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Dark this game,More blood is king.,Mages and necromancy don't participate in melee attacks.,So agility doesn't need to be added.,It's 3 blood and 2 power in the early stage.,The back is the main plus blood.,Mana is not added.。
If the mage thinks about hell, it's best to practice all three systems, the main ice and secondary fire, and the lightning system comes with the plus, if you only practice ice and fire, the three ancient people in hell will have a headache, I remember that I was also a lightning system plus less, and I only played n times. First use the ice ball to kill the anti-fire and anti-lightning, lightning thundercloud storm, fortunately I added a few points at the time, and finally in the absence of mana, the guy who was free of ice used the thundercloud storm to grind him to death.
My mage is 82 past hell with no modifications. In addition to farming more bosses, gambling is also one of the ways to get good equipment (such as rings, necklaces, shoes and gloves), and the following are my original plus points.
Main Ice Secondary Fire, Ice Ball Max, Ice 10 (only one skill of Ice Ball, Nightmare is basically swept, it's very easy, occasionally one or two anti-ice, burn with a wall of fire), many people add a blizzard, in fact, the blizzard is not as easy to control as the Ice Ball, the Ice Ball has a wider killing range, and the interval between them is short.
Fire system: Major in fire wall max, support fire max, the damage of the fire wall is greater than that of meteorites, if the fire wall is not easy to control, meteorites are even more difficult to control, and it takes a long time to fall to the ground.
Mercenaries use the second act offensive spearmen, encounter ice-free, spearmen carry in front of them (mercenaries ** it is best to hit the attribute of stealing life, and you can add blood while losing blood, for mercenaries, this is definitely the most critical), you use the wall of fire to burn continuously in the back, learn to put the wall of fire horizontally and vertically, the damage of the wall of fire is great because the power of continuous burning is very great. The practice of the wall of fire is very dependent on mercenaries in hell, so as long as the spearmen can carry it in front, of course, it depends on the equipment, hehe.
If the spearman can't carry it in front, he will teleport back, and then carry it again, and you will burn it again.
Personally, I think the combination of Frozen Ball + Fire Wall is the most interesting. The landlord may wish to give it a try.
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First of all, the fire system fights monsters, and the ice system is also cultivated, and the snowball effect is great.
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It depends on your profession, each profession is different, it is better not to add it at the beginning, so as not to regret it later.
There is also the need to add points according to the equipment.
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What do you guys think about being so complicated? I suggest that the landlord, add enough strength to wear equipment, and add energy to the rest, you might as well tell you, don't add physical strength, the life growth of witches is relatively lowest, and a physique adds 2 blood, and it's a waste to add blood. But the character doesn't have blood, so it is recommended that if you want to add blood, you have to rely on the equipment, not the kind of blood blue suit plus physique, but the kind with holes, hit a ruby and add 40 blood, including the life you add to the upgrade and the points of each level have added physique, and the bonus of life is equal to how much you have upgraded to level 3.
And the addition of energy is different, the witch's mana growth is high, a little energy plus 3-4 points of mana (life growth and mana growth are just the opposite of the barbarian) The witch is more blue, which is equal to more blood, because the energy shield can help you take damage, and it is worth noting that the witch eats the same level of red medicine and blue medicine, and the blue medicine recovers more points than red. In fact, adding blue is equal to adding blood, and the effect is much better, which is the so-called promoting strengths and avoiding weaknesses!
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It is recommended to add 1 stamina and 2 intelligence to each level, and the rest to add strength and agility, because you have to wear equipment, and how much you add depends on what equipment you wear.
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1: At the beginning of the female mage, add points according to the equipment, and the strength can be added enough to wear the equipment you want to wear, and the other attributes are the same, the main thing is to add intelligence attributes, but if your warm wind skills are full, you don't need to add too much intelligence, add some physical strength and agility, and improve blood volume and defense.
2: Attribute points:
Strength: Bring equipment to 156
of which -30 (Storm Shield) -20 (Thor.)
Cone. -5 (Marat) -15 (sandstorm.
After you have USC, you can also use the heart of the oak tree + the invisible spirit second-hand, and the power is just enough.
Dexterity: Added to. Block.
Other whole lives.
Skill points: Fireball, Meteorite Max, Blizzard, Ice Spike Max, TP, Static Force Field, Warmth, Broken Ice Armor 1, Other Crossing Points, The remaining points, depending on how many ice plates are prepared, the final effect should be full body - ice resistance 100+, or to 150, again.
The rest of the point throws ice bombs.
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Pure Ice Practice (the main practice method of Battle.net MF, not applicable to Standalone Pass):
Ice Bomb 20, Ice Storm 20, Ice Spike 20, Blizzard 20, Ice Shatter 1, Static Field 1, Teleport 1, Warm 1, Rest Plus Dominate Cold.
Fill up the blizzard at the beginning, then fill up the Ice Storm, Ice Bomb, and Ice Spike.
Dominating Ice has no effect on ice-type monsters, and cannot break the ice. Attributes: Strength 145-156
Agile does not add.
Rest stamina.
Mana is not added.
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