cast Disarm.

    You must use this macro within the interceptable range of the target, otherwise the system will cast a Switch Stance before the interception is released. That's more than worth the loss.

    In fact, the macros required for the operation of the warrior should conform to the principles of simplicity and practicality.

    Charge + Broken Ribs, Intercept + Break Ribs, Switch Defensive Stance + Disarm Switch Combat Stance + Suppress Switch Berserk Stance + Fury Fury Lethal Stupid Strike + Throw Equip one-handed** + Equip Forward Companion + Shield + Cast Shield Reflex.

    and so on are the most practical and simplest macros, just master them.

  13. Anonymous users2024-01-26

    showtooltip [stance:3] interception; [stance:2] Disarm with filial piety.

    cast [stance:3] intercepts chikuri; Defensive posture Lingxingtan; [stance:2] Disarm.

  14. Anonymous users2024-01-25

    If you change your shield and then disarm it, you won't be able to open the shield wall.

    If the shield wall is disarmed, it will still be there, and once the shield wall is opened, it cannot be removed.

  15. Anonymous users2024-01-24

    You want macros, right......

    cast [stance:1 3] shield wall; Defensive stance.

    Equipslot 16 one-handed** name.

    equipslot 17 shield name.

    Open the shield wall when you are in a defensive stance, and if you don't have a shield, you will automatically equip a shield.

    When it is not a defensive stance, change the stance, put on the shield, and press it again to open the shield wall.

    If it doesn't turn on once, just press it twice.

    Added: DZ's disarming is to dismantle the shield, don't use it when the shield is dismantled, it is invalid.

  16. Anonymous users2024-01-23

    Again.. Change the ** to sprinkle.

    Yikes

  17. Anonymous users2024-01-22

    Warriors, Thieves, and Priests can all disarm them.

    Warriors and thieves are special skills, and Priests are magical.

    Let's just say that the priest's disarm cannot be disarmed if it is a magic immunity.

    However, the disarming of Warriors and Rogues can be disarmed under any circumstances (except for special abilities and immunity to disarmers).

  18. Anonymous users2024-01-21

    The Warrior's defensive stance is active, the Mage has a chance to be passively disarmed, the Thief is active, the Hunter reduces the attack spike and then uses the Chimera Spike to disarm, and the Priest's Shadow skill is also disarmed. More ......

  19. Anonymous users2024-01-20

    Fire Law, Survival Hunting, Dark Herdsman, Warrior, Thief.

  20. Anonymous users2024-01-19

    Warrior, Thief, Priest (Dark Shepherd), Hunter (Shooting).

  21. Anonymous users2024-01-18

    Warriors, thieves, hunters, all will.

  22. Anonymous users2024-01-17

    Warrior, Thief, Dark Shepherd, Hunter, Fire Law.

  23. Anonymous users2024-01-16

    Warrior: Disarm.

    Rogue: Disassemble.

    Hunter: There's a spike of something. There is a chance to disarm.

  24. Anonymous users2024-01-15

    Warrior: Disarm.

    Rogue: Disassemble.

    Darkpaste: Horror in the heart.

    Hunter: Scorpion Spike + Chimera Shot (LR Raptor Baby) Mage: I don't know.

  25. Anonymous users2024-01-14

    The Thief skill should be called Dismantling.

    The Warrior skill is called disarming.

    The Priest is a little bit of the Shadow's gift called the Psychic Horror.

    The result of all three skills cast is disarming.

  26. Anonymous users2024-01-13

    Rogue **Warrior.

    Fire Law Dark Shepherd. Hunters, some hunters with babies can also be disarmed.

  27. Anonymous users2024-01-12

    ZS Disarm is only available to the main hand and ranged.

    DZ Dismantling The deputy and shield can also be removed.

    MS Shadow talent.

    fs Fire talent.

    LR Shooting Talent Scorpion Spike + Chimera Survival Talent Fight back.

  28. Anonymous users2024-01-11

    Basically, as long as you've played WOW, you know.

  29. Anonymous users2024-01-10

    No, now disarming is Except for invincibility, the refrigerator can solve it, and nothing else can do it, that is, if you don't have the support of the talent **chain, you can't do anything in 10 seconds.

  30. Anonymous users2024-01-09

    A bunch of flickers.

    See macro: showtooltip

    stopcasting

    Equipslot 16 Alternate One-Handed** Name Equipslot 17 Alternate Shield.

    The hands are disassembled and used to hold the shield.

    Use this macro to save your life, open the shield wall and open the shield back, and the shield block the shield and slap people or something to play by yourself.

  31. Anonymous users2024-01-08

    Disarming is a debuff, and you can't have ** during this debuff time. It's not that you** were really taken away by someone else...

  32. Anonymous users2024-01-07

    Warrior: Disarms for 10 seconds.

    Rogue: Disarm for 10 seconds.

    Warlock's Void Walker: Disarms for 10 seconds.

    Dark Shepherd's Psychic Terror: Disarm 10 seconds A Shadow Orb stuns you for 1 second up to 3 seconds.

    Warrior Monk's Cloud Whip: Disarm for 10 seconds.

  33. Anonymous users2024-01-06

    Warriors, warrior monks, SS babies, it seems like that's all.

  34. Anonymous users2024-01-05

    There are also warrior monks, thieves, warriors, and forget whether it is okay for priests.

  35. Anonymous users2024-01-04

    There are also warrior monks and am, right?

  36. Anonymous users2024-01-03

    I've never heard of it. How to disarm?

  37. Anonymous users2024-01-02

    You can set the same position of the combat stance and the furious stance to switch defenses, and set this key to disarm in the defensive stance, which can also achieve the function that the landlord needs, but it will occupy an extra position. My disarm is a single key, and it feels good

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