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Technique? Do you want to ask how to pull hatred?
Put a dedication on the soles of your feet.,Frisbee,Judgment,And then the monster is close.,The words of the group of monsters use the hammer of justice (it seems that all hostile units within 5 yards will cause damage.,Mainly rely on this skill to pull the group of monsters.,Now the dedication cd is too long) La single monster or boss with a crusade strike,The damage of this single is higher.,The hatred is naturally high.,After three layers of energy, open the wings of the righteous shield strike,My 350 equipment,So with the righteous shield strike the highest damage of more than 4w。 Then the frisbee CD will be used for a long time, and your melee skills may erase the frisbee CD, so don't waste it
Attributes,Block don't have to think about the heap It's generally overdosed.,I've been doing it since the 70s.。 I want to have no buff 1w8+ blood when I was tbc.,It's proper to open any group.,Others won't retreat as soon as they enter the group.,Strong T I can't see the hatred flow of t the most when I play**.,The blood is really a thrilling one.,The fq mainly relies on magic output to pull hatred.,There's no need for any hatred.。
So I suggest that it's still the first to pile blood.,No buff has a 19w 20w blood that's about the same, and then it's a pile of dodge.,Mastery plus is parrying.,So you don't need to deliberately pile up the parry.。
Of course, don't resist all of them.,If it's too much to resist, the blood will also fall violently.,But now the Holy Blessing CD is 1 minute.,Add blood skills for 1 minute.,Blazing defense for 3 minutes (this is the former Brother Chun.。 Now you can manually go to the point, reduce the damage by 30%) And then there is an angel 5 minutes cd Basically, when the boss has a big skill, there are skills to open and not false.
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I'm 368's FQ.,Team master T.,The technique is basically to go up to a crusade.,And then fly the shield, etc.,If it's a long distance, it's liquidated first.,Then fly the shield.,The righteous shield hits 3 layers before it is used.,The hatred is almost stable.,The boss opens the monster wings first,,The group of monsters will fly the shield first,The hammer of justice,,The other three dodge,Parry at 12% 15%,,Proficient is to add blocking,At present, I'm 56%,,There is basically no pressure,Accurate to 14,,Hit the face,The equipment comes with it.。
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Anti-riding first main pile mastery,Pile to full 3 dimensions,That is, parrying dodge block phase increase than,Someone has done this,I believe it should be easier,After the full 3 dimensions, the boss can't hit you directly,The blood loss is very stable,Before the full 3 dimensions,Mastery is unique,Other attributes are secondary。
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The following is a special anti-riding information for the landlord on NGA.,Try to make the landlord look simple.,So I only found out the hate chapter (I haven't played QS, so I can only help the landlord summarize and refine.,Can't give personal experience).
FQ Guntan is the most stable of any class, and switching the command Sacred Seal can make the Holy Rider burst out of a very amazing DPS when he is in Guntan, which can already be said to be the most suitable class for Guntan today.
The Knight's Devotion Frisbee and Just-in-Charge are the least restrictive to unleash the highest hatred.
Currently, undead have a tendency to increase the number of Divine Fury, which can also create high aggro in the opening stanza.
But the powerlessness of the French monsters, because the interruption skill is limited, so the main use of the terrain card perspective.
The order of skills adopted by most people nowadays is: Devotion = Judgment = Aegis = Mallet = Shield of Justice.
There are also Hammer - Devotion - Shield - Judgment - Hammer - Aegis - Shield - Devotion - Hammer - Judgment --- Shield --- Aegis - Hammer (takes 1 point of talent enhancement Trial, i.e. 9 seconds of Judgment).
Quntan I am used to looping is.
If the opponent is an undead monster.
Raise the shield of revenge and rush over Turn around with the holy wrath of the just gavel and dedicate the shield of the shield to pull it.
If the opponent is not an undead, give priority to the gavel of justice over dedication.
What if there is a law system monster in the opposite corner?
Use your face to clear a monster and use a frisbee to interrupt the singing of a legal system.
and run in front of another monster.
Then you can get the monsters together.
Using your salvation and protection can save a life in many cases (don't forget).
The reference metric for the property selection.
For blast protection: you need a defense level of at least 540 (it is said that the requirement has a rounding effect of 4 and you can stack up to 541 for insurance).
In order not to miss: you need at least 7 percent of the hit (bl please heap to 8 percent).
For aggro and parry acceleration: You need at least 26 proficiency levels.
In order not to get a trick and a trick to spray: You need at least 43% or more of the dodge rate (dodge plus parry, classmate is definitely not 43% for dodge and parry....
As long as you reach the above levels, everything else is as you like.
Remember, everything we do, or everything we value today, can change dramatically depending on the preferences of the snowblasters.
Therefore, it is absolutely safe to take a little bit of all kinds of equipment and put it in the warehouse.
I have at least 3 reasons to support the endurance-based Blood Bull Pie.
In other words, there are a lot of information, very complicated, to understand more deeply, it is recommended that the landlord go to NGA to find a complete guide to see.
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Stamina. Hit in the case of reaching the target as much as possible to choose stamina. LZ said that if there is a lot of blame, it is a matter of experience. Just play more. Using awareness to improve techniques is more realistic than equipment improvement.
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Hold the blood armor first Now it's all blood armor flow.
And then you go to NGA to see that there are macros that other people have done well, and they generally use that 8-second macro, and the hatred is more stable.
If there is not enough blood, it is better to pull a few people in groups.
Settle the damage first, then throw the slippers over, go up and dedicate again, and then fly the hammer, and it will be basically stable, and if there is a monster, it will be liquidated again.
If you measure it, it depends on your gs, this one takes its time, and it's not in a hurry.
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I'm also an FQ, and I'm popular for blood nail flow, because there are at least 3 reasons in FQ's talent to support high HP! 1.In the Anti-Riding Talent Tree, the Divine Mission, Combat Accuracy, and Blessing of Protection are all added to the blood percentage basis.
2.Loyal defender, anti-riding passive small shield wall below 35% HP, and resurrection in situ, which is why we are called Chun Ge T! The higher the amount of blood, the earlier it will be triggered, and the easier it will be to brush blood, which is the error tolerance rate!
3.Anti-riding is a natural injury-free advantage. As we all know, anti-riding due to natural skills such as the Holy Shield, inherently has a slight advantage over the injury-free advantage of T such as FZ, so the stack of 3 is the choice after the equipment is strong in the later stage and the blood volume is enough!
And a little heap dodge, blocking is more advantageous for specific bosses.
The above three points are a little experience of my own anti-riding, not a professional research flow and data flow, if there are any questions, I hope you will leave your mouth.
International convention: Storm Fortress in Sector 2 - Sorrow of the Left Rib.
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Anti-Ride does not require a lot of blocks, after all, skills and passives can improve a lot of blocks. Three-dimensional should be the main heap dodge, and the secondary hit is also essential. The requirement for blood volume is not so high, after all, it is not xd
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Let's pile up blood, three dimensions add up to about 50 and it's OK!
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Three-dimensional aspects.
Dodge and parry are above 15%, and the rest are mastered to increase block. Generally, the equipment can be almost achieved after 359, and the 346 stage is not reached, so try to keep dodging and blocking 13%, and the ultimate goal is to increase the three-dimensional phase to 104%.
Dodge and parry are completely offset by this physical damage, and blocking is a partial offset of physical damage, but the same point provides a lower chance of dodging and parrying and a much higher block value, so it's still a matter of balance, in the case of dodging and parrying as high as possible to 104%, but generally 15% is the limit, and it can't reach 104% at a high level, of course, it will be improved after the equipment is upgraded in the later version.
The HP is at least unbuffed to 150k or more, and there is nothing bad about high points. Because now the magic skills flying from the small book to the team monster ignore the three dimensions, and can only rely on the amount of blood to top up with the injury-free skills to carry it through, and the blood volume is high to improve the error tolerance rate, and it will not fall down with a small mistake, so endurance in the primary stage is also an important attribute.
Then you have to pay attention to the accuracy of the hit.,I don't know if your profession can't be analyzed.,But try to maintain a certain value.,The standard is not to miss or not to affect the hatred because of miss.,Just try it yourself in this actual battle.。
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Priority heap mastery.
Secondly, the benefits of dodging with additional equipment are currently a little better than parrying and blocking.
It doesn't matter if the amount of blood is deliberately piled up, and when the equipment level goes up, it will naturally go up.
Gems can be fine-tuned with stones that add measurements and stamina.
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The current CTM change is a bit big The difference between it and level 80 is a lot Now is not an era of brainless blood Mastery is king Other attributes are up to you to dodge first.
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The right is the data of the big foot plug-in,The left is the panel data,Generally, the left will be more accurate The defense level should be about 500.,Your 3 fence is enough.,Dodge and parry at the pile point.。
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Measurements refer to dodging, parrying and blocking, and at the moment your defense level is not up to 490, and you can't avoid explosions. . . Be sure to pile the defense level to 490 first, and then go to the pile of HP three measurements.
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490 can avoid violence against 71 and 72 level bosses, so pile this up first. You can look at the inside of it, and it can reach more than 65 measurements, but it's not necessarily. It's almost enough, and the current equipment is not so demanding.
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The picture sent is a little small But it doesn't matter The three measurements that anti-riding needs according to the round table theory are: parry, dodge, block 5 102 At this time, even if your measurements are full, in this case, you can withstand the damage of the mob and the boss each attack by 30 That is to say, the smooth blood loss Although the anti-riding requires high blood But it must not be at the expense of the three measurements When your measurements are not full, the gem should be inserted as much as possible to contain the stone of mastery, parry, and dodge (because the computer is not turned on.) I'm answering your question with my mobile phone, so I can't see what name the stone is inserted in each color Please understand) After the three sides are full, of course, there will be a pile of blood....In terms of equipment, it is selected in the order of containing mastery parry (dodge) parry dodge mastery other parry (dodge) and others This version of the anti-riding requirements for hit and accuracy are not very obvious (I personally recommend that if you have a face attribute such as critical hits, you should get rid of it as soon as possible) So try to reforge these two attributes into a three-dimensional genus As for the monster aspect....The ability to prevent riding and pulling the group of monsters, I personally feel that it should be the most powerful Remember to use the holy wrath when pulling the group of monsters This is a good skill Dedicate the CD to open When there are mobs outside your attack range, you must first throw our signature plate out And the most critical point is to open the wrath of justice x As for why you can't pull the mob, you may have to watch you pull the monster to explain it That's all I can think of, I hope it can help you Practice a lot More rows of yx are not bad for you.
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SW requires 127 hits and 26 accuracy.
Increasing your hit can be an effective way to increase your aggro.
Precision can greatly reduce offset, dodge, and the like.
If it is resistant, as long as it is a blue groove, it is 15 resistant, and it is resistant to 5 forces and 7 resistance to red.
You only need to fight to 510 after eating strong, so that you can avoid the skura explosion.
490 for BT
In fact, QS still relies on three good T to drop blood is certain It will not be like the brainless 15 resistance to drop the good old Zhaoduo at a time In fact, the boss in SW needs QS One is the old one to rotate T and one is ML to pull the Void Guard.
There's also the JD pull scene Once you start to have SW equipment, it's not a problem to resist annihilation rent, your dodge is a little low, it's better to see the equipment at 30+ else.
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The hit is a little lower, the mob needs 84 hits without miss, and the boss needs 127 hits without miss. The qualified line is 40 hits.
If the three-chain jujube is qualified, to be honest, your blood volume is not very low, so pile it up and hit it.
The equipment gem of the BT graduation can be mixed with strength, 10 hits, and 15 resistant panacea. If there is no extra item level, the defense level can be lowered a little bit to replace the hit defeat, but it is still necessary to ensure a 490 explosion-free baseline.
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1. All measurements are not good.
The flashes are all high. Or maybe the block is low. Depending on your HP, if you pile up stamina suits, etc., it should be 375Otherwise it's 380
You only have 42 blocks. It should be completely unheaping proficient.
If you reduce the flash to 15+15Then mastery can provide 5 points. It's blocking.
So-called"Hard"Smooth. It's just that the bleeding is stable.
The flash move is high. Block is extremely low. In the opinion of **, it is. In these 5 seconds. You don't bleed at all. Because you've dodged them all. **All are overdosed.
But after 5 seconds you spurt blood. Because the point is back. The boss hit you all in 5 seconds. Spurted blood. You poured.
All you have to do is try to balance the moves as much as possible. 15+15 is good. To your current outfit and so on.
The rest of the heap is proficient. When you have more than 60 blocks. You will find that more than 90% of the boss's attacks are blocked by your flash.
In the opinion of **. This tan is hard enough. The bleeding is very stable. It is very comfortable to add without pressure.
The flash move is 100% damage-free. It's tempting. But it's hard for you to pile high. And there will be a decrease when the pile is high.
But mastery does not diminish. And it's easy to pile high. 380 outfits and so on are very easy, and you can flash 30+Block 60-65
When you reach the third circumference, you will find that the boss's normal attacks will give you at least 30% damage immunity throughout the whole process.
At this time. You're really hard. At this time. You can continue to go back and pile up flash moves + stamina. Also swap 2% of armor for 1% of the block value.
That's why the dodge is not enough for 30 piles of dodges. Enough for 30 piles of mastery. Enough is enough to continue piling up flash moves + stamina.
Mastery is the most beneficial attribute over a long period of time.
You can try to keep lowering your mastery. Pile up flashes.
And then follow my method above. 30 piles of flash moves are proficient. Find a ** friend you know. Hit small copies.
A sensitive ** will easily see the difference between the two.
Xiongtan 1 circumference. dk2 circumference (or blood shield = pseudo 3 circumference).Warrior 3 around. But proficient in plus block and lethal block.
The knight is three circumferences. and 1 Mastery + Block. So knights are easy to reach.
That's why many ** will feel that knights lose the most stable blood. And Xiong De and DK, who can't control the blood shield, will spew blood in various ways.
Glyphs. I Am Truth 10 Precision + Shield Fierce 10% Damage + Crusader 5% Critical Hit.
Small copies pull mobs without Crusaders. The Hammer of Justice will do the same. Above.
Correct the mistake upstairs.
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