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There must be haste and damage.
What kind of gear does everyone wear in PvP? Toughness! What is the role of resilience? Reduces critical hit chance and damage.
In other words, with the same attribute level, your haste is not reduced by the opponent, but your critical strike chance is greatly reduced.
Moreover, whether it is JJC, flag planting or battlefield, the advantage of FS is control. For a mage, any skill must be linked to timing, which means that every second counts, which highlights the importance of haste.
ps: Boss, are you clearly asking PVE!!
Arcane's words,Your equipment SW is basically graduated.,Excluding gem attributes.,The equipment comes with an attribute haste level of 400+.,At this time, what you want to pile up is a critical hit.。
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PvP is not the place where people wearing these gear of yours should be! Playing ZC JJC with a PVE outfit will make you feel inferior!
Now they're all in a hurry! But also consider the synthesis of other attributes! Go to the hero list of the national server, you take a look at their NB mage's equipment, condition, talent, and learn it!
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The Ice Master is quick, the Fire Master is critical, and the Arcane Lord is injured.
But it's just the master, not the whole pile, and the mage has to control the balance of the three dimensions.
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The pvp aspect is definitely heap rush good. But the PVE side is fine. After all, it's not tough. What is popular now is the double stack. Both. Either equip it with a hurry. Gems can also be used for critical hits.
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1: It is recommended that you pile up haste
Dare to ask if the current version of Deep Ice PvP still needs critical hits?
But if you're wearing a military uniform, then it's obviously impossible to rush the gems, and how many gems can be stacked in a hurry, and the whole body can be counted as 10 holes at most
100 points rush?
Reduces cast time. seconds if it is to hit jjcYou don't have a chance to read an ice arrow, deep ice to play jjc is to play control
Mind the direct pile resistance + law injury.
Many of the skills in the Deep Ice talent are themselves critical hits, so it's not practical to stack haste and critical hits, such as [Ice Crushing].
+50% chance of dealing critical hits to frozen targets
If this doesn't come out of the critical hit, then the RP is too bad
Playing jjc、Mages generally don't easily read an ice arrow.、The most commonly used skill is、1:Flash [Mage's Eating Skill].
2: Ice Ring [Freeze the target, then a deep ice, and then read an ice arrow + ice gun] 3: Water Element [An indispensable skill for the group].
4: Refrigerator [a good skill to resist the opponent's big skill to save your life].
5: Flame Impact [An instantaneous good skill that doesn't require talent, and the damage is quite high] I don't need to say more about some other skills
My personal suggestion is like this、
Pile of stamina + magic damage,
Critical hits and haste don't have much effect
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PK heap rush.
Critical hits are not good, if you have to compare these two, it must be haste, because of the existence of tenacity, the chance of a storm is very small, and haste is said to reduce a certain degree of public cd From the perspective of PK, the storm is not good, PK is more than strength, do you expect to rely on the ethereal storm to improve the win rate?
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It seems that now FS is playing JJC is all ice f, ice f does not read the ice arrow and there is no harm, and the ice gun without trouble is wrong.
But if the master controls it, there is no harm, and the control of the ice f is not a constant replacement of sheep, but a raising, and it is controlled with an ice ring, and it is dps. I take control of it in an emergency.
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The pvp heap is good in a hurry.
itself is between fast control and counter-control.
The rapid pile has reached a certain level.
It can avoid being interrupted.
It can also output as high damage as possible in the limited control time
PvP is all Deep Ice Control talents.
Critical hits are usually burst by ice rings and deep knots.
There is little point in deliberately piling up explosions.
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Each talent needs different attributes, but I personally recommend accommodating a little haste, because of FS
What is the role of PVP, is it DPS? No, FS is characterized by field control, and strong control is the reason why FS has become the mainstream of PVP, so high speed can control the field more effectively in PVP and occupy an advantage.
In addition, high haste does not affect the quality of output, and in front of high-tenacity opponents, the value of critical hits has been reduced a lot, so priority haste is more affordable, if you want to play rush-type Ao F, you can consider heap explosion.
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First of all, critical hits are a concept of chance, and they have a lower chance of triggering in the face of high tenacity.
Secondly. , it's not just the cast speed that increases rapidly. It is mainly about reducing public CDs.
Let's say that you put an ice arrow in 5 seconds, and you can put 2 arrows when the speed is high.
Let's say that if you put an ice arrow at 1700 and a crit at 3000, you put 2 non-exploding ones and 3400. Got it?
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I think crit is good, and sometimes, you don't have that much time to shoot.
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PVP suggests that you choose alchemy, not to mention engineering, this is self-evident for the promotion of mages. Another side hustle is alchemy, the others are mining and medicine mining.
FM only offers ring law strength, so there is no additional product boost, so it is not recommended.
The jewel provides 3 large gems of any color, and setting 3 rubies will provide additional mana damage47, but it can also be set with other stones. The combination of stones has a certain effect on PVP. 1% blood or 1% blue often decides a winner, and that's there.
Forging is an extra hole, similar to jewelry.
Alchemy is a total of additional effects. But alchemy has other by-products, such as red and blue with an infinite number of times, although the number of recoveries is small, but the advantage is unlimited, and it is good to fight on the battlefield and in the field. Then the small sum of unlimited uses is also a must-have on the battlefield and in the field.
At the same time, alchemy can be used to craft potions used in JJC. That's a nice plus.
Mining is to increase stamina by 50 points, and collecting medicine is a 2-minute cd blood of life skill, which restores 3600 blood in 5 secondsThis health buff differs from other buffs such as Fatal Strike and Rogue's Damaging Poison.
The 1% crit of the skinning is counted, and it basically doesn't have much effect.
Having said so much, I hope it helps you and enjoy the game!
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Burst. This version of the fire f is more powerful, and what is needed is to explode.
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Need. Critical hits are very important for all output professions, and when the mage is low-level, the damage is not high because he didn't smash the equipment, and all the critical hits don't seem to be much, but when he hits thousands of damage in the later stage, it is obvious that it bursts out, especially the damage of a single soil or a single fire crit is very fierce, and the amount of blood added to the special attribute + HP upper limit on the equipment is only based on its own basic genus.
Which is better, critical hit or critical damage.
Because under the same equipment, the total number of attributes is fixed.
The crit hit is high, and the burst damage is low. The blast damage is high, and the critical hit is low.
So there is an optimal ratio, so that the critical chance: Critical damage is 1:10, and the panel damage will be the highest.
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1.Look at the technique and talent if there is no problem, the arcane output technique is 3-4 under the arcane rush, 1 missile. Talent is 57 3 11
2.Your hits are seriously under-hitting. In the team FB, not counting the buffs of all professions, the French profession needs a total of 17% hits, and there are 6 points in this talent, if your team has Delaney -1 point, there are dark herds or quails -3 points, that is to say, when all your team buffs are complete, only 7% hits are enough, and look at how many hits you have missing on the panel, and if you don't hit enough, you can't talk about output at all.
3.It depends on whether your equipment has a lot of spirit or pvp outfits, the spirit attribute is still very useful to the mage, although it is better than nothing, but if there is a spirit on a piece of equipment, it is necessary to take up the item level of other attributes. Under the adjustment that can be adjusted, do not create the illusion of inflated GS.
4。Whether gems and enchantments are justified.
The benefits brought by the mage's equipment attributes are 1 magic damage = haste = critical hit (this is the main reference for equipment selection), and basically the same level of equipment magic damage is the same, so in the case of enough hits, you must give priority to haste, and then crit, gems are also based on magic damage, supplemented by haste.
In terms of gemstones: red pure law injury, yellow law injury rapidity, blue law injury spirit (if you want more blood, you can law injury resistance).
If the network speed and machine are fine, you have time to practice the stake, and be serious when you hit the boss and run, I believe your DPS will definitely be able to go up!
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Hit level 91?It's too low. Hits are seriously insufficient. If you only look at the equipment, the hit percentage must be at least 11%, counting the talent 3%, the team bird virtue am3%, and the 17% must be satisfied.
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The hit is low, and the way to improve the second damage is mainly to look at the technique, generally 3 Ao Chong is followed by Qi Ding + Ao Chong, of course, Qi Ding has a cooling time, so this is for the starter.
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The hit is too low, the team has birdie, and the AM is also 8%.
Arcane is the easiest to hit high second injuries, starting with Ao Chong stacked to 4 layers, skill accessories are fully opened, and brainless Ao Chong blue is below 40%, awakening. The dps should be around 1W.
Of course, you can't just look at the second injury, but also look at the battery life and the total amount of damage.
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The Ao F gems are basically inserted into 23 magic injuries.
The 3+1 or 4+1 output remains unchanged.
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1.The legal system hits 17%, which is 447 passes. If you have a bird or a dark herd, and you are sure that they will reduce the debuff on the boss to hit, it can be reduced by 3%, which is 14%, which is the requirement of 368.
Plus talent plus hits. It is shown below.
Torment Fire (18+ 51+ 0) Tribe 367 hit level, Alliance 341 hit level.
Frost Fireball (0 53 18) Horde 289 hit level, Alliance 263 hit level.
Deep Ice (18+ 0 51+) Tribe 289 hit level, Alliance 263 hit level.
O (57 3 11) Tribe 210 hit level, Alliance 236 hit level.
If you don't have Birddee or Darkherd on your team, add +79 hit level to your own loadout.
2.The rapid version has at least 500+.
3.Critical hits wait for you to think about it at a speed of more than 600.,It's generally equipment that comes with it.,Stones generally don't hit this.,Generally hit the way to hurt or hurry.。
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PVE Hit Alliance Arcane 7% Frostfire 10% Torment Fire 13% Tribes Please consciously add 1%.
Critical Strike Personally, I think **armor 35 or above will be very comfortable.
If the first two meet the standard, let's be brainless and hurry.
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Hit 263, if there is a dark shepherd, 184. Other Critical Hits How high is the haste, how high is the stack, priority haste, 600 or more is better.
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I knew you also asked this question, so I won't mention it, I also asked the same question as you, I'm only level 80 for four days, hey, I'm tired, I'm about the same as yours GS3900+
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Ordinary mage Sen Jing's ordinary attack hurts the most, about Bian Que, Bian Que's ordinary attack can be accompanied by magic damage, and can be continuously damaged and cultivated, so in the early game, Bian Que's ordinary attack is even higher than the shooter's damage, followed by this Shen Luna, as a melee mage, there will be a special ordinary attack every few attacks, and the overall damage is very high.
PVE is of course fire or arcane, and ice is for PVP. At present, the version of the bottoms is not high, and it is recommended to use the arcane method, and the fire method requires too high equipment, sharp techniques, and it is necessary to look at the face. Critical hits are not as high as they were in the ICC period.
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