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It depends on how fast you get to it, if it's more than 1100. It is very likely that there will be a situation where the lava bursts and the CD will not be able to play a perfect 8-second output loop.
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Haste is the first attribute for shamans, except for magic damage
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Valor is highly rewarding for any profession.
The VIP attribute of the element Sa is haste, and the bravery just increases the haste significantly, do you say the income is high?
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Valor is a panacea, 30% cast reduction, absolutely awesome.
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The element and ** optimal attributes are all magic injuries, and the elemental attributes require a full hit, (all buffs 17%) and then a rapid critical hit. ** Don't hit, but take 5 seconds back to blue and haste.
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No... To restore a shaman, you want haste and crit. There is usually a blue return every 5 seconds in the equipment and**no hits...
But the elemental shaman is the output that needs to be hit... So first. The equipment that has a hit is the elemental outfit.。。
And the elemental shaman doesn't need to return to the blue attribute every 5 seconds... So it's easy to distinguish between elemental and recovery packs...
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No, the elements pursue critical hits, ** pursue back to blue, and the difference between SP is the largest.
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Yes, it can be the same.
The difference between the element and the **outfit is that your elemental wears the **outfit and misses the hit, because the **outfit does not have the hit attribute, but the elemental shaman needs to hit, otherwise the damage will not be hit; The amount of you wear the elemental outfit and the blue return rate will be low, because you don't need to hit, but the element is equipped with hit attributes to occupy other attributes.
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The element has to hit, ** to 5 times, of course, if the equipment attribute is a rapid magic injury critical hit, it can be universal.
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There is a recovery that returns to blue, and there are hit elements.
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If the output is to hit, ** is not needed.
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Elemental Main Pile Method Injury Hit Rapid **Pile Method Injury Back Blue Intelligence Rapid Element: Hit first prioritize to ensure that the standard is met (11%-17% according to the team configuration), and then the death pile method injury (red) rapid (yellow) crit... It's a matter of fate.
Anyway, the lava will basically explode (fire shock + lava must explode).
**: First of all, ensure that the blue is enough, so SP chooses double comfort (best), and secondly, abacus, anyway, to ensure that the blue is back (or a lot of intelligence).
Then the rush ensures that the chain or something pulls smoothly.
Therefore, first pile up intelligence and return to the blue to ensure that it is basically enough, and then pile up quickly, don't overflow, the only fatal difference between the two: hit.
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WLK elemental shamans are more promising, ICC is very loveless to melee output, and the addition of DK has also affected the status of enhanced shamans, but elemental shamans are more boring, and enhancing shamans is more fun. Elemental Shaman is a powerful spell support dps class, which can increase the spell damage of teammates, and Enhancement Shaman is a physical support dps class, which can increase the physical damage of teammates, and it is more advantageous to enhance when leveling.
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Isn't it okay to have dual talents, I'm now enhancing and elemental. If you level up by yourself, it's more cool to enhance and practice.,You don't need to drink water.,But it's best to find a team under FB** at ordinary times.。 ,
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The stats on NGA are:
Psychiatric Hit (before Hit Miss) Intelligence Mastery Rapid Critical Hit.
Three Zones of Liberty Wind Arupaka.
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Whether there is or not, Elemental Sa is a brainless heap. The premise is to hit 17%.
Then mastery, crit the lowest the better.
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I haven't played for a long time, I think it's a hit to top the quest requirements, and it's over in a hurry. Crit last. How to say it, I haven't played it since the revision. Personally, I think the crit element is not bad either.
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Elemental priority is rapid, followed by mastery, the higher the better
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There is an upper limit to the haste, and when it reaches a certain value, it has no effect, and when it is piled up, it will be stacked with others, and of course the hits will be piled up first.
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4t13 + The well of eternity's jewelry mastery is basically enough, and the rest depends on the equipment, and the first pile is rushed.
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Personally, I think that haste and mastery are about the same benefit, and mastery seems to be greater.
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Shaman is now a must-have for the team, good for employment, good for equipment.
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Bird's elf fire plus team hit, with a 5% critical aura, 10-person group increase maximum Anyway, 25 is the best to have a bird.
Elemental Shaman Totem plus team hasty spell damage bonus, in addition to opening bloodlust. The dps in the group of 10 is not as good as the bird, but there must be a shaman (whether it is elemental or ** or enhanced).25 people are also a must. No way, bloodlust is too critical.
If a group of 10 or 25 people does not have a shaman at the same time, it must be a shaman.
In addition, when it comes to cataclysmic shamans, the bloodlust is not as popular as it is now, and basically all professions have a little bloodthirsty.
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Shaman: Yes, the bloodthirsty effect is too great, and the t dps ** all enjoy the effect.
Then there's the totem effect.
The shaman didn't say that he could do without the bird, but he had to be a shaman.
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PVE's words are very simple to lose, and the loop is Flame Shock-Lava Burst-Lightning Arrow PVE's is also relatively simple, and the totem is plugged into the turret output.
Now the national costume belongs to the stage of land reclamation, and there are few shamans who are not milk, and any profession is all based on equipment.
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Forging (2 additional gem slots, now version 2 sub-attributes, 1 primary attribute, can insert orange gems, 80 intelligence, 160 proficient).
Engineering (Extra hand FM, with SX, Storm Whip, and cosmetic triggers, can hit a powerful burst).
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