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Well, this question is a bit absolute, if you want to improve the second damage under the premise of a big torrent, there are only a few ways you try.
1: Because a certain part of the DPS of the destruction ss is provided by the debuff, so hurry not to pile up so high, 250-300 is enough, but not necessarily, I haven't piled up so high, just read it in 1 second with the skill of 2 seconds when opening Bloodlust or Hero. Stack the rest of the equipment on top of Critical Hits, which can effectively increase DPS.
Also, it's enough to hit the pile to 150 for SS to hit DD. Since I haven't played the SW level SS, I can't give advice on what to wear to the equipment, I only give theoretical advice.
2: Like the one upstairs, change ** It is recommended that the sun burn accompany the black book.
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It's almost enough to take the big torrent so much, and it would be much better if you could change the **.
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**It is recommended to replace it with the easier to start with Chaos + Black Book or Dog Fight which are better than torrents.
Of course, if the moxibustion + black book is better.
I don't know what your output technique is, landlord. It shouldn't be a big problem, otherwise it wouldn't be higher than 3300dps, and it depends on your team. If it's about 2 minutes of cloth fat, your equipment should be close to 4000
If it takes 3 minutes, it should be about 3500.
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150 hits out of the suppression is completely enough + suppression hits are close to 200 hits without buff 180 hits are about the same.
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In PvP, Doom SS has a mocking face, because if it's not up to you.
The damage suffered by the other party is very great.
So they'll usually set you on fire first, and then wait for you to protect you or another class loses skills for you.
So, I personally believe that 18 resistant, -15% coma stone can be used.
And relatively speaking, it can give full play to its advantages.
For pvp ruined hits. You click on your hit. 6% is ok.
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Basically agree with the first floor But the stone of toughness + resistance seems to be used by the demon ss.,Personally, I don't think it's suitable for destroying ss.,If there's no s4 toughness it's really low.,It's another story.。
S4 Destroy SS is explosion-resistant, if the hand is very special bull x can also consider the law strong + explosion,
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Personally, I recommend that the SS main plus toughness and crit resistance can be output, after all, he doesn't have the flash of FS and the ice ring of the priest's **Although he can be afraid, but in a short period of time up to 3 times.
Therefore, it is recommended to insert gems that are resistant to tough critical hits.
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Well, it's fine. The stake is generally like this, it's different if there is a buff in the team, the stake is just for you to practice the technique, you go to the team FB to play and you will know.
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Driving a stake 2700 is very good, and the second injury depends on the team's configuration and strength, not just the individual. To put it simply, the level of second injury is not just a matter for you. If your team is too frustrated, and you play for 4 or 5 minutes, no matter how big your ability is, you won't be able to get up.
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Talent and inscription selection.
I adopted the mainstream 0 3 58 destruction talent. [[Soul Extraction]] is a very effective talent for reducing diversion and maintaining high DPS. In a battle of about 2 minutes, about 5,000 blue was restored to us through soul extraction, so I chose and strengthened soul extraction.
As for the demon-based 3 points [[Enhancement Imp]], if your hit is not up to the mark, you can choose to increase it to the 3 points of the Pain system [[Suppression]] (reducing the hit requirement by 3%).
In terms of the choice of 2 large inscriptions, there is currently no better option to increase DPS except for [[Burn Out Glyph]] and [[Imp Glyph]]. As for the small inscriptions, I chose [[Enslavement Demon Glyph]], Demon Breath Glyph]] and [[Soul Drawing]]. The picture below shows my talent and the inscription.
Talent and glyphs.
Output cycle: Sacrifice - Doom - Burn - (Sacrifice - Arrow of Chaos - Several burned out - burned), the cycle in parentheses.
There is a bird virtue, so the Elemental Curse is usually not used, and the DPS can be increased with the Doom Curse for battles longer than 1 minute. Arrows of Doom, Burning and Chaos are all available as soon as the CD arrives.
When bloodthirsty, use the Corrosion macro to open a thin slice to maximize DPS (you can also write potions or blazing mushrooms into this macro, just note the order of use).
BT At the end of Illidan P2 phase, I will hit the fire element on the right and curse the fire element on the left while hitting it.
Same as above, I'll put a curse of doom on the fire girl when I fight the twins of SW, and then go all out to deal with the dark girl.
When playing SW's Muru, I will choose the seed instead of the fire rain as the skill of the AOE mob after P1 ends, so as to ensure that the output to the boss will continue at the first time.
Bind the macro of the imp flame arrow, and test it yourself to increase the dps of 30 50 (I forgot to mention it just now).
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Ghost Fire SS. 0 3 58 or 3 3 55 tunes choose burnout and imps.
Circulation, hands-on sacrifice, ignition, sacrifice, chaos, burning.
Keep the sacrifice, prioritize ignition, and use it when the chaos is good without interrupting the CD.
Depending on the situation, any elemental or doomsday curse can be applied.
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Keep the dedication throughout the whole process, ignite the first time, use it up, use it up, pick up the chaos, and burn it out at other times.
Corrosion remains on the line.
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If it's repression, my personal hit itself 205 plus the talent for repression, I decided that 165+ is no problem.
As for the output, it's the starting hand (elemental, weak, or just doom) and then it's the sacrifice, the burning! Sacrifice the Arrow of Chaos, plus the brainless burn!
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Keep the corrosion of a bird, sacrifice followed by chaos and then burning, look at the situation yourself in the future, give priority to burning and chaos, keep the sacrifice throughout the whole process, if there is no bird d or am, the point suppression will also have about 175 hits.
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The first question,The law system hits 17% full,As a law system, the dps must reach 17% and don't overflow.,152 has about 13% hits.,So you're still 1% short of suppressing it.,The team has bird d and he clicks on the strengthening elven fire even a little bit of you are enough.,Dark herd is fine.。 If you didn't eat lamb chops, you wouldn't have it.
The output method, the output cycle priority of Fire Destroyer S is: Cursed "Sacrifice" Ignited "Chaos Arrow" burned out.
So it is to start cursing, to sacrifice, to ignite, to sacrifice, to scatter arrows, to burn the n' rounds. Ignite and Chaos Arrows are good to use immediately, if they are good at the same time, they will be lit first, then the sacrifice will be taken, and then the Chaos Arrow.
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Let's just give you a set.,That's basically what my SS is.。
Shoulder evoker.
Clothes Yang Yan resentment.
Necklace Freedom Magic Necklace.
Hat: Ring of Dark Spells.
** Moxibustion + Black Book.
Wand Demon Soul purifies the light.
Ring Cast + Almighty.
Jewelry: Flakes + ancient heads.
Gloves Yang Yan Blasphemy Gauntlets of the Worlds.
Put a T6 glove and T6 shoulder in the bag, and bring it when you need to have 4T6 attributes, and it doesn't matter if you don't bring it.
This set down, hitting about 175 is enough.
The whole body does not need x any haste gems, and the haste naturally reaches 440+.
Gems are all x magic damage or critical hit stones. x5 spirit 6 magic wounded purple gem out of the head colorful attributes.
Critical hits are around 27%. No buff damage is about 1300. Enough is enough.
Obviously, the final combination of Rapid Damage Critical Attack is basically more balanced. Now it's the Rush version, and the battle time is basically 3 minutes, so the focus is on rapid critical hits to increase the explosiveness of short-term DPS.
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The law is omnipotent.
Rapid flow or critical hit flow should be stopped, but don't over-pile into the raid after there is a team buff can be accelerated critical hit, too much of your own pile will cause you to get less from the team buff or even a buff in vain, so rapid critical hits must not be over-stacked.
For SS, only the benefits of magic damage will never be reduced.,So take the equipment first to see the damage.,And then rapid mental crit (SS's hatred is very problematic.,It's very easy to crit when it's high, so the spirit should take precedence over crit).
Of course, the biggest premise is to hit enough, SS needs 17% hits, which is 214 hit level, ideally there is am and Delaney, your 184 hits are enough, otherwise it's better to pile up hits first. A sacrifice misses that will definitely lose quite a bit of DPS.
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Here's a standard for you.
Damage: 1400, prioritize this.
Hurry: 300, SW equipment is generally faster, not on 300 Don't deliberately pile up, it's not cost-effective.
Critical hit: 30 (panel), if you don't get to this, pile it first.
You don't have the sunwell equipment yet, and when the SW equipment is complete, the rush will naturally come up.
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Hurry up to 300 stones to consider.
The red slot is the 12 magic damage (except for jewelry).
Yellow slot: 5 explosions, 6 injuries.
Blue groove 6 law injury 5 spirit (this stone has always been a controversial issue, please consider your own blood volume matching, it is best to ensure that there is 9000 blood, there is a famous saying that the living dps is the real dps).
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Rapid Flow... At least now our guild high-end SS are taking this path... Because SS does not have the problem of leaking blue fast, with the help of shunts, the blue is theoretically infinite.
That more output can be equivalent to high output. As for the clothes, the magic energy can definitely be abandoned. In this version, high stamina is no longer required.
If you have a grudge, you are strong in the legal injury, and YY is strong in the comprehensive. If it's not really no point and take magic energy.,It's highly recommended to take grudges.。。。 35 spirit quite a lot of a 12fs stone...
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Your hit is 184 Full hit is 220 If your team has bird d and dark herd can be reduced I don't recommend rapid flow The damage of the 1w3 of the storm machine is too cool I recommend adding magic damage and storm machine On the premise that you hit enough, you need magic damage and storm machine I fight like this And the damage is very high Very bt I hope you like it.
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It's all 85 now, and now you don't need to know hits, crit or something, let's talk about it after 85. You're all in '09 gear, and you're not SW graduated.
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Hit 190 surplus It is recommended that the talent be replaced with 2 points of suppression and cancel it into the current version of the ghost fire talent As for your haste, I want to ask you that the equipment SW should be close to graduation, right? Or have you already graduated? If you graduate, you don't need to rush to get it!
Because the rush of the full set of SW after graduation should be around 430-450!
SS's panel crit should reach 28%, and if your crit is a little lower, consider replacing the crit stone! If there are too many critical hits, the benefit effect will also be reduced, and the haste can reach 350-380! Of course, you don't need to go to the pile, as long as you swam out, you can directly test the hormones given by the equipment!
If it's in the early stage, you can pile up some other crit hits, and you can directly pile up magic injuries after you get the right one, after all, the bosses are all fast food wars now! Magic damage is also king, and the benefit effect is reduced by more than 450 at a rapid speed.
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Haste is OK, but there is a serious lack of crit, if the equipment is graduated, you can consider lowering the point of haste to increase the crit, and the crit is best to be around 30% without a buff. That is to say, the crit hit is about 35% in the team, and then as long as the hit reaches the standard, the magic damage is quickly piled up.
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Your crit is too low, and the haste is a little high, and the haste is about 400 or so Then open the bloodthirsty Valorant Club Card Public CD Yellow Groove with 10 Bursts 28% Burst is the basic requirement of Ghost Fire SS. This is a panel crit, not a talent. Counting the destruction of 5% of critical hits and the 33% explosion of explosions, it is basically guaranteed that at least one burnout in the output loop is a critical hit.
How many crits do you have? I guess I haven't reached the point of profit yet......
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The haste is quite high, is it enough to hit?
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First of all, the old 5t6 set is suitable for ** battle, and it is all armor-piercing! That 5t6 for berserk is rubbish.
You should change your clothes and leggings for sw old 2 legs and sw ml clothes, those 2 are for berserk battles, and the shoulders of the twins are "Steadfast Shoulder Armor" to change "Berserk Shoulder Armor" with these 3 pieces of equipment haste is enough. Warriors try to have plate armor as much as possible! Because the warrior is strong and the armor is linked.
Use the F4 head and the T6 head garbage! It's even better to have JD's "Cunning Helmet" Although it's leather armor, it's very suitable for berserk warfare, and JD's plate armor is suitable for ** warfare, but it's still better than F4!
Tsunamis are good stuff! LJ's words have ML's "Gray Naru Flakes" and change it!
And most crucially**! The main slow and the secondary fast are the best with double knives, followed by JD grab and twin catch! Off-hand: Revenge is not bad, either!
Berserk is not like ** war, it has the talent of increasing 75% rage!
Berserk can only rely on high attacks and high rage to fight anger!
The main hand is slow because you want to increase your attack power, and the slow offhand is to speed up the speed of slashing bosses to gain rage! So ask for equipment to add a certain haste of 200 is enough, and then push it will be wasted, your equipment will be very serious if you hit Mu Zhuang, and many times you will find that you can only cut flat!
The Consequences of Warrior's Anger You know, you can't use the skill without anger Where does the high dps come from!!
First of all, don't you have no love in the regimental system? Isn't there a bird d and an am, with elven fire? You've got nearly 15% of the crackdown, which is enough. >>>More
1: What attributes are required for SS?
Personally, I think stamina and magic damage are the main attributes of SS, because I always believe in the saying that dead people don't have DPS, and this sentence is the same for RAID or PVP. >>>More
First of all, the attribute If the landlord's hit is not enough 177, you can point the 3 points of the imp to the painful suppression SS attribute hits "Law Injury" "Rapid" Crit "Spirit" Intelligence Hit FB hit must reach 177 (in the case of the team with bird virtue or dark herd) If not, the hit should be piled to 210, of course, it would be good to point 3 points of suppression to 177. The second is the output method: Sacrifice Doom Burn Sacrifice Chaos Arrow Burn Burn Burn >>>More
Let me ask you this question.
You have the 4t6 attribute, which is great for any player who is just 70! Let's talk about the two most difficult enchantment heads and shoulders first, the head goes to the sky and the three, that is the prestige of Shatar, and after reverence, you can go to the middle of the sand city to exchange for 22 magic injuries and 14 hits of the head enchantment material. Speaking of shoulders, first of all, I want to say that the law system chooses astrology prestige, the physics department chooses Aldo, and the warlock is the law system, let's not say more! >>>More
I'll add that there is also a rain of fire under the talent of pain, but it is different from destruction, destruction does not need to be guided, and pain needs to be guided, and in addition, don't listen to the upstairs, pain ss, and now the dps is not the lowest but the highest, and your own hands are crippled, don't talk about others.