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It's not very well equipped. The dedication does not stop, the blood holy seal, the judgment looks at it and puts it, and the other skills are used when the CD arrives. QS is so brainless. No matter how high the hit is, the heap crit is very important.
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Talent. Primary punishment, secondary protection.
Occupation. Paladin.
PVP routes.
This set of talents can maximize the PvP advantage of the PvP of the Punishment Knight in this version.
1.First of all, the choice between parry and blessing, I have been adding parries before, and then I think about it carefully and feel that it is more appropriate to add blessings, because: parry is only effective for melee combat, but at the moment we really don't have to worry too much about warriors and thieves, who is our real enemy?
Commoner! And after the blessing correction, it is really effective for all instantaneous!
2.Defense, no reduction in stamina, as soon as the defense effect comes out, it is equivalent to reducing the opponent's level by 10, just reducing the opponent's basic strength and agility! Of course, you can consider topping up, multiple debuffs, but not enough points! Open level 80 definitely + full.
3.An eye for an eye, this skill used to be very useful, but the analysis and trade-offs and taking into account the problem of broken sheep and points, so there is no +, and the opening of level 80 is definitely + full.
4.Righteous Revenge, +1 Interrupting Bandage, and Thieves Manifest when they disappear.
Basically, the controversy is the above points, the punishment is nothing more than 0 5 56 explosive type and 0 10 51 offensive and defensive type, according to jjcpvp, field pvp, flag planting pvp, battlefield pvp, pve need to adjust themselves!
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If you want to be a Punishment Knight, you have to understand the fact that Punishment Knight is not suitable for boss fights.
But that doesn't mean you can't have a Knight of Punishment in a dungeon.
The Knight of Punishment is not so much a warrior-like profession as a Knight of Punishment.
Although we see that the equipment of the Punishment Knight in the JJC equipment is similar to that of the Warrior.
But. That's not what a true Punishment Knight needs.
Injuries. Strength.
Intellect. Stamina.
AP and Burst. In this way, the Knight of Punishment can be said to be.
The prototype of Kael'sas.
Strong explosiveness is a characteristic of the Punishment Knight.
However, the endurance is approximately 0 in the boss station
Your little blue isn't enough to defeat the boss
1% blood. So punish the knight's **.
You can only use your hands slowly.
And one more problem.
The Knight of Punishment does not have the ability to control hatred.
Invincibility can only transfer hatred to the second one for 12 seconds.
But 12 seconds are inevitable.
PS: Although there are so many shortcomings, I am also a knight of punishment.
Guild klzzam will take me there.
25 people. In addition to seamounts were replaced by anti-7.
Other times it's the workhorse.
My equipment selection is a mix of JJC equipment and dungeon output equipment.
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I looked at your profile and found a couple of questions.
1. Some equipment has no enchantments and no gems.
2. The large glyph is wrong, and you should choose the correct output and damage glyph outside of the third double trial.
If you solve the above problem and adjust the stat to Haste Mastery, Hit enough to hit the boss without missing, let's talk about the trick again.
Skill Priority: Heresy > 5 Bean Judgment > Exorcism > Hammer of Wrath > Crusader > Judgment > 3-4 Bean's Judgment > Holy Shield (if you order).
Added Holy Shield. Note that it is only used when it does not affect your output.
Multi-Target: Heresy > 5 Bean Sacred Storm > Exorcism > Hammer of Wrath > Judgment > 3-4 Bean Holy Storm.
Even if the storm is nerfed, it is still very powerful (ignores the target's armor), and if you are more than two targets, you should change the ruling to the storm.
4 or more targets can be exchanged for a Crusader Strike for a Hammer of Justice.
8. If you have more than one goal, you can replace the Seal of Truth with the Seal of Justice.
To explain: an enemy is a heretic > Templar Judgment (five divine energies) > Exorcism > Hammer of Wrath > Crusader > Inquisition > Templar Finance (a few random divine energies) > Holy Shield.
Many enemies are heretical> Holy Storm (five divine energies), > exorcism> Hammer of Wrath> Judgment> Holy Storm (a few).
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In addition to AOE, the punishment ride is destined to be at the bottom of the single boss.
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Punishment ride? The first thing is, of course, to farm equipment! Main brush**!
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Punishment 74 increases the DPS of the team by 2 talents, one is the second row of the talent tree of the punishment system.
Empowers the Crusader Seal - Increases the critical strike chance of all attacks on the Judgment target by 1% and reaches 3.3% for all attacks in the Crusader Judgment
And the other one is the 5th row.
Strengthens Holy Aura - Increases damage dealt by targets affected by the aura by 1% and reaches 2 points
Let's start with the first one, this is the main skill of 74 to improve the team's DPS.
You don't have to test the team's endurance as I said upstairs, and go to the wisdom trial.
There's no need for that.
Why is it mentioned below.
If your team allows you to play quests, then this talent and skill are mandatory and must be used.
Punishment 74 also has an attack skill - Crusader Strike.
In addition to dealing 110%** damage, this skill also refreshes all judgments on the target.
That's why I said why you don't have to go to the judgment of wisdom and light, just go to your crusade judgment.
Since it's a team, there should be at least 1**74 in addition to you, usually 2.
Let them start with one on the light and one on the wise, and you can just go to your crusade.
Your 6-second Crusader Strike will constantly refresh the time of these 3 trials.
It is important that there is no need for another 74 to come forward to trial.
Because **74 can't come forward to a trial every 20 seconds, they have other things to focus on.
With you, they only need to start the last game and it's OK
This is the main way to punish 74 in the team to increase DPS, which is the 3 violent of the Crusader trial itself.
Plus 2 trials of the team's other 74 wisdom and light.
The lift is quite large.
As for the second skill, although the effect is not very good, there is also an improvement.
Try to keep as many main DPS members as your squad could.
2% damage is also significant.
Pvp's full set of S3 Punishment Riders should have more than 1600 attack strength and more than 30% violence, PvP you just need to change your military uniform, there is nothing to consider. >>>More
It should be cut from the start.
Then make a cutting glyph to extend the cutting time by 3 seconds. >>>More
Change the full tenacity and sensitivity on the 4+4 battle Pay attention to the opening to press the chapter to sanction the invincible, the wings have long been blind (dive as you want) to disturb him back to the blue, the kind of obscene person who has not been handed over by wings, and hide and return to full after forcing out of invincibility (isn't it a little yd?) Wait for the skill and other chapters to start over Cloak and dodge after the confession is given. Otherwise, you will cry. >>>More
Well, I'm a little arcane, and the equipment is not sized, and it's not a high play. But according to the foolish opinion of the contemptible people. There must be a certain distance from the start that is, there is a distance from QS Sheep Reading Ao Chong Riding should be able to relieve the calm and calm Sheep Slow down Ao Chong barrage It is estimated that the knight should be free to steal Steal to basically win, no. >>>More
Number of cups: Try to keep it at 1400-1500 to find black water, 1100-1200 black water is too little. Of course, the number of cups should not be too high, if it is too high, it will be more fierce to be revenged, and it is still a bit difficult to resist 6-star soldiers in the early and middle stages of 8 books (after all, the defense is upgrading). >>>More