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Too many birds are lower, the yellow sky insertion method hurts the critical hit, the red sky hurts 12 injuries, and the blue sky method hurts the spirit.
Critical hits are stacked at about 25%, and hits can be dropped, and hits can be 139, and alliances are 127. Rapid can be dropped.,Output second injury 1800 2100,It's really a bit low.,It's recommended to study the order of your output skills.,It's recommended to start with a touch.,Plague,Shock,Extinguish,Whip,5 layers of pain。 After that, make up the dot, shock the card CD, and whip the rest of the time.
There is also the choice of the timing of the opening of the jewelry, with bloodthirsty. AM who graduated from SW is not fat in a good team, and it's no problem to kill 3500 seconds. Am's dot, detonated, whipped all eat crit, come on, landlord.
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Now this version of Bu Fat falls in 2 minutes Critical hits are more direct, after all, there is no battle that requires more than 5 minutes of output.
Now this version of the pain and whipping every jump is violent, and these 2 skills don't eat haste.
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Your haste is too high (blue will not be enough). Add critical hits and hits to break through the limit.
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For DPS, the first hit must pass, and fighting the boss out of Miss is not a joke.
Next, for a dark herd who has passed the hit, the benefit of magic damage is the largest, and the selection of equipment should give priority to the improvement of magic damage, basically 1 point of magic damage can increase the dps
The second is the haste The hasty income is slightly lower than the magic damage 1 Rapid increase of 1dps, the last is the crit 1 crit increase approximate dps (here the crit of the dark herd should not be too low, because when raid output, you need to rely on the crit of non-periodic spells to trigger the shadow glyph, and you must keep the buff of the shadow glyph as much as possible, and generally 20% of the crit is considered to be passing).
ps: Critical hits mainly look at the face panel crit and actual combat crit There is often a certain gap, which can be high or low, and the rush is solid.
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Sacred ms: Actually, let's pile up the intelligence spirit first, the intelligence turns to the magic injury, the crit and the blue upper limit is high, and the upper limit of the blue is more In fact, it is also very difficult to lack the blue, but in the early stage, some people will choose to pile up the spirit Because the spirit returns to the blue fast AM, I personally think that the crit is not interesting to deliberately pile it up Because AM has always been an indispensable attribute that needs to be strengthened is the magic injury This version of the intelligence to the law injury and the crit hit So why not In fact, for the legal system, it is very unfeasible to increase the DPS by critical hits And this version is for AM Critical hits are nothing more than wanting to put a few more Shadow Demon BB (I personally think so) So if you want to pile up critical hits, then pile up intelligence Rapid This is an attribute that all legal professions must pay attention to in the later stage of the version, but in the early stage, it is still mainly based on magic injuries Otherwise, it will be rushed in the early stage It's just the embarrassment of letting yourself be empty in the middle of the battle
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The main attribute of the dark herd is matched with personal feelings. Toughness. Stamina.
The second is the choice of critical hit and haste. Because the current version of the arena is full of violent streams. Waves of play.
So the necessary accumulation of toughness and endurance is king. Only being alive is king. As for the choice of haste and crit.
Personally, I feel that there are only a few spell attack skills that are more suitable for critical hits. Psychic blast. Flog.
Pain. Extinguish. Wait.
Most of the skills are hair-smoothing skills. The rush doesn't feel so strong. So it feels like it's better to crit.
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Generally speaking, the attribute choices with a large scope of application are: Critical Hit, Rush, Sputter, and Almighty.
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AM's rush is more contradictory! Because the speed is high. The duration of Soul Eater is shortened. And it is not known how short it becomes.
hit, AM talent has a 3%. Then, after dealing damage, there will be a 3% hit buff on the boss. So only 11% is needed.
That's around 290. Critical hits. This version is on the fast side.
The rush is high. Critical hits can't be much higher.
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Panel 11% hits The rush is capped at 1400, but it's currently a bit cloudy. Heap critical hits don't make much sense. There are as many piles as there are injuries.
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850-950 haste.
400 hits.
The more crits, the better.
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289 hits Hurry as much as possible to pile up no upper limit How many piles how many Critical hits can basically be abandoned.
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In PVE, if it's a nurse, the first thing is spirit, intelligence (gem selection also gives priority to spirit and intelligence), then mastery, and finally haste, crit hits can be filtered out, or the equipment obtained has crit itself, and then reforged to haste or spirit (very important, the MS spirit no buff in my period is 3300, so that it doesn't consume blue).
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1 All you can think of am as a combination of SS and FS, as it combines DOT damage with immediate damage spells.
Because of this, AM still does not have a very clear demarcation of equipment, and it seems that everything can be done but nothing stands out.
The effect on Haste is to increase the number of lashes, and the increase in critical hits is to increase the explosion rate of spells such as Psychic Shock.
No matter which one you stack, it only has an effect on a small number of skills, and it doesn't work on others, which is AM's helplessness.
However, if you think about it in a different direction, maybe the problem is much simpler.
PVE, as a spellcaster, is first of all a magic hit, therefore, in order to meet the basic hit requirements of the copy, the pile hit is a must, and on the premise of satisfying the hit, increase the endurance, which is the job of AM in PVE.
PVP, as a profession with short legs, no very effective means of output, and skills that are easy to be interrupted, the war of attrition becomes difficult to avoid, therefore, survival becomes the first problem, therefore, patience and speed are relatively important.
If you simply drive a stake, the explosion will obviously increase the DPS, but unfortunately, you are not driving a stake, but playing with a person who can move, so the PVP pressure you are facing is to be big.
Instead of putting too much effort into the equipment, it is better to think more about the positioning, combination, etc.
Hope it helps.
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It's enough to hit 141 Because your talent has a bonus 25% of the explosion is enough Because the team has a buff Rapid The current version of the equipment is about the same That is, the gem doesn't need to hit the faster Of course, the higher the magic damage, the better That is, your gem Try to add the magic injury Red 12 magic injury Blue magic injury + spirit Yellow It's up to you. Handwriting is expected to be adopted
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It is recommended to pile the strength first, to about 1100 (klz, zam graduation) to hit the pile, because the FB on the top can't hit (hit 120 130) pile explosion, for the new version, the spirit whip will explode, the heart burst hatred down, the shadow form hatred -20% to play dps, no explosion is not good.
Haste personally thinks it's useless.,A lot of zam drops come with haste.。
If you are willing to spend money, the sun gloves made by tailors, the magic wound ring made of jewelry, and the impact belt, you can wear it with any money. If you are a tailor, the Yang Yan Robe is JP, (better than T6) if you are a jewelry jewelry necklace is also a good choice.
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I'm a Zone 8 One AM player, 8t6, Torrent Staff, Demon Soul, Double Head Trinkets, Harmony + Eternity, Cloak F4
To put it simply, to put it simply, the DPS increase of AM output haste is very small, and since the whiplash can crit, the increase in the crit coefficient has a great effect on the increase in second damage. That is to say, critical hits are much more practical than haste, and of course they are enough when hitting.
Let's talk about mana strength and crit, if your mana strength is not high and only about 1000-1100, crit is more important, but it is recommended not to pile it up. If it is more than 1200, then your equipment is very good in terms of hardness, and at this time Fa Qiang is the mainstream.
My suggestion is that the law is strong, and the crits are distributed according to the amount of the law strength, and there is no need to be strong. Accessories are key. In general: "Fa Qiang" = "Crit" Rush.
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It's not that MS doesn't have the right to speak, do you have the ability to balance virtue and add blood while outing? How many mouthfuls of milk do you fss for me and come out? Don't talk about the problems of different professions together.
Dark Pastor Three-Point Shadow Concentration and Misery is 6% of hits, and the pursuit of hit maximization has to pile up 139 hits, but generally there is no need for that, more than 100 hits are fully satisfied, and hits over 140 piles to 300 are also scum.
There are two lines of Dark Shepherd's rapidity, one 140 and one 350In order to achieve a perfect cycle, according to your equipment, assign your own attributes, there is no need to pursue haste too much, messing around with haste is to destroy the output loop.
Generally guarantee 139 hits, 140+ haste, and then go all out to stack magic damage and critical hits. Because it's easy to pile up the requirements, hit and haste are not so important for am, and the full strength of the pile must be the magic injury, and the critical hit is stacked on the premise of ensuring the magic injury.
Added: The AM in the front of the WMO rankings basically maintains a rapid speed of about 340 without a buff Critical hits are available at 18-23% The magic strength is basically fixed between 1250-1300, refer to it.
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As far as the new version is concerned, haste is no longer a new topic.
But all the premise is that the hit is qualified first, and the raid talent now basically has the talent of adding hit and haste, so it's about 140 hits. Then pay attention to the law injury and the explosion. After all, the magic injury is the hardware foundation, and without a certain legal injury foundation, no matter how high the speed, explosion, and hit are useless.
So as you said: there is no G group, you can spend more time brushing up on the brand, at least the brand + zam basic graduation. Your magic injury is almost 1100 or so, and at this time, from my point of view, it is recommended to pile up the explosion machine, and the spiritual whipping is also out of the explosion machine now, so it feels very real.
In fact, having said all this, it is my own feeling to really have fun and play. Mine is just a suggestion, for reference. I hope you can enjoy WOW again!
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Heap mana damage, if you hit enough.
When the magic damage hits are very high, the pile is fast.
Haste greatly improves the Dark Shepherd.
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First hit.
Secondly, the law is strong.
Again Critical Hit.
Finally the haste.
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Hit is greater than the law injury is greater than the rapid greater than the critical hit, the hit is generally piled up to 140 on it, I suggest starting to pile up the law injury, the red hole is all 12 law injury stone, yellow 5 rapid 6 law injury, blue law injury spirit.
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Talent is harder to choose.
The equipment could be better.
Look at the positioning of your team, the 1st floor is very clear, 23 skills before the first 2 levels must be pointed, generally I am used to level 1 to learn 2 skills, a few more seconds not to die, run to the tower can be a big jar to live, 1 skill is less than level 3 absolute garbage, recommended 23111, if you are a normal passerby bureau, so that you yourself can also be the main gank, you can kill all kinds of things, equipment suitable for dps route, depending on the situation prosthetic leg ashes push stick or something, large pieces can be selected according to the opposite configuration to press or asters, headwind is a small piece, Ashes bracers or something. >>>More
The set is complete. **What's it?,Jewelry.。 These are all important. And. For AM. Haste 2150 is a hurdle. After 2150, your DPS will go up a notch
The tent of the Western Plague is a box next to the person receiving the mission, and there is a bottle of fire in it. Then go to that tent and burn it. There are also cauldron tasks, which are a total of 4 pots. >>>More
Cut, there's no need for dark herds.
Last time, a big guild called me to come over. >>>More
It's more casual when you upgrade.,The first layer of mental diversion.,And then the second layer strengthens the pain.,Plus 3 points of concentration.,It's very helpful to fight monsters who are more advanced than yourself.,Or it's not bad to turn back and faint at 3 points.,Come down a little whip.,Strengthen fear.,It's good to go all the way out.。 Point 31 gives priority to the shadow form, and the talent of leveling gives priority to darkness and mind concentration, and the shadow wave can be added without being full, and the power of strengthening the mind shock and shadow can be omitted.