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Question 1, depending on how many times you play, 22, 33 is better to be tough, 55 is not necessarily so high, after all, generally speaking, the fire should be SS first
Problem two, I personally feel that if you can only pile up to 136, there is no need, and below 200 does not reflect much effect.
Question three, the above has said that the effect of rapid reflection is very small, I personally think you can give up, toughness and ** should be relatively balanced, ** amount to 1900 is already very good, or the effect of tenacity is good.
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1.It's a bit high, indeed. Toughness is high and hinders the improvement of other attributes. About 500 is enough. In other words, it is enough to wear one set.
2.Hurry this thing. If you want to play JJC, I personally think it's more affordable to go back to blue.
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JJC precepts don't need to be too high **,22,33 can be tenacious,55 words are appropriate to change a little haste and back to blue,Hurry don't need to be too deliberate to pile,After all, it's not to play SW.。
But then again, now JJC 4dps is rampant, running, awareness and coordination are the most important, there is no difference between 400 toughness and 500 toughness, my FS generally wears 300 toughness, if you are not in a good position, the result is the same second.
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Rush doesn't have to be deliberately pursued, I mainly play 22, generally speaking, the tenacity is 500, the blood is 1w2, **1700, it is enough to hit 1800.
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Question 1: If you play 22 or 33, there is no harm in the high point, especially if 33 is only you**. If there are 2, you can go low. It feels like 500 is generally enough
Question 2: If you are also relatively high, you can return some + rapid gems, not +**. ZAM has a few quick **, which can also be referred to below. Change a little tenacity and ** down.
Problem 3: 500 tenacity, no buff 11500 + blood 1700**.
I'm pretty much like this now, hehe.
As you play JJC, you will also take the equipment and slowly change
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AM, the touch, the plague, the heart, the whip, the pain, and then the cycle. Pay attention to make up the dot, you can't lose it, and the heart burst is made up after the whip is finished, so you don't need to interrupt the whip. The middle can be connected with an extinguishing loop.
The precepts have no means, the main thing is the shield, and the blood is less.
The main equipment is magic damage, intelligence, critical hit, haste, and spirit.
AM, hits should be sufficient.
Gems plus intelligence and magic injuries on the line.,If the reward is good, it corresponds to the insertion.,If it's not good.,There's no brain-wounded.,Or intelligence.。 FM Needless to say, there are just a few, no change.
The cycle is touching.,Plague,Three-stage whip,Pain,Heart burst,And then start to see which debuff is gone.,It's okay to make it up.,It should be noted that the pain must wait until the shadows are intertwined to the 5th floor.,Otherwise, you won't be able to enjoy the bonus of the magic injury.,Not like the second one downstairs says on the pain.,Your whip is constantly refreshing the pain.,Go up at the beginning.,Your pain will be reduced by 10% of the damage bonus throughout the whole process.,When you are whipping, you find that it's gone.,Interrupt the whip to make up.,Interrupted is the two-stage whip., Instead of a paragraph, if the heart explodes, the whip will be on again. If you find that you need to break a whip to patch the touch, then you may have a problem ahead, because you can use extinguish to make up for the cycle, and then the upper touch, the whip.
Extinguishing is not added to the cycle, but is only used to adjust the cycle to make the cycle go on perfectly. Your attributes,Hit first,Magic damage second,Crit,Look at the face,No matter how high the crit is, it may not explode.,The haste is fixed.,But now this version,dot doesn't enjoy the rush.,So the haste requirements aren't so high.,So the benefits of crit and haste are the same.,Which one you want to use.。
There are very few jm brushes, which are generally used to save the scene, to ensure that no one dies, so that other ** have time to react to lift the blood line.
Farming is a milk ride's business, and you're just in charge of assisting. If you want to brush the t, it means that your president is incompetent.
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Touch,Pain,Plague,Heart Burst,Extinguish (don't use the boss who can't add blood),Whip,And then it's what buff is gone, just make it up.,Heart burst.,Use it when it's extinguished.,AM doesn't have a unified output cycle.。 If you want dps to be haste, if you have a heart blast CD while using the whip, then interrupt the whip and blast your heart instead of waiting for the whip to finish.
JM's words,Add blood to rely on penance and shield,Recovery and healing assistance,Others are not necessary.,JM is used to protect MT more.。
If you equip it, JM is relatively simple, and you don't have a brain-heaping spirit, because ** is mainly afraid that the blue is not enough. AM sapphire insertion hurts the spirit, yellow hole with reckless series (in the case of full hits), red hole rune series, FM bracers: magic injury, glove magic injury, cloak hurry; Shoes:
Ice Walker; Clothes: 10 or 8 attributes; **: Okay, it's F black magic, and the other parts are fixed FM
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Priest. Hymn of the Sacred Gods: The cooldown of this spell has been reduced from 10 minutes to 8 minutes.
Mantra: Shield; This spell can now be cast on allied targets that are not part of the team's Modal Squad.
Talent. Commandment.
Resurrection Hope: Now lasts 60 seconds instead of 20 seconds, but has a 20 second cooldown.
Shadow. Enhanced Soul Eater Plague: This spell now deals 10 20 30% of the total damage over time, instead of 5 10 15%.
Psychic Lash: The range of this skill has been extended from 20 yards to 30 yards.
Shadow Form: This talent now also affects the Soul Eater Plague and Vampire Touch's Haste, reducing their period and duration. Reduced Shadow Mana cost from 32% to 13% of base mana.
Vampire's Embrace: This talent now provides an undispellable 30-minute buff instead of applying a debuff to the target. And will only produce ** effects from a single Shadow Damage spell.
Pet. Evasion (Passive): Now reduces the area damage taken by pets by 90%, but the area damage dealt by the player is no longer affected by this effect.
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I've just started my ms career (forced).,Now there's no waiter to say.,I chose a PK talent of dry land quarrel:
Precept (14):
Firm Will 5 5 (15% reduction in coma, fear, silence, absolutely necessary + full).
Enhanced Mantra: Tenacity 2 2 (What's the bad about having more blood?) )
Enhanced Shingre: Shield 3 3 (equal to more blood).
Meditation 3 3 (What we lack is that bit of blue, full).
Mind Focus 1 1 (Free 1 mana and 25% crit increase for this mana!) In the case that you hit the blue and are gone, a 25% crit is also free, and the psychic blast may be seconds against the opponent).
Sacred (0):
You're going to PK, not being a wet nurse.
Shadow (47):
Syncope 5 5 (10% chance of being stunned for 3 seconds, full!) PK can't always add mental diversion, right).
Enhanced Shadowword: Pain 2 2 (Extended by 6s.) If you don't fill it up, it's not a dark shepherd).
Shadow Focus: 5 5 (Resistance is now very high, and if the opponent is also MS, this 10% may become important!) )
Strengthens Psychic Key Scream 2 2 (Reduces 4 seconds, becomes 26 seconds of fear.) There is no reason why the people of PK should not fill up)
Spiritual Whipping 1 1 (I really haven't seen that Dark Shepherd don't add this).
Enhanced Psychic Shock 2 5 (Reduces cooldown by 1 second, just enough to connect moves, and it doesn't feel necessary to add more).
Shadow Extension 2 2 (Increases the range of Shadow Magic by 20%, allowing you to fight more calmly after you fear enemies without having to chase them).
Shadow Wave 4 5 (I was originally 5 5, but I suddenly discovered the mind focus of the precepts, 80% and 100% are almost the same, between the shadow wave and the enhanced mind blast, can be exchanged.) I love Shadow Waves).
Silence 1 1 (Nothing to say).
Vampire Hug 1 1 (not a lot of skills that can damage and add health).
Enhanced Vampire Hug 2 2 (increased to 25% is necessary).
Mind Concentration 3 3 (What do we lack?!) What's missing is blue! If you can save it, you can save it).
Darkness 5 5 (Increases Shadow Damage by 10%). Not much more)
Shadow Form 1 1 (Isn't you a Dark Shepherd?) )
Shadow Energy 5 5 (Increases explosion by 15%, and with mind focus, talent increases by 35% Counting equipment.) It can be said that it must have exploded. )
Miserable 5 5 (more damage, nothing to explain, you can also leave it alone, go to add Shadow Tenacity or Soul Blast, Shadow Wave).
Vampire's Touch 1 1 (Of course, you have to add more!) With blue, we can do anything! )
Shadow Tenacity, Shadow Wave, Soul Blast, and Shadow Energy I'm not sure about the four points myself. It's all about personal hobbies and moves. Shadow Tenacity minus a 4% chance of being exploded, combined with a 2-second cooldown reduction in psychic blasts, it is better to fight thieves.
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There are two possibilities for empty blue.
1.Equipment problems, how much do you pretend to wait, and how much spirit does you pile up?
2.The problem of technique is generally that the shield is used too much, the speed is used too much, and the level 90 ultimate move is used too much, and that's nothing more than that.
About your supplements:
1.There are still broken shields back to blue.,Cancel the group break back to blue.,When,For example, 5 shields are broken at the same time.,You can trigger back to blue at the same time.,It's just that it becomes a shield back to blue.,The shield still depends on the CD that you are preoccupied.。
2.Relying on redemption a monster plus blood, the effective skills of redemption are three, punishment, divine fire, and penance, all of which are single skills, how can you be a monster? These three skills plus the Heart Destroyer card CD, the blue will only be killed slowly, and it is impossible to bottom out quickly, what other skills did you use?
The equipment is not good, how much spirit you have.
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Why don't you play the Divine Pastor, the precept group is hard, if you want to say back to the blue, the Truth Word Shield will return to the blue if it is broken, and the third layer of the heart destroyer in the talent is more suitable for the return to the blue.
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1. Put a shield on T's body, and the shield is broken back to blue.
2, open the archangel back to the blue (I am the second Ao, the archangel is not back to the blue.)
3. Summons the BB biting monster back to blue.
4. Wear a SP that uses plus spirit, and as long as you feel that Yali is a big bit of blue in the battle, you can use it immediately (generally CD is fast for 1 minute).
5. Sing back to the blue song
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Let's play Shenmu, Shenmu is very powerful.
The general mining point tree monster will wake up.,Generally built in a mining point 4 5 screens.,And it's not easy to be seen by the opponent.,It's either stealing.,Or double-line harassment.,Don't let the opponent find it.,If you're strong, you can open it directly.。
The main thing is that the spider comes out again, and then the fat man and the destruction have the economy and another ice dragon, and the ice dragon fights the bear super fast.
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