Dark Warlock Druid
木曜日, 12 月 22nd, 2011
our team has matched 1800, playing 110 games, so the party is definitely not match 30 games 35 games on the 2500 kind.
following me into the topic.
first is talent and glyph choices.
the sacred gift of the last skill, basically in the 33 waste is waste, so no choice point (personal thoughts, do not spray oh ~)
no choice point out the punishment in the pursuit of justice and the choice of defense is to strengthen the sanctions because of the hammer 33 in the role of sanctions in the control field is still quite large, especially in the cross-force chapter after chapter of the control field in , the extra speed pursuit of justice through the FM boots to make up.
following NQ talk about some of my playing experience and understanding.
in 3V3, the general skills that increase blood Shock, Flash of Light, as well as reduce the time alone to pick the sacred light, as well as energy consumption holy holy orders, of course, do not forget St. optical technique, which is a very low mana skills, you can save a good blue, but not to increase the skills of the blood as a major skill.
first is to control, more than a break now QS skills, I personally think that the output of the team with the skills to use, because when your team played a great pressure of harm, the opposite treatment (such as MS, SM) will not give you cause control (such as sorcery and fear), but you can do something about their treatment control. Premise is to ensure a good blood line of his teammates. QS and a Hammer. Talent points in this skill after completing the CD will be reduced to 40 seconds. Glyph with an additional 5 yards to the control field have considerable help. (This time pay attention to his position, do not deliberately run over broken or sanctions, to give a meaning is not to give up control of their own vantage point.) There is a fear of demons or the souls of the skills, basically in the 33 is handed over to the SS of the BB. Finally, a holy anger, but in the normal course of the fighting team, I usually do not put this skill, because this skill is only the souls of demons or the role of a coma, and went to put the skills of the population will increase by the fear of their own or other control skills.
then the anti-control, first chapter, man is self-reliance, sometimes we take the time to use this skill well, but feel like a waste to use, I recommend using bold, not afraid to use because skills and let your teammates down to the ground the other side. Then the ring master, the silence interrupted by immunization skills is beneficial to the skills crisis in the blood line, you can quickly raise blood. There invincible, in most fighting, I regarded as an anti-control skills, invincible, invincible to open teammates often with blood, to ensure that their output. Freedom, are basically in three plate to the soldiers and their own, DK and green Pa, he on foot easily. To sacrifice on here as anti-control skills, I am sure is very familiar with the expense of breaking sheep, broken control is very sharp. Invincible will lead to self-protection and effect, to his teammates after a life-saving and invincible to their life insurance is a good choice. Divine, I chose to plug the skills of the glyph, the physical is not immune, immune spell damage 40% damage reduction can be very good.
NQ some of the moves, the main attention is to find pillars, columns function very wretched children's shoes often will be very beneficial to reduce their stress, the output to a teammate for a valuable time. When you are ZS, DZ, DK stick when the attention free to use, there is the Light shines in the use of talent points to increase the speed after the Light shines, is to force at running very fast, two skills one immediately pressure is much reduced. All in all, hold a good column, it is our NQ's thigh. After being posted live there to run sideways, leaving the other side they chrysanthemums certainly not hesitate to BAO you. Running while dispersed, Shock,goldsoonhis, St. make the blood increases.
a combination of the following about some of the encounters and play.
3 board civil war
two companions without your brain out like DK, is the fire fight,wow dungeon guide, pay attention to take place, not specifically to the opposite NQ-control skills, like passing to a . Road standard for DK, basically across the brain will not hit your teammates DK,purchase wow gold, Saint of the three beans on the hair. DK will you be careful pulling over, then frozen, there are rules that must be the first solution, otherwise they will be dead. If the opposite ZS, DK hit you over the free attention to themselves, with the Light shines on foot, which is the road to their own standard, then the output of your teammates to DK, a soldier to fight you, then there will be a great pressure, I am a small 2000 toughness, resistance to a ZS is still very easy. However, with the output of your DK will be very critical if, in the absence of life-saving skill often will be taken away, the two teammates broken ribs, ice chain gave DK greeting.
RMP
we played in 110 games, lost half of RMP. This combination can hit FS. FS harm reduction and control, attention to disperse teammates, free to good ZS. There is a chance to see across the MS location is not good, direct pull MS, to set the fire, directly to the MS away. Must not panic, the opposite may control your teammates beat you with free Light shines on foot, driving a Divine, a DZ current injury is not too much pressure on the NQ. Attention to their own stations, hold a good column, a good teammate output FS or MS will give you to reduce considerable pressure.
hunting dead X (treatment)
this combination is very violent, LR opened after the outbreak of the red man is considerable, no less than three board damage. LR must carry over the outbreak, you can start to disarm the top, NQ hold the attention of station columns, reducing the LR of your control, can be insignificant on the wretched. Open ring master with blood, it is necessary to open a direct brush invincible blood. Survive the wave of pressure DK, treatment skills, then pay out to play therapy. If treatment is D, then the opposite, the proposed control LR play D, D the relatively brittle. In fact, the damage is still a DPS comparison.
tactical Germany
any of this combination treatment is the same for a play, separate pressure, DK playing ZS, ZS play SS, control treatment. If you do not fight, then let SS SS have very strong control. It must be separated pressure, the pressure to death. Continue to post, promising DEBUFF disperse, fear, good SS's BB. If the opposite is the evil warlock, pay attention to the free solution magic, demons hurt either.
dead Correctional X (treatment)
this combination is also very broke, CJ outbreak objective, but can not be sustained, suppressed DK, most will choose to play opposite NQ. Columns hold steady. CJ to your injury, while significant, but not sustainable, good blood brush, DK pressure die, then look at the treatment so far, not good on a wave away.
Dark Warlock Druid
this combination hit MS, ball pressure switch SS, the ball did the control treatment to kill MS. Note the location of a good teammate blood brush, to hide a good perspective. To kill the Master Warlock into D, D did not bark like to kill, we must take away D, or a variety of control skills will make you very dangerous.
tactics X (treatment)
this combination is the spell damage. Chasing ZS play. And civil war is almost the same feeling.
final once again to thank my teammates, played two afternoon lunch team.
4.1PVP: 33 civilians, the second-order red plate lunch 3 weapons Experience
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