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FS Counter 24 Seconds CD Counter can interrupt the opponent's cast and make the opponent unable to cast the spell for 8 seconds If you tap 2 points to strengthen the counter, the opponent will be silenced for 4 seconds.
Darkherd is silent for 45 seconds cd Interrupts the cast and silences for 5 seconds.
Hunter Silent Shoots for 20 Seconds CD Silence for 3 seconds.
Warrior Boxing 10 Seconds CD interrupts the opponent's spell casting and prevents the opponent from casting the spell for 4 seconds.
Shield Strike 12 Seconds CD interrupts the opponent's cast spell and prevents the opponent from casting the spell for 6 seconds.
Thief's Kick for 10 seconds CD can interrupt the opponent's cast spell and make the opponent unable to cast the spell for 5 seconds, and can be silenced for 2 seconds after strengthening.
Shaman's magnitude 6 seconds cd can interrupt the opponent's casting and prevent the opponent from casting the spell for 2 seconds.
Warlock's Dog Spell Blocks 24 Seconds CD Silences the opponent for 3 seconds Interrupts the opponent's spell casting and prevents the opponent from casting the spell for 6 seconds.
All of them can interrupt the opponent's cast. This effect is only released when the opponent casts the spell
These are all the effects that interrupt cast and silence in the current version.
Also, like some other skills, it is to put your character into an uncontrollable state (fear, seduction, paralysis. These are also obviously able to interrupt casting.
That's so much that I don't think I need to list them all.
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Mage counters for 24 seconds.
Warrior boxing 10 seconds shield strike 12 seconds.
The Thief's Kick is 10 seconds, and the DZ Deadly Throw with gloves above S2 can also be interrupted and limited to 3 seconds, and there is no CD but the combo counts.
Shaman** technique for 6 seconds, only interrupted, unlimited function.
Warlock Hellhound spell block for 24 seconds.
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Changed Before, it wouldn't follow together fz.,Now it's nerf.,Hehe, go back upstairs.,fz ms's blood and shadows.,ms can still draw blue.,The precepts are special light.,It's not the same as sq.。
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Looking at the skill profile on the menu, we can understand that spell counter, even if the opponent cannot cast a single spell for 10 seconds. Which spellcasting class usually has 2 or more spell series, which one is it? It depends on what spell your opponent is using when you counter it.
For example, a small D is casting a ** touch, and you are countering it. If you have the talent to strengthen the counter, then he can't use any magic for 4 seconds, and after 4 seconds, he can use the arcane system, and he can ignite your moonfire, but he can't use natural magic to replenish his blood in the next 6 seconds! In other words, if the opponent is not casting a spell during the counter, then the countermeasure is invalid.
If you add a talent, you will only be silent for 4 seconds.
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If you don't add the enhanced spell counter in the arcane, it's really useless, but it's generally +!
After that, it's 100% silence for 4 seconds, do you understand the concept of silence?
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The main thoroughfares are:
When the enemy is casting a spell, you use magic to counter, the enemy's spell is interrupted, and you cannot continue to cast the same type of spell (e.g., Ice, Fire, Hallow, Shadow...... that the enemy just cast) for 8 secondsIncluding**).
And when you PK with the warrior, you can counter it with magic first, and the warrior will enter the "battle state" and will not be able to "sprint".
The talent has a magical countermeasure: the effect is to silence the enemy.
In conclusion, the Mage's "Magic Countermeasures" are quite useful. (PK required).
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The one upstairs is called counter15. Please don't mislead newbies. First of all, it's MS. What do you say is the use of anti-FS?
The counter-effect of FS is to let the counter-coax magic enter the CD. Note that it is into the CDIt's not about getting a debuff
So the refrigerator of the FS cannot solve the countermeasures. Refrigerators cannot be used for ice systems. All that invincibility effects such as the Refrigerator can solve is the 4-second silent debuff that strengthens the counter.
For the Dark Shepherd. There are 2 options for FS countermeasures. 1 is anti-dark 2 is anti-holy.
On the contrary, any one of them has a great impact on the dark herdsman. You can keep canceling spell casts, deceiving counters. Counter cd 30 seconds (now seems to be changed to 24) It is best to use a small ** to cheat and counter.
It's fast, and it doesn't matter if you don't have time to cancel.
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Spell Counter is a PvP skill that is more effective than PvE.
Effect on PVP:
For example, if the opponent is a mage reading an ice arrow, and you use a spell counter on him while he is reading a note, his ice arrow reading bar will be interrupted, and he will not be able to cast any spells of the same lineage, i.e., ice, for the next 4 seconds, but arcane spells and fire spells can still be cast. However, if the opponent casts a spell without reading the note, it is useless for you to cast a spell counter.
Moreover, if the talent points out the enhancement spell counter of the arcane system. If you still follow the above process, the opponent will be silent for 4 seconds with all spells and 4 seconds with ice spells. If the opponent does not read the spell and cast a spell counter on them, it will only silence all of the opponent's spells for 4 seconds.
Effect on PVE:
Most bosses and a small number of mobs are immune to countermeasures. However, for the remaining part of the boss and mobs, spell counteraction is a very useful skill, such as when clearing the mobs, the mage-type remote monsters outside the group of monsters can use the counter silence to make the monster come to the MT's monster pulling field, which is convenient for the aoe career speed A to drop the mobs, and for example, like the gargoyle in the air in HS, the mages can use the long-range skill of countering the silent gargoyle to make the gargoyle fall to the ground and easily pull together A drop. However, for bosses that are not immune to countermeasures, the role of the Mage's spell counters is only to interrupt the cast, and only to backup.
After all, shamans and thieves are much stronger than mages ...
Summary: Spell counteraction is a super useful skill in PVP, especially for the legal profession ** class of the reading strip, which has little effect in PVE, and will only be used at certain times.
As for the OT problem, if the T method is good and strong enough, you don't have to worry. And using it to pull hatred, although the mage has very few opportunities to pull hatred, but when you really use it, it's a good skill.
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Arcane Talent Strengthens Silence Using Counter Silence Silence the opponent for 4 seconds and then Slowing Down Missile Curtain Bomb Sending Fireball Curtain Bomb Wahaha It's too hi.
Spell counter is the same as DZ's kick break Interrupt the enemy's cast ** Cast is super useful When you get to the Black Temple F4, why not rely on DZ and FS to interrupt the Baroness's ** and Holy Wrath.
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To put it bluntly, it is to interrupt the casting, which works for bosses (some bosses), monsters and players, that is, when they use the spell reading bar, you can interrupt their casting, and you can also make them unable to use other spells of the system for 3 seconds.
A high threat value can only mean that it should be used carefully in the dungeon, and it is also necessary to test T's tricks.
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3 seconds - The mage class can be abolished. 8 seconds! Enhanced Spell Counter is a 4-second silence for all spell skills.
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It's interrupted. When someone else, including the boss, is using the Reading Stick skill, using a counter (instantaneous) will interrupt their skill, which is very useful.
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Actually, it's not that high a threat.
Someone has tried to have a threat of only 300, and any of your damage spells is far more than that.
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A very useful counter-skill in the confrontation of the French profession.
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If you don't strengthen the counter, you can make others not be able to use the same skill when reading the note for 8 seconds, and after strengthening, you can be silent for 4 seconds without reading the note.
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When reading the bar, the counteract will cause the caster's magic to enter the 8 second CD time, for example, if the ice arrow is countered, then his ice ring and ice shield and other ice systems must enter the CD time; When you didn't read it, it didn't work at all.
However, if you click on the Arcane Enhancement Counter talent, even if you use it when you don't read the note, you can make all of his magic skills unusable for 4 seconds! When reading a strip, the counter-skill of this system is silenced for 8 seconds, and the other 2 series skills are silenced for 4 seconds. ^_
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If you don't have a strong reaction, you can only wait for someone to read the anti, and you can't use the skill of the department for 8 seconds.
Click on the strong counter to counter directly, and be silent for 4 seconds.
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When the other party reads the strip, it is reversed, but be careful of the masters, they will read half of the strip and give up, and cheat the counter!!
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The first floor is the right solution!
I'm very brain-dead in my fight, start to slow down, impact and barrage, turn into a sheep, do it again, counteract, do it again, ice ring, barrage, not dead, run away incognito! Ha ha!
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Instantaneous spells such as Ice Gun and Fire Rush cannot be countered.
Arcane missiles, blizzards, etc. belong to the channeling spells and can be countered.
Ice arrows, fireballs, etc. belong to the reading bar type spells, and they can also be countered.
In addition, after being countered, the corresponding type of spell cannot be used. For example, if the fireball is countered, then the fire-based spell cannot be used for a short time, whether it is instantaneous or whatever.
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Spell Counter is a spell that prevents the target from casting the counterspell for the next 8 seconds, and if you counter it when the opponent casts or directs a spell, he will not be able to cast the spell for the next 8 seconds, including the instantaneous spell of the spell. But when the opponent is not casting or channeling spells, you cast a counter, it will not have any effect (so there are ms, qs and other spells that read and cast for a long time, and then interrupt to trick the mage into casting counters).).
The mage's arcane talent has an enhanced counter, which can forcibly silence the target for 4 seconds, and after clicking on this talent, it is equivalent to being able to counter the opponent's instantaneous spell.
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Arcane Missile: This channeling spell can be countered even when a rapid projectile is accelerating.
Ice spear type hair is not good.,You can use the arcane talent to strengthen the countermeasure.,You can make the other party silent for a few seconds.,It's equivalent to countering the ice gun type hair spell in disguise.。。
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I guess it's about the Arcane barrage ......The Counter plus Silence talent can have a similar effect, but the instantaneous spell is ineffective, and the Reading Skill is useless if it is issued.
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Counteraction counts as an interruption.
The strong anti-talent counts as silence.
The interrupt type is for read spells.
According to your question, then the conclusion is not the opposite.
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It is estimated that there is a delay.
Arcane missiles must be the opposite, and that's channeling magic.
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The ice gun can't be reversed, and the spell is smooth! The arcane missile just hit very quickly after that effect, similar to a smooth hair, but it is not a smooth hair, and the fast hand can still be countered!
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Yes, but you need to strengthen the anti-governance in the arcane talent.
If it is reversed by the reading note, it is silent for 8 seconds when it is a spell, 4 seconds for other spells, and if it is a strong reverse, it is 4 seconds of silence, and no spell can be cast.
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It's countering when someone else is casting a spell. Then someone else's spell can't be used. For example, if someone else is casting an ice arrow, you can counter it.
At this point, the ice arrow is interrupted and all ice systems enter the CDIce rings, refrigerators, water elemental and other ice systems cannot be used. But at this time, he can use fire rush, burn, arcane explosion, sheep and other fire or arcane types to k.
One last reminder. Don't be fooled into countering it. And it's hard to use even if the network latency is high.
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As the name suggests, it counters the opponent's magic and makes them unable to use the magic of the system for 8 seconds. CD time 24 seconds. Strengthened by natural empowerment. Adds 4 silences. (This means the first 4 seconds of silence).
The use of this skill is quite a lot.,Hit the ** person counter the ** system,Fight the SS fire to destroy the anti-fire,Other anti-dark,Hit the mage counter his talent plus the system.。
This thing is very good, and figuring it out on your own is king.
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There is no strengthened countermeasure that can only reverse a series of magic, for example, the opponent is rubbing the ice arrow, and if you counter, all his ice magic will enter the CD, and the strengthened countermeasure is to let all the opponent's magic enter the CD
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Countermeasures without reinforcement are not useful, and strengthened countermeasures are equivalent to silence.
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One of the most powerful anti-control skills that can make your opponent miserable if used well.
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It is recommended that you open the cast bar and set it in the interface.
Spell counters can only work when the opponent reads the cast bar, and the specific effect is: immediately interrupt the target's current cast (such as the lightning arrow you said), and force the opponent's magic to enter the cooldown of 8 seconds (after the lightning arrow is interrupted by your counter, all spells in the natural system where the monster's lightning arrow is located will enter the cooldown of 8 seconds, and the magic cannot be used within the cooldown).
Of course, it's used for monsters or players who can cast spells.,Generally give priority to interrupting ** spells.。
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Use it when he casts a spell reading.
Or you can only wash the arcane talent, there is an enhanced counter in it, you can be silent for 3 seconds, and the silence effect can be used before the opponent casts the spell.
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The main thing is to interrupt the effect of casting, and the counter is only 8 seconds, and it can't be cast, and it can be used again after 8 seconds.
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Hehe. FS's countermeasures can only be interrupted. If the countermeasures are strengthened, the monster can be unable to cast spells for 4 seconds, and the arcane law has the talent to strengthen the countermeasures.
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You bring up the spell cast by the target and when he casts the spell, you will see a reading bar under his avatar, and when you read the spell, you can use the counter. If you have a talent that enhances the counter, you can use it at any time, but the counter that is not used in his cast will only silence it for 4 seconds, and it will be used for 8 seconds when casting.
Daji's, Diao's, and Luna's can all be used as universal.
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