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Ordinary Ben doesn't need to deliberately focus on stamina.,No buff 18 20w is enough.。 The others don't count about 15% of the splitting blade moves, and then the green word pile is proficient. The group pulls withered and the blood boiled, and the single pull was casually beaten.
Remember.
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Now the mainstream is the blood resistance mastery stream, making the pile of endurance and mastery.
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Landlord Tell me about my experience Every time I enter the random book, I will say "open the monster for three seconds, thank you" Start withering Otherwise, if you have a double disease first, the hatred will be gone long ago and then the outbreak If there is a CD, the ice touch will be added to the dark and then the infection Blood boiling "If you feel that your heart is weak, there will be another blood boil" Then it's casual Hatred is basically proper Then there is no brainless heart blow Life shunt 50% of the blood line will be hit Pull the monster If there are many legal systems, the anti-magic cover If there are many physical monsters, the bone shield or ice Don't be stingy with life-saving skills You must know that our DK is not weak The mobile phone party finished answering, thank you.
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The World of Warcraft version is currently the hardest, and the most hateful T is the Blood DK. Whether it's a group pull or a monomer.
Equip priority three measurements, dodge parry, and armor. Of course, the higher the stamina, the better, but it's not worth piling.
The reason is that the current ** blue is very insufficient, and a little plus will be empty blue.
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Strength is brought with each piece of equipment.,Don't pile up.,Trick flash plus together 30,2 attributes are too different.,Accuracy 26.,Hit is not needed.,If you don't hit the spiritual strike, you can also return blood.,The main attribute is proficient.,The higher the mastery, the higher the amount of blood shield blood given.。
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DKT piles up mastery, and then reforge the balance of flashstrokes, recasting all hits, precision, haste, and critical hits to mastery. Because even if the Spirit Strike misses or is blocked by a flash move, it still has a shield to heal and still have a shield, so you can ignore the accuracy of the hit.
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Generally speaking, DKT pushes mastery when hitting and accuracy is up to standard, and mastery is higher than the damage absorbed by the shield.
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That's enough for hits and precision equipment! DKT doesn't need strength. Parry and Dodge Panel attributes: 15% each Reforged Point Precision. Gem Insert Dodge + Stamina or Mastery + Stamina or Full Endurance Stone.
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Endurance parry, because DK can't hold a shield, so it can't be blocked.
Accuracy and accuracy are both secondary attributes.
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Endurance, parrying, dodging.
It's hard to stack hits and precision with current equipment, and 500% skill aggro makes your skills not get overt even if you miss a few. It's just that when you start, other DPS reminds you to be a little bold.
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Parry + Dodge 15% each 2 difference cannot exceed 1% accuracy 26
Other heaps are proficient.
Power is not needed.
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1.Definitely don't pile up power, because there are very few parries for power turning, just treat this as an incidental and ignore it.
2.Accurate hits are not required at all, except for special bosses that require DPS.
Mastery's sub-attribute priority: Mastery is greater than dodging, greater than parrying, greater hitting accuracy than others (your ** may have critical hits, and critical hits are the worst attributes).
4.Any DKT stamina is always the first priority. So sapphire blue hole 75 resistant, red 25 parry 37 resistant, yellow 25 proficient 37 resistant.
FM basically has no choice.
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It's nice to go to play more or 178 to see.
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2.Attribute selection:DK in the early stage must be to go to the dodge move flow (like the mastery of a single brush will be more advantageous,Normal anti-monster flash trick flow,This problem can be discussed again,There are too many things to say),First pile up the flash move to 35%,Keep the dodge level on the panel through recasting or gems = parry level,Proficiency will be recast flash moves。
The accuracy can't be too little, at least 20 or more, otherwise there will be too many parries, which will increase the monster attack power in disguise. Hits are ignored and dispensable (if you are proficient in the stream then you must also keep at least close to 8% hits, which is one reason why the mastery stream is not recommended).
3. Gem Enchantment: Enchantment is also a flash move priority followed by stamina. Gems are all 30 resistance + xx gems, generally 30 resistance + 20 dodge, or 30 resistance + 20 parry, endurance is related to the amount of blood return to the death, the ability to withstand spell damage, and the time to react to **, is a very important attribute.
**Enchantment must use the one that parries 4%, the difference between the damage immunity provided by the gargoyle and the 4% parry ratio is too big, look at your parry data and estimate that it is a gargoyle, replace it).
3,Technique:CTM's monsters are actually much more powerful than the boss.,The damage of the group is very high.,But it's not a big problem for DK.,A lot of injury-free skills,Plus jewelry,You can choose each wave of monsters.,Open one or two skills when you open the monster.,Smash the withering and open.,This can ensure that the initial blood loss will not be too fast.,**Brush up comfortably.。 When you get sick and the infection is cured, you start to die and fight, and your natural blood volume will not be dangerous.
DK's so-called technique is actually to see if you can guarantee that you can continue to get sick, and then ensure that you can hit a dead fight every 5-6 seconds, and if you can hit a dead fight every 5,6 seconds, it means that the technique is quite good, and with a variety of short CD injury-free skills, it's no problem at all.
4.Learn more about the strange skills.,Generally, it's spell damage that can suddenly beat you a lot of blood.,I know it in my heart before opening the monster.,Either interrupt.,Or open the cover.,Or mark the priority kill.,So there's basically no pressure.。
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At the beginning of the 5h Hero Book and the 10 Normal Book, flash moves are prioritized for mastery.
However, please note that flicks are an easy attribute to start decreasing in CTM, so it is not recommended to blindly pile up domes. To quote a commonly used statistic, the sum of dodges reaches 25%, and the infinite proximity of dodging and parrying is the maximum value of dodge benefits. By the end of the 10 regular book, the benefits of mastery will be infinitely magnified.
In other words, when it comes to equipment of the level of 359, mastery is the first attribute of DK T. At this time, Hit and Proficiency begin to rise as defensive attributes. Since hit and proficiency also eat equipment level, it is not recommended to pile up in the early stage, and start thinking about hit and proficiency after having a certain equipment base.
In addition, DK's interrupting skills are all guaranteed to hit, so I personally recommend giving priority to stacking proficiency to 26, and then considering the excess item level in hits, because hitting more item levels than skillful eating.
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Parrying, dodging, and T are all engaged in these, and it seems that they have to be proficient. My blood dk is mainly for pvp, don't mind if you don't say it well.
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The blood output is divided into power broken heart blood and full broken infectious blood, and when the power broken heart blood is in the same way as Rin Fengbing, it is the existence of a novice talent, and because of the improvement of equipment, there is a full broken infectious blood, but the requirements for equipment are relatively high.
If you're a normal build, you should have 0 haste.
Strength and armor breaking are equally important, critical hits are an attached attribute, and it is also an important attribute, the minimum requirement for hitting is 263, the optimal is 289, accuracy is 24+, try to pile up to 26 to avoid dodging, and the damage will reach the DPS of the other 2 series after the panel armor is 800+, and the full break is 1260 (talent provides 10%), and the normal configuration of your panel crit will be around 35%, and the ICC's plate armor with armor piercing does not have haste, so the item level will not be wasted on the haste with the lowest income.
The above are just some basic attribute requirements, I can't know the in-depth content, I haven't played the Taiwan server, and the current equipment can't reach the level of full breakage, there is really no conditional attempt, my understanding of blood is still stuck in the power of broken heart, but there is one thing in common, their cycle is the same.
Ice touch dark hit the spirit world heart fight infection.
Spiritual Heart Hit x4
Spiritual Heart Fight x3 Contagion.
Start with illness The next 20 seconds of the cycle are used in the case of constant illness
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What type of blood dk are you going to play, if you want to use it in the early stage of equipment, you don't need to play blood now, just evil ice, and after equipping it, you can dual-wield the infection ice, and then wait for the full armor to break, you can play blood! The blood after the full break is awesome! Of course, if you hit, 8% is about the same, and the accuracy is 25-27, you can do it.
Armor piercing is 1400 best! And then the gains of power are greater than the others!
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To output, the first hit panel must reach 8%, and the accuracy is best to have 26 critical hits, no need to deliberately pile up, just how much is provided by the equipment.
If your equipment is not good and the armor piercing is low, the main pile strength, the higher the better, if the armor piercing is improved more, try to insert stones into the pile to the full break 1260
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