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Find out the output technology of double ice holding DK.
Single game cycle:
Hands-on style: ice touch-plague-silence-blood spirit-blood spirit transformation-infection-frost-frost-powerful rune weapon.
Round:
Silence-Silence-Frost Strike-Silence-Winter Horn-Silence-Silence-Frost Strike-Infection-Blood Spirit Strike-Frost Strike-Frost Strike
AOE cycle: death withers-ice touch-plague strikes-infection-frost strikes-frost strikes-gale strikes-boiling blood-frost strikes-winter horn-frost strikes-gale strikes-boiling blood-frost strikes.
1. For infectious ice, it should be noted that the output should learn to use ice evil runes occupied by silence, and stagger the cooling time of ice evil runes and blood runes. At the beginning of each artificial cycle, use up two sets of ice evil runes, start with two silences, and then observe the trigger of special effects at the next cycle time. If killing is triggered after silence, immediately hit a frost blow to consume killing. If the frost is triggered at the same time, make sure that the infection of the infection cycle and the blood spirit blow are over, then hit a free gale and then hit an ordinary frost blow. If there is frost in the three cycles of silence, the frost blow that consumes killing will end first, then the last silence, and finally the gale blow.
2. As for the infectious ice, because the GCD is very tight, even if the rune sorting method mentioned in point 1 is used, two silences will be broken at the first time, and the time left for infection control is 1.5 seconds, which is one GCD time. Eliminate at least two silences, two blood runes and two frost blows each round, which is six skills. The remaining 1.5 seconds will give you a chance to observe three special effects spots. The first time is to insert frost to kill, the second time is to insert free wind, and the third time is to choose whether to make up the corner. Therefore, for ice players, you must install rune monitoring and special effects trigger reminder plug-ins.
3. Every 1 minute, for players who are very familiar with the cycle, try to use the BUG transformation method of blood spirit transformation to open the copper wall for free, without occupying blood runes, while newcomers who are new to the cycle or unfamiliar with the BUG of blood spirit transformation suggest that they attack less and change to blood spirit transformation to improve their DPS of 20 seconds per minute. It should be noted that even if you take advantage of the BUG of blood soul transformation, due to the objective existence of network delay, if you don't reinfect after blood soul transformation, the time left for the next infection will become more and more tense and will eventually be interrupted. And if you make up an extra infection instead of a blood attack, then in fact, playing one more infection and one less blood attack has not improved compared with playing without turning blood into a worm into an iron wall. Therefore, after the first use of blood transformers, it is not recommended to use blood transformers to hit the iron wall in the subsequent circulation.
4. Although the damage ratio of ice double-holding is extremely high, the promotion of ice double-holding by acceleration is far less than that of strength and armor-breaking. The reason is that, unlike Xie Bing's hand, although the proportion of white characters with Bing Shuang's melee is the highest among all death riding styles at present, there is no permanent baby, and GCD is extremely nervous compared with Xie Bing's hand. Accelerate the promotion of the white character of the main and auxiliary weapons, it is better to improve the high critical rate with the support of talent. At least for now, power >;; The order of armor piercing > acceleration > detonation is proved to be basically correct. Therefore, in the pursuit of jewelry and precious stones, strength is the main factor, supplemented by certain armor-breaking. It is suggested that the team should focus on strength under BUFF, and the armor is broken by more than half, that is, more than 50%. Considering the high crit of the ice talent itself, the crit attribute is relatively the least need for ice duo to accumulate deliberately. Please note this.
5. The choice of ice and ice dual weapons is influenced by the threat of Welissa Gonzaga Lian, an ice talent. The upper limit of weapon damage is calculated jointly by the officer and the deputy, and converted into the damage caused by the strike skill. Therefore, for ice dual weapons, weapons with high upper limit of weapon damage are still suitable at present. In other words, the choice of chief and deputy chief depends entirely on DPH, and there is no need to consider too many other influencing factors. Please pay attention to the choice of ice dual weapons, basically only need to pay attention to DPH. Considering that most teams are still limited to being unable to get through the heroic Lich King, the best choice for dual weapons at present is double 277 blood poison.
6. Double-holding infectious ice introduces the concept of priority play, which is different from other internal loop and internal loop macros. For high-end infectious double-holding ice, we can abandon the rune system and energy system whenever and wherever, without observing any rune energy index, and give priority to knowing the chest cavity. Such a priority concept lies in: in any case, silence is preferred, and silence can be played as soon as the silence killing skill is bright; When silence cools down, every two cycles will be infected when the disease is about to be interrupted; When the silence cools down, once the killing is triggered, it will immediately hit a frost blow; Calm down, calm down. When killing is not triggered, use all blood runes as much as possible. Disease is playing infectious diseases in the last two jumps, and playing bleeding spirit strike when the disease lasts; Finally, when the silence, blood soul and infection are not cooled, trigger the frost to hit a free gale, and you can hit all the frost blows without triggering.
This is a bit like tongue twister, but for ice-and-ice double players who want to further improve themselves and step into the advanced ranks, please remember that with the support of the 32-point frost strike glyph, the ice-and-ice cycle is not static, and those who can adjust the skill output order with the trigger of special effects and the change of combat occasions will definitely get the highest DPS.
7. Please call more than 290 if the ice system holds infectious ice. Although ROLL TABLE tells us that the income will drop after 289, I still suggest that the hits should be piled under the team BUFF, and it is appropriate to approach 300 in actual combat. The accuracy does not change much, it can be maintained at around 26, and it can be slightly lower than 26, but try not to be lower than 23.
For infected ice, the difficulty is not to replenish the infection in time, but whether it can output enough to maximize silence. The misunderstanding easily involved by players in the early stage is that they pay too much attention to the integrity of the cycle and the timing of infection, while ignoring the output of ice infection. It is not infection that determines their DPS level, but the number and proportion of silence. Therefore, what I want to emphasize here is that for ice-system double-holding, to measure the DPS level of an ice-system double-holding, or to judge the DPS level of your own ice-system double-holding, please try your best to improve your silence extinction ratio, reduce the melee ratio, and keep the frost strike ratio basically at the same level after each combat occasion. According to such evaluation criteria, I believe we can get twice the result with half the effort.
Because the cycle is extremely tense, players should also be careful not to use frost too much. Often the frost strike time of each cycle is less than 3 seconds, which also tests most people's cycle response and proficiency.
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On May 30, 2008, it was windy and icy.
Single game cycle:
Hands-on style: ice touch-plague-silence-blood spirit strike-blood spirit turns into an iron wall-blood spirit strike-frost strike-frost strike-powerful rune weapon.
Round:
Silence-Silence-Frost Strike-Bloody Strike-Frost Strike-Horn of Winter-Silence-Frost Strike-Ice Touch-Plague Strike-Frost Strike-Frost Strike
AOE cycle: death withers-ice touch-plague strikes-infection-frost strikes-frost strikes-gale strikes-boiling blood-frost strikes-winter horn-frost strikes-gale strikes-boiling blood-frost strikes.
Details:
1. For wind ice, the general details are basically the same as those of infectious ice. The biggest difference is that in the cycle of wind and ice, the rune of double blood to death can be flexibly applied to skills such as wind, double disease and iron wall. In the case of triggering frost, the double death rune cycle can consider attacking the plague first and then repairing the iron wall, and playing free wind to maintain the ice plague after using up all available runes. Under the condition of not triggering frost, it is suggested not to add other DK to make up for the double diseases, so as to ensure the continuity of diseases in the next cycle.
2. Please call the ice system with double winds above 290. Although ROLL TABLE tells us that the income will drop after 289, I still suggest that the hits should be piled under the team BUFF, and it is appropriate to approach 300 in actual combat. The accuracy doesn't change much, just keep it at around 26, not less than 23.
3. Other details are basically the same as those of infected ice. If there is a difference, the number of frost blows that can be hit by wind and ice can be relatively compressed to 20 seconds, up to three times. So you can give up the ice sculpture, insert the ice touch sculpture instead of enhancing the ice plague damage, or directly insert the blood sculpture to enhance the blood battle damage.
Comprehensive description:
Ice double holding is proved to be the most suitable talent and play method to improve DPS output data, and there is no one.
For wind-ice dual-holding, it is more suitable for running and fighting AOE than infectious ice dual-holding, and there is no need to worry about getting sick, and the advantages of ice dual-holding are also preserved. An important factor affecting the double-holding wind is the number of triggers of special effects. In other words, the persistence of wind to ice depends more on the probability of triggering killing and frost than on the infection of ice. Therefore, the revised probability of double holding triggering frost is the weakening of windy double holding ice.
Wind and ice also have the concept of priority, which can be summarized as: silence = killing ice >; Frost and gale = replenish blood and soul. Because there are not many times of ice beating, the priority use after trigger killing determines the DPS level of gale. Due to the reduction of silence times, wind ice pays more attention to the integrity and rigor of the ice system cycle than the double holding of infectious ice, and does not need too much silence to break the cycle.
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