Level 69 Rogue Battlefield Talent to give some advice

Updated on Game 2024-05-19
5 answers
  1. Anonymous users2024-02-10

    It's okay This output anti-control is top-notch But the output and burst are not enough or 19 0 41 The balance point is that there is one less enhanced rush to run higher than this in terms of damage But the lewd flow should continue this talent.

    Bleeding, don't say you're not out There's no need to strengthen the shadow attack With the bleeding, I don't think you will use the skill of shadow attack 2 points of dodge.

  2. Anonymous users2024-02-09

    Assassination, fortification, piercing, and malice are two points out.

    Keen As long as it is to strengthen the ambush Increase the ambush crit Strengthen the piercing ones are pointed out with the main hand dagger and the deputy hand casually.

    Generally, there is an ambush, an explosion, a critical hit, and a death.

  3. Anonymous users2024-02-08

    Level 49 is better to level up first. If you have to fight on the battlefield, equipment is second, **must be sharp, thieves rely on**.

  4. Anonymous users2024-02-07

    My battlefield thief, I can't beat LR in all kinds, and there is no way to do it.

  5. Anonymous users2024-02-06

    Due to various changes in Blizzard, the assassination combat talent has almost completely withdrawn from PvP, and more than 85% of thieves use Keen PvP, so the other two series will not be discussed. At the same time, the simplification of talents has made the choice of talents less and less, and the consistency is getting higher and higher, so I will briefly talk about the trade-offs and changes of keen talents with the talent that has reached the top of the cream. (I won't explain much about those must-have talents, let's experience them for yourself).

    Night Watcher: Reduces stealth cooldown by 2 4 and increases stealth speed by 5% and 10%.

    Since the Rogue Stealth does not reduce the movement speed, the cooldown time of the Stealth is already less than 6 seconds, so it is not a necessary talent, and it can be 1 point depending on the situation.

    Robbery: Same as wlk.

    Since Blizzard has been chopping the Cripple (Slow) Poison, the only remaining advantage of the poison is a 70% slow, so this talent has some value, but since even with this talent, the Keen Thief still has to use the Slow Poison, so this talent is not necessary.

    The team has a 5% critical hit, and there is a 33% 66% 100% chance that the yellow crit will increase by 1 combo point, which can be activated every 4 3 2 seconds.

    This skill change reduces the Rogue Spawn rate and increases the uncertainty of Stellar Spawning. Some thieves choose to only get 1 point to get 5% critical hit.

    Play Dead: The built-in CD is slashed to 90 seconds, but the damage is reduced by 80% for 3 seconds (no longer requires a toughness bonus). On the one hand, the Toughness bonus is no longer needed, and the CTM Rogue Survival is enhanced, and he has a health regeneration skill, making the value of this talent unprecedentedly high.

    On the other hand, the combination of CD extension and the relatively low number of cases of suppressing thieves in general makes this talent unnecessary. On the whole, according to the actual situation, it is better to have this talent when the arena is full, and it is better to fight or according to the characteristics of your own combination.

    Enhanced Recharge: Restores an additional maximum health limit and reduces damage taken by 3% to 6% for the duration of the skill.

    Due to the reduction in regeneration health from 1% to 2%, some people choose to forgo this talent for quick recovery.

    Quick Reply: ** Bonus increased by 10% by 20%, movement speed increased by 7% and 15% (stacks with Night Watcher).

    Common talent variations.

    Keen Department: , give up playing dead, out of robbery, 1 o'clock night watchman.

    1 point thief also has a way, out of robbery.

    Other puncture wounds, 2 points of strengthened recuperation.

    Give up the quick reply and 2 points to strengthen the energy.

    Glyph: Main Glyph: Basically unchanged. Large glyphs: necessary for the throat, the best use of the preparation of the glyph jjc, blinding, chiseling, disappearing depending on the situation.

    Poison: The conventional configuration is that the main hand is injured, the off-hand slows down (disabled), and the throwing knife is paralyzed. Depending on the situation, the throwing knife and the main hand poison are interchangeable.

    Detailed allocation. See.

    All I play is sharpness.

    It's cool now. Super survivability.

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