At first, I thought about punishment and attack. I want to say that archiving can be a peak. Later, it was a bit difficult to accept the handle of the attack class with beheading. It was not until I cut the spike as planned that I realized that something was even more wrong.
It can only be said that if you want the experience of the previous version of blood volume and fast customs clearance, the current spike roar may not be a good choice. After all, attacking every day is what this version is aimed at.
Considering too many factors for physical fitness, it is beyond the scope that an ordinary axe can save.
Later, when I was looking at the jar, I saw a discussion about anger, and I got a new one when I was a little interested. Although not as good as I imagined, I imagined myself doing a big spin in the macho man. Actually (maybe it's my own relationship), shaking the fitness circle is a bit fat, people are also very comfortable, and the injury is very strange. There is a lot of room for optimization.
However, under the premise that the skill mechanism is not bad, it is estimated that most boss can be finished, and by the way, all the equipment of No.1 can be directly used.
After all, the theme is the battle slogan. Let's discuss the main changes in the current battle cry/help increase:
1. The increased damage caused by the roar of war after the earthquake was completely eliminated.
Personally, I think the biggest knife, you said, still has a range, but the map of puncture and stabbing has been pulled out, and the guardian's blood has slammed and hit. Now it can be said that deleting this thing has no effect on the game.
Even if we can consider stimulating battle roar now, the slow attack frequency and worrying survival problems of light soldiers, coupled with the opportunity cost of light soldiers themselves, will be greatly revised as a whole.
* Roaring power depends more on the number of nearby friendly forces, and weapon damage depends on power.
2. Ambush/war roar
One of the best solutions to ambush is to charge and strike. Please remember that this is a one-handed restriction+no other help bonus.
The tactics are a little subtle, mainly because we can't find a normal system to use this kind of thing. It's stupid to use it as a trigger pendant, and the holes for fighting and yelling are generally very tight.
3.CDR chop+increased blue consumption
The auxiliary wind that doesn't roar for a living also eats a sledgehammer, which is less important than a knife. In the previous version, CDR relying on auxiliary wind can only consider the speed of roar to achieve a very smooth picture clearing experience.
However, under the premise that this version does not use the red blade, especially the thugs will have a serious shortage of CDs to maintain their anger, which indirectly leads to the dilemma of speed and CDR.
200% magic utility leads to a roaring cost as high as 30, so it is necessary to conquer fakes and reduce the consumption of three ornaments to achieve no consumption, or a certain amount of magic regeneration investment (aria/hidden equipment, etc. ) is needed.
Chopping will also affect the already weakened strong displacement. The new version will find that it jumps faster, but it knows all about weapons with slower attack speed.
Speaking of which, if you want to play melee/attack system from a more utilitarian point of view, the current shield level is a good way out, and this version of Early Bird is supported by numerical monsters.
Let's talk about the rotation of anger again.
Judging from the current non-HC environment, it is still fun and the experience will be strange.
The main Council only needs one shield. It is not recommended that the cluster shout wolf. Stupidity is better than hands in anger time (indirectly affecting the ability of continuous damage)/roaring cooling/switchboard power/feel/fire-turning ability, but the cluster itself can be used, storm+critical injury/armor.
At the same time, it also binds the mob, because the anger demand is really too high, and the anger time mentioned above can't last long. The opportunity cost of playing anger list with other sublimation can kill people, and mobs can also cause more human harm.
Please be careful not to consider the paradox when you turn the sword/rapier in the late stage of the weapon surface breaking the city. The source of your output is body double itself, which will conflict with the paradox.
Or in other words, in fact, if you consider the general's roar of turning to public opinion in the later period, playing this game is a good excessive method. The theory can be played as long as there is Zhang Dun, and the ability to clear the map in the early stage is not as weird as usual.
Most of the skills of anger rotation have been broken down:
Remote skills that last for 3 seconds. Remember, when you choose this skill, it is a long-range skill with melee tag output, and the attack distance is even more than twice the limit damage of throwing, which is about the attack distance of the mine (fire debris) sprayed in situ.
Moreover, it is a blood-consuming skill and does not need to be used frequently. Now that everyone is short of blue, it seems that there is some advantage, but the roar of war is still enough to spray blue.
Sacrifice 20% of the current rage when there is 10 rage, and according to the rage value sacrificed, 2 rage+1 base range, 1 rage will cause 5% more damage.
Suppose I throw a whirlwind at the limit of 80 anger, it will consume 16 anger. First get 250% more anger frequency blessing, and then according to 16% * 5 = 80% anger, and the basic range of +8, as for what the basic range is, you will probably understand it after watching the whirlwind chop of 3.7.
Best of all, as long as the target doesn't run too far, you don't have to do anything after spinning out, just concentrate on flashing, pulling, jumping and picking up things.
If you don't use the anger skill, it will be a 70% fast-break squib, which will be embarrassing to fight. Try to avoid this situation when using it.
The situation allows us to suggest using the difference of 10% to increase the duration, and the quick side effects will be more obvious, especially in the face of some hard gold monsters, so consider it after the damage is high.
In addition, the narrative tells us that the attack speed will affect its frequency, which means that not only the attack speed of the weapon becomes a completely positive output affix compared with the traditional slam, but also it depends on the frequency and is not affected by the action speed of the space-time chain/wake.
A little supplement here, the blade storm and melee auxiliary effects of this skill are to calculate the distance between people and attack judgment in real time, so as a real remote skill, try not to use this auxiliary when you need damage in the later stage, mainly because it is difficult to make up for the damage.
There is a pre-brush/pure brush diagram, which can greatly improve the jumping speed because similar blade storms will string melee.
reclaim wasteland
This is not a skill that can be used normally in the plot. We choose to play the plot with the traditional slam with more consistent talents.
If you are a player who has experienced melee before land reclamation, it is no problem to buy/brush the red blade according to the whole set of land reclamation. The lighthouse seems to be at T4 this time. If you are considering brushing yourself (SSF), look for this picture and give it a beating. This device is limited to Warband.
If you have never played hand-to-hand combat, you can basically refer to the whole process after 3. 12, from excessive injury to a little hit.
Anyway, if you want to play anger spin, the first thing to do is to make this thing:
This is a shield for thugs, whether it is a general, a whirlwind of anger, or even a traditional slam.
Using the mob's talent of war messenger, you can fill the anger when it is less than 25, and maintain the increase of sacrifice anger by more than 50% for a long time.
Someone should mention the crying wolf in the constellation here, but as for the anger spin, because the demand for anger spin is too large, the anger value is increased to maintain anger, so the crying wolf limited to about 40 anger is more suitable for the traditional anger-eating punch, even with the blessing of excessive damage from two-handed weapons, the middle plate is 50% more.
And because of the "renovation" of displacement skills, one hand also has the advantage of mechanical force (jumping).
Talent:
This is a one-handed/middle-set/must-hit (non-crit), and it is also a talent I am using. Play 8 senses slowly.
I plan to practice a little higher (maybe 96, 97), and I will make some talents into clusters, and I will mention the choice of clusters later.
Briefly analyze some of this version and consider the key points of this skill:
First of all, we should mention the immune population.
One of the most important talent areas in this version, filling these two circles can give 70% immunity to the probability of abnormal ice electricity. At this time, the prefix of empty clothes and the suffix of shoes are needed, and the sum of enchantments is 30%, achieving complete immunity to abnormal ice electricity.
* siege in T7 can get the most advanced drawings.
Someone here should mention how to order. In fact, some final boss (Fire Elder Guardian/Artistic Conception boss) or even boss with stronger affixes are threatening to ignite it.
In this part, we can use admonishing talents to deal with related problems. By the way, removing pure bleeding and poisoning can improve fluency and greatly prevent the chance of being killed by abnormal injuries. It is also one of the talents that this version of Zhan Shouren just needs to survive.
If there is no accident, we must pass the puncture. Puncture is still very useful. Physical damage increases. Besides adding itself, Steel Appeal, a powerful map cleaning mechanism, is very tenable at any time.
As we all know, the gem of puncture assistance has also been greatly weakened. Although the puncture probability is improved, many puncture effects are lost, and physical amplification/puncture physical suppression is completely lost.
But in other words, increasing the puncture probability means that we can invest less puncture probability in the early stage, and only need to cooperate with the circle and the terrorist flag, and the puncture probability is 100%. At least in the middle plate, puncture is also one of the connections that are not easy to replace.
Later, more slots can be opened in the cluster, and the puncture will be removed after using jewels with blood volume and puncture probability (one hand needs 15 talent +20 talent +24 flag +20 hunter gloves +3 jewels with 7 probability of 2 1, so you can imagine how harsh this condition is).
Now talents can also get some anger caps, but not because of this skill. In fact, the use of the anger ceiling is very limited.
Anger+10, nothing to say, on the way.
There is a +5 in the axe circle. Say it with the ring of hope.
When talent/wisdom is tight/there is no jewelry in the early stage, use soul fetters instead. If you choose triple anger for the fourth sublimation, you must steal it.
Axe is a common source of attack, and it is very economical to open up land or even enter the map. If you use the cluster to storm later, you can directly pull out the circle.
Then there is the conventional talent of fighting roar, and the effect will be more obvious when the fire is turned.
If this version does not use Warroar shield, it needs the cooling recovery of investment quota, and the overall feel and battery life are not worth the loss.
Great circle ring of hope
Puncture effect x2+ axe speed and anger, which is not bad for people who will get hurt.
Stealing personal advice and looking for it from jewelry/equipment or even blood rage is also out of reach. If you still consider abnormal immunity, you really have no talent.
In terms of sublimation, the messenger of war is absolutely necessary, but it is not the first point.
The next three points will constitute the /40MORE/ upper limit of the war envoy.
Fierce land reclamation: the upper limit of 40 wars
Blade storm: upper limit of 40 battles
Finally, if it is a pure suggestion of land reclamation, you can give full play to this talent, especially the side effects, with the support of Zhan Houdun, which is why you must steal it as mentioned above.
When you are angry in a non-combat state, your blood volume is absolutely reversed. You can try to change the regular blood bottle into a bug bottle when you get the anti-corruption blood jewelry, in case of emergency.
DEFY is more suitable for two-handed slapping, and this version is very lack of damage. With the support of the upper limit of high anger, the peak can increase the total damage by more than 60%.
Accessories:
In addition to the aforementioned red blade, soul fetters/Ahuna Corps gems, some things are also helpful:
[Imitate conqueror]
After you get the red blade, this should be the second thing you need.
Mainly produced in the blueprint, there is nothing that can't be played, but the improvement is very huge, and the whole affix fits perfectly.
Chiara determination
Because this version of the anti-curse medicine is really shit, this is one of the best solutions to the anti-curse before the relevant changes.
Enchantments can "increase duration"
Roaring lion
The increase of this thing after a knife is really not high, but repelling is often positive for this skill, and the harder golden monster can be sentenced more times.
Speaking of judgment, by the way, a hidden mechanism of this skill (not explained in the narrative), the vortex will stop turning when it meets the legendary target, but even if it meets the golden monster, the circle is often thrown out directly.
I'm glad to fight this tower, this hurricane tower.
The rest of the advice is to pursue financial services.
Anti-turnover puncture patch for gloves
Clothes have many optional words. I don't know which one to choose, but it's late.
The premise of ensuring blood antibody in the early stage can be empty prefix and abnormal immunity (or it can be locked before using the new version of iselin).
Because the immunity of this version of shoes is mostly a gift supplement, and enchantments can be placed on the feet, the requirements of the plastic industry for shoes are also close to zero, so it is useless to find blood resistance on the premise of being empty, and it is useless to wake up, and it is useless to be dexterous without crit. The foundation can be two colors.
Weapons are a long-standing problem. You're welcome, SC. If you have basic accessories, you can directly buy 450 seconds of physical damage. The axe SC dog doesn't need it, so it won't be expensive. If you are not an elder, you are already very tall. As for the difficulty of making elders. . . . .
Non-SC is the most familiar shopping in Haicun. You can also try to pretend to gamble this season.
Because the imprint ring needs to be burned blue, it needs to be filled with unguided appendages, and it needs to be realized with prefixes in the double ring of the necklace. It's actually very strict. In the middle plate, try to make a better fragile ring with a ring like Magic C Point Supervisor 80+.
In the necklace, the back plate can be reduced by preserving dignity, and it is enough to resist the master with honest blood in the early stage. Among them, you can consider stealing magic in one of the prefixes of a ring or necklace.
Technically, it is to try to keep high anger+double help, totem+cutting weapon (if you have a big tiger injury)+lost track+anger spin. On the other hand, there is a troublesome problem that the injury is very unstable. If the BOSS moves after a wave, you have to pull a whirlwind with less damage, and the rhythm of damage will be disrupted.
Paspin, post POB for the time being. Play and edit at will.