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If the output is short, the CD is used first, the early CD is used, the anger is used, the CS "Trial", the storm, the dedication, the "exorcism", and the light is at the same time, which damage is high, and which one is used first.
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The verdict is only Samsung's, and nothing else can be played. The ruling you see at five stars can only consume three stars, leaving two stars.
Start to exorcise evil spirits - "Judgment" - "Crusaders, the group of monsters is the holy storm, and the only monsters are decided.
At the beginning of the version, you need to get used to it.,It's OK to master the skill rhythm of the punishment ride.,Trigger exorcism and try to rank after the ruling to give priority to play.。
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I haven't used any output loop plug-ins.,Equipment level is about 450.,But the damage of playing five people is in the first 2 (including T),This version of the punishment ride is honestly much simpler than the previous version.,Several skills are saved beans.,You can always keep a 3-star buff.,If you pay attention to the verdict.,Now only 3 stars or more can be used.,It's good to use it when it's lit.。 The verdict crit has had 13w, which is still very impressive. Be sure to keep the heresy ruling effect at all times, adding 10% critical hits and damage
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In terms of life-saving:
Because the knight will have the support of the milk shield when the HP is very low, it will also give you nearly 2w more blood. Counting the Battle Master's accessories, you will have about 4W more blood (because I haven't been PVP for a long time, so it's not very clear what the upper limit of the Battle Master's increased life is). Also, remember to anticipate and release skills early:
Life-saving skills such as Holy Blessing, Invincible, Sanctions, and Repentance must be used in advance when appropriate, otherwise the most tragic thing is that you fall down and don't use the skills.
As for the ** aspect:
The Holy Light Shines has been changed to a reading note, so it's not reliable.
Although I don't quite understand whether you're talking about jjc or pk. But the thing to keep in mind is that skills don't stay for last. When it is appropriate, you must play a burst to suppress the opponent, otherwise you have to be passive.
For example, after you open invincibility, for non-MS, ZS class can dispel your invincible class, you can turn on the macro that makes wings + hammer, throw a hammer, and then rely on the 20%** effect of wings to milk yourself a few mouthfuls of divine light, and then fight the judgment. Properly return the blue of the skill and chase the opponent, and the frenzy should start early at the right level, because the frenzy not only has offense, but also allows you to maintain 3 bean health. The freedom and wings can be opened at the same time (for the FS distance to the appropriate position).
They will steal wings and freedom. If you steal the wings, you can step on the freedom to output, and if the freedom is gone, then throw the hammer decisively. My summary is that the biggest offense is defense.
May be a bit off-topic. But I don't know if you're targeting JJC or PK, so I don't know if there's a powerful behind you to milk you.
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Turning on fanaticism is not only for the sake of exploding, but sometimes it can also save your life, and using a good penitent sanction is equivalent to you having a lot of small holy healings.
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