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Dedication. Shield Shield Retaliation (increases Chance to Block **100+ damage) and Blessing of Shelter (88 damage per time).
and the Punishment Aura, which deals 26 damage to anyone who attacks you.
If the target is a demon or undead, the knight can also use Divine Wrath, a skill similar to "Mass Judgment", which generally deals 700+ damage to each target.
Talent is naturally + full of protection, the rest of the point is sacred, it is not recommended that you look at other people's talents, many times the talent is groped out by yourself.
As for the location of the monster burner? There is a place in the northernmost part of Shadow Moon Valley, the name is forgotten, and it is full of groups of demon hunter apprentices, they don't have much blood, but their attack speed is fast, which is just right for the protection knight aoe. I remember seeing a protective knight AOE 66 at a time before, that's called a cool.
Of course, the premise is that there is enough equipment to support it.
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74 group attack skills are mainly Fengxian,Of course, it's a protective talent if you burn monsters.,Equipment selector is a magic injury outfit.,As for the place where the location of the monster is not determined,I generally see 74 single brush blood.,Because the monsters in the general location are all in battle and long-range,So it's very inconvenient to burn monsters.,Including fs, it's not very convenient.,It is recommended that the selectors are all places to enter the battle to brush monsters.,Because 74 doesn't have fs's high mobility.,There's not as much fs as the brush.,There's no fs to brush fast! Haha, but it's still the fastest to brush blood with a trumpet!
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The main output method of punishment QS is the Command Seal, which is a sacred damage, but only enjoys a 20% magic damage bonus! Its critical hit rate only enjoys physical critical hits, not arithmetic critical hits! And your AP (Attack Strength)!
And the command of the Holy Seal will appear to be blocked, parried, dodged, and missed!
Then there will be a limit to the Holy Seal, which can appear up to 7 times a minute! Note that it occurs up to 7 times, not necessarily 7 times!
Then another output means of punishment QS is the 10-word army strike! This ability has been buffed and now has a 6 second cooldown (previously 10 seconds).
This skill enjoys a 40% magic damage bonus, but its critical hits are still physical, and have nothing to do with spell critical hits.
The last output is Judgment (in this case, Command Trial), which has an 8 second cooldown (10 seconds if it is not enhanced) after the talent is enhanced!Command Judgment is to enjoy a 43% magic damage bonus, and its critical hits are also physical critical hits, and have nothing to do with spell critical hits!
Special reminder is that if the target is in a coma (sanctions, confession, chiseling, kidney blows, etc.), the damage of the command trial will be increased by the first mate (how much is the specific increase, please log in to the game to see the specific value on the skill description), note that it only increases the damage, not the critical strike rate! (Of course, if it explodes at this time, the damage will be considerable).
So in the regular PvP routine, the target will generally be sanctioned and followed by a command Holy Seal! (Of course, the opponent will also find a way to relieve the coma).
In addition, the command trial is a special effect that can trigger ** and FM
For example, the special effect of a ** is"Upon impact, may stun the target for 3 seconds"This effect can be triggered after the target is tried.
The same goes for FM.
Maybe the landlord is very fond of punishment.
But it has to be said that the punishment QS is at the bottom of the PVP for now.
In the face of other professions with the same conditions, you will find how powerless the QS is! Among the 3 series talents, Punishment QS is also the weakest survivability, whether it is PVP or PVE
The current punishment QS PVP has no other way than to rely on equipment to suppress!
May the landlord persist in the heart of punishment.
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In fact, the distinction is very simple.,The active skill with magic is a magic attack.,In fact, the physical attack only appears when using ** to cut.,Note that sometimes the physical attack comes with magic damage.,In fact, I think QS still emphasizes physical attack (strength,Agility) is more practical.,Of course, only when pk.。
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Forgot to add a point.
In addition to the special effects of ordering the trial, it will also trigger the opponent's skills such as the ice shield of fs, after you judge the fs, you will find that you will be slowed down by the ice shield and the thorns of Xiao D, and your judgment will also cause damage to yourself, of course, this damage is almost negligible.
These are all examples, and there are many skills that will be triggered by Judgment!
To put it in layman's terms, your judgment is equivalent to going up and beating the other party.
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Holy magic attack. QS is not good**, it is better to be a wet nurse obediently
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Protective Hand: Protects a teammate from physical damage.
Sacrificial Hand: Takes 30% damage for teammates.
Team Damage Reduction Piety Aura: All squads and team members within 40 yards make them immune to silence and interruption, and reduce all magic damage they take by 20%.
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Team Damage Reduction Skill: Aura Mastery, 20% Spell Damage Reduction Unit: 1Pure Hand with 10% damage reduction and 75% less DOT damage 2Three trials flashed instantly, a mouthful of 15-20w, a small holy healing, a rescue artifact, but generally used for punishment riding to save the field.
3.Sacrificial Hand, the target's damage reduction skill.
4.A protective hand that is immune to physical attacks.
5.Holy healing, Brother Chun's resurrection with full blood, is especially useful for dkt, dkt is beaten out of Xiang after a holy healing, and it is a god again.
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The team-wide damage reduction is only the aura, the aura mastery and the piety aura, and so on.
If you save the scene, it will be divided.,But the majority of the holy healers.,Such as inverting T, etc.,The protective hand used to protect the ** is mostly used.,The hand of sacrifice is generally rarely used.,Those who cause high damage to the monomer can generally be shared by multiple people.,The free hand is often used in the ** body of pvp.,And then there are other blood skills that can't be regarded as saving the field.,,That's basically it.。
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-20% magic damage for all teammates of the Piety Aura for 6 seconds, 3 minutes CD.
Guarded by the ancient kings.
There is no particularly powerful group blood raising skill, because the knight's single brush is an advantage. A lot of monomers are good. For example, holy healing and so on, but it can only be used on one person.
Also, the aura of mastery you asked about is the aura of piety. It's been modified.,And the effect is different.,Originally, the mastery aura was only available for the divine system.,Now it's shared by the three systems.,And there's an effect of avoiding damage in a group.,It used to be just an effect like avoiding interruption.。 The Piety Aura used to be only +armor.
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.Sacrificial Hand, the target's damage reduction skill.
Holy healing aura mastery.
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Paladin? Aura of piety, cast within 40 yards cannot be interrupted. Sacrificial hand, single body damage reduction. This kind of thing has long been chopped down by glass slag.
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Dedicate 120 mana.
Infuse Holy Energy into the ground beneath the Paladin's feet, dealing 64 Holy Damage to all enemies entering the area for 8 seconds.
Avenger's Shield.
780 Magic 30 yards.
Throws the Holy Shield at the target, dealing 494-602 Holy Damage and stunning them, then jumps to attack the next nearby target. Attack up to 3 targets. The effect lasts for 6 seconds.
Divine Wrath 825 magic.
Fires arrows full of divine energy in all directions, dealing 635-745 Holy Rent damage to all undead and demons within a 20-yard radius of the paladin.
And then there's the damage.
Punishment Aura 0 Mana.
Instantaneous: Deals 26 Holy Damage to any creature that attacks nearby squad members with melee**. Each paladin can only have one type of aura active at a time, and the effects of the same type of aura cannot stack.
Asylum Blessing 180 Magic 30 yards.
Instantaneous Inflicts a Curse on allied targets, reducing all types of damage taken by up to 80 for 10 minutes. Additionally, when the target blocks a melee attack, the attacker takes 46 Holy Damage. Each paladin can only apply one type of blessing to the target at a time, and the same type of blessing cannot overlap.
Holy Shield 280 magic.
Increases your Block Chance by 30% for 10 seconds. Each successful block during this period deals 155 Holy Damage to the attacker, increasing the threat from damage dealt by the Holy Shield by 35%. Each successful block costs one chance to block, up to a maximum of 4 blocks.
Status: Increases Chance to Block by 30%. Blocks are successfully dealt 155 Holy Damage to the attacker, and the threat from damage dealt by the Holy Shield is increased by 35%. Can be used up to 4 times. Complete.
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Yes, dedication, and another is an exorcism (seems to be the name) for the undead and demons
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Dedication, the last bit of protection talent, what a shield, and a punishment aura.
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Magical warriors can learn to add blood spells, but not much. The paladin is relatively thick in blood, and he can only learn to add blood to a single body, and he doesn't add much, and if he adds blood, it's better to be a monk.
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Magic warriors can learn to add blood spells Paladin MP is not much Can't add blood in a group You can add blood alone Your own blood is very thick, just look at the amount of blood and MP It's better to be a monk.
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Magic warriors can learn + blood skills. Paladin MP isn't much.,Can't add blood in a group.,Learn +160 at most.,But it's a super meat shield.。
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1: Demon Wars can't learn the Blood-Adding Spell.
2: Paladins can only learn level 1 and level 2 single mercs to add health, but there are all resurrections and full HP that only Paladins can learn. The MP growth of the Paladin itself is similar to that of travel.
If you haven't learned skills that increase your MP limit, such as faith and magic, your MP is tight. Since it is impossible to completely replace the monks and sages without the addition of all blood. If the team is full of high-defense and high-blood characters, the Paladin is enough.
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Demon Wars can only learn some interference and some support skills (the attachment rate is determined by the number of magic attacks), and the Paladin can learn low. Intermediate recovery skills can replace monks to a certain extent (MP is very rare, almost compared to warriors) However, most bosses have group attack skills, so the recovery ability of the paladin can't have too much expectations = = If you want to better find a superior class to replace the monk, it is recommended that the sage (the advanced sage's recovery ability is still good, as well as the rain of light that regenerates blood every turn, and the resurrection magic MP is also more than ox x), but you have to be confident in your team's generation and destructive power If you don't have confidence, just continue to be a monk (what's wrong with the subordinate profession, just be strong, don't look at martial arts.) One of the subordinate occupations.
It's not as strong as it is against the sky).
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Say you can't play the knight haven't.,Don't mislead others if you haven't played.,I'm very responsible to tell the landlord that it's okay.,The skill description also says it's clear magic.,1 disease,1 magic,1 poison,Note that it's 1 each.。
The landlord is actually very simple, you can go down to the Salonian pit to try.,The group of monsters on the slope after the old 2 is killed, will put magic and disease.,You see if you can solve both magic and disease at once.,Of course, there are 2 magic that can only be solved 1.,But it must be able to solve 1 magic and 1 disease at a time.,Those pseudo-high players who keep saying that they can't solve it, have you noticed it yourself?,If you don't, try it yourself!
The skill description of the cleansing technique is "purify an allied target, dispel a poison effect, a disease effect and a magic effect", note that it is "and" is not "or", and the translator will not mistake the English and or in any garbage, and in addition, there is a purity technique when the knight is low-level, which is to dispel a poison effect and a disease effect.
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No Cleansing is a magic that can remove magical diseases and poisons.
However, if the same target hits all three at the same time, only one magic, sickness, or poison can be removed at a time.
That is, only one can be lifted at a time, and three to three times understand?
You can try it yourself, don't you just go to the battlefield and solve it to someone who is rushing into the crowd and see how many you can solve at a time.
You still don't understand such a simple truth, and if you get rid of it all at once, you will be invincible.
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Each solution is layered, and there are many layers, such as poison or magic, and it has to be solved layer by layer many times.
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Yes, but it's only one layer.
So don't stack it high and then dispel it.
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Are you kidding. Can only solve one debuff. If you have 3 debuffs, you have to solve them 3 times!
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No, you can only solve one type at a time, and then solve any of them.
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Yes, only one can be removed at a time with the number of layers and the same kind.
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I can solve it at the same time, but I can only solve 1 layer at the same time, and I'm nq
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No, cleansing can dispel these three debuffs, but the three debuffs together are like the same type of debuff as San, layered, and it takes three times (each layer counts).
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If nothing else, it can be dismantled all at once.
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No, you can't clear one at a time.
If you say yes, don't mislead others.
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It's mainly a magic attack.,If you play Junsuke, there's no need to pay attention to these.。 Play Trial.
What are you asking? WOW?
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