Monday, December 31, 2012

High segment Mat Road Battle occupational explain how to play the Warriors 1



About how to play the Warriors.
The Warriors this career, it was said weak, some say strong. To be honest, I have the perspective of Taoism, the Warriors still very strong.
First, Warriors grasping skills especially Warriors Pa skills general More Warriors of assault skills. So, for the Warriors, close grappling and Taoism comparable, but the style of play and tactics to be more variable. The Warriors certainly jump out to say close grappling how golf aisle surgery. Here to explain, given skill characteristics of the Warriors, the Warriors close grappling in fact, than the Juggernaut Mat Road, guardian slightly stretched a little distance. Why many warriors with poor grip technology, then hands up tightly against the others to play or distance began to punch, hit, and want to advantage. Encountered such a warrior, it can only be said that the Warriors will play in fact not very.
Of course, after the revision, I also encountered several Warriors to take advantage of the advantages of tightly control my level A and E, after all, out of Taoism enroll strokes slow, few, I admire. Because I like the flat A's players are aware, level A is a lot of time fighting to have the experience, can do not to play but also to advantage, only shows the the usage level A very sophistication. That Taoism how to play the Warriors!
Taoism playing the Warriors, lies warrior skills long cast time, although a recruit recruit (in addition to the roar of a lion, sweeping skills) are faster. Warriors close to others is really easy, spinning kick 2 under, plus pick flash step, the Idiom self-defense, sure you can do a full defense is really difficult to start. How to do it, only that the defense is difficult, you can only find in the skills he moves flaws chance to attack. We have seen the video of the teaching of Taoism, all know that the Warriors assault skills are broken. Why! Cast time is too long, you come over moves people are prepared to deal with you.
A good deal with 7-segment Warriors are generally EU hands. That the more high-end warriors how to play. No doubt, slowly approaching, the use of spinning kicks, air grasping Idiom three skills hands (of course not so absolute, maybe high-end warrior hands, such as red shield jump up then super that skills Pa). Why is this starting hands, that is to make full use of their own advantages the many Taoism and even other occupations are planted in empty grab above, no way, the Taoism-to-air skills coupled with the reaction time is generally too late to meet the skills of the players, and This skill sudden, fortunately, the damage can still be accepted, but you can fool us got up.
In summary, Taoism playing Warriors delicate that they must attack the decisive shot. Sipin the skills warriors General fight but you do not be intimidated by the momentum of his skills. Prompts that must attack! Some people say that not all career, I'm just telling you playing the Warriors the most suitable for this approach to other occupations several moves tentatively, the Warriors best obediently traditional play, the Warriors restrictions skills or more! Of course, due to fewer Warriors this career, so it was not able to come in contact with this career fighting. I'm talking about is a limited and one-sided hope that we can add a lot of our clothes on the 7-8 Warriors have been few, I can back out of their way to attack.
A good introduction to this core skill level to play the Warriors pick attack - Taoism the puncture - electric Hyun - Magic Shield - Black Swan Dance - collision chase (The Descent) - Wrath of the Black Swan, specific usage details.

Saturday, November 17, 2012

10H Magic Mountain Geist Zhegelaya milk Sa experience.




First, let me look at the BOSS, a full pressure of our three CD called equipment testing machine, is not false, when the team and equipment are more than 475 tried, but the gap is still around 4000W. Decisively abandon ordinary away, all fear of the heart opened, and equipment to enhance try again, and finally today, after pressing violent line.

Ado, share combat experience a lot of cheer to friends still fighting!
A. Team Configuration:

DK and FQ Tan, DD aspects: AM, destruction of surgery, cats Germany, hunter, JLM, FS * 2. Treatment: milk S and milk Q. That is, the legendary 2.5 treatment play.

We have here a 2.5 treatment of the main factors that ye have one, DKT DKT special mechanism, leading to even voodoo doll personnel with various know the truth of death, really miserable miserable. Conditional team try not practical DKT.

2.5 treatment of damage reduction will be relatively more, BOSS small violent group blood pressure is not so great, and JLM named as BOSS voodoo doll allocation will occupy one of those places. BOSS point voodoo doll mechanism every one will point a Tanzanian, a treatment and a DPS. The JLM certainly as a treatment places.

II. Attrition aspects

Tanks aspects: H mode new big strange mechanism (an only tanks able to see into the infield DPS can see) then need to enter the infield two DPS help T points out can saw the white strange, or when the time comes, T singled endless strange died.

DPS: the voodoo doll people suffer a variety of throwing knives, resulting in a milk on die. Is and DKT linked to the two Cooler, 1S DOT 30W, as well as affluent 10W there!

The whole group: infield mobs constantly refresh, DPS can not make up the infield knife kill outfield too much pressure, the nature of the collapse of the whole group.

The 2012 nature: BOSS6 whole hard-violent, no chance to escape, even if the whole group is full of blood, but also the whole regiment seckill.

III. Cycle on door


PS: the entire BOSS war just need to approach 7, re-entering the eighth represents going to die soon. We follow this cycle distribution of the entry and exit of personnel. Many teams are not only not enough DPS reasons lead to confusion or because the entry and exit.

Door DD-priority:

Priority: SS (destruction) and AM. (A screen full of fire, rain and a variety of multi-objective the infield discredited VIP). Remaining FS, LR, XD, belonging to the approach point to kill residual blood left by the SS and AM multi-target DOT mobs.

For example: the opening point of NQ, then I as the main treatment is certainly into the first root TT and SS and AM. So the three of us as a portfolio, certainly 1.3.5.7 owned by us.

2.4.6 approach:

Opening roll call order: must point 1 Tanzania 1DD1 complement. Then fill the opening roll call and DD is definitely enter the two totem. With the combination of our three 3 TT out, is to get to the fourth round of treatment to enter the point voodoo doll of two DD + opening has not been named.

In fact, the entire 1,3,5,7 a fixed set. The 2,4,6 the middle just to have a change. No choice, because voodoo doll must point 3 individuals and a 30S can not re-enter the infield DBUFF to choose from, it was not much.

IV. Battle TIPS:

Opening: Drugs in advance, opening SX, including treatment. Stations crowds collection. Fire Elemental, Flame Shock, Fireball, Lightning Bolt, (opening group blood pressure is not large, JLM Smite Healing Stream TT enough)

Points doll first approach: RL assigned to enter within the field of personnel, and ready to enter the second root TT personnel assigned opening (also named treatment and DD and arbitrary DD). This time you need to throw a heavy rain, I as 1,3,5,7 door treatment, blue no pressure

Throw back to blue TT before entering the first TT complement the flame TT to BOSS Shanghao DOT time to rub Lightning Bolt and Fireball. Remember team is always poor DPS. The pressure time into the infield, 10S This helps the door Tanzania beat 打怪, do not let him die infield.

Out of the second root of TT: arrange personnel approach seconds into, enter infield DD points out on a residual blood left by mobs, this time will find that the mobs fewer than 3.

My door brush blood: Riptide + Healing Bay, Greater Heal is too slow, or simple and crude means better speed pursuit, Swift also lost. Brush over directly out to ease the pressure of over-the-counter. DD to stay inside for a while, playing several several card on OK.

Three people when a third TT is the first round of the approach (NS, AM, SS), so out of the loop, 1,3,5,7 go hang DOT. Hit mobs residual blood out. 2,4,6 go up the knife.

RUSH stages:

7 TT came out, that is, when Baotuan RUSH. Infield mobs will be more and more, this time need to open skills RL assigned good damage reduction hood pull pull aura Vampire pull milk tidal pull, soul TT pull, leapt pull life insurance of all kinds of red and sugar .

Note that skills do not pay repeat relay to come. Keep BOSS dead are there a damage reduction cycle. Remaining rely on DSP

PS: milk S paved the heavy rain, after the milk tide throw brush chain. The TT then leapt up against the T Meng brush open the soul after the end of the milk tide. Basic damage reduction all the way to cover the past when the pressure is not particularly large.

V. A summary of the whole battle:

Our team overall DPS of all higher than 7.5W, as 0.5DPS the JLM for his output is 3W. Maximum 8.8W, minimum 7.8W. The fighting time about 5 minutes and 50 seconds, more than 10 seconds on the hard BOSS wild. Or pressure BOSS, sober-minded and hardware support. Hope fighting in colleagues refueling!

Wednesday, November 7, 2012

I play C9 those embarrassing embarrassing thing


      As just fifty white, full of enthusiasm, passion rushed to the so-called fourth continent, perhaps a barren desert city of fantasy, everywhere new npc waiting: carrying a scythe ah? another new copy of the new monster. New blue strange new equipment. The task of how to Bin accompany inside? Okay, perhaps a goddess A Kali discuss the Masters, I have not seen the way to sell gold coins A Kali. How the task has begun? Teleport how no fourth continent ah? Copy into where ah? South Gate and Simon are not ah? Later heard that should go to the airport to do aircraft. Vision of what's gone on the fourth continent. Boring standalone Shuashua Shua.
       Saying that while I fantasize about the the fourth continent's OK, while doing heritage task, I also ran the website looked at the video to see heritage, bunkers! Attack speed is so fast. Domineering. My mind instantly appear boss dead like my red sickle Blood shrinking into a ball. Grace. Side of silence: Pick you go, I'll give you revenge! I looked at the icon with the Phnom Penh excited about for a long time. A handy position to him on the way, and only in the most comfortable position to an amazing force. Alas? How dark? When I hesitated those two monsters to kill me. I quickly opened rage, but a black. The president comforted me: Maybe you are just learning. Not good to use it, you first killed strange. I went back to the city, carefully studied for a long time, only to find a big secret. A heritage to 5000 Blue, I only have 4800. (1)



      Inheritance after done before I went to the fourth continent. Looked at the amount of blue, while helpless shook his head side of regret should be a force Crystal. This is Bena, the wisdom so low want to put heritage? Well regret. If God give me a chance to re-select my wisdom must choose sickle. I'm bored, when suddenly heard a man shouting in yy. oh, my god! Fortune! Out Stone.

Wednesday, October 31, 2012

Test: Shield Shield defense becomes how much the hardest?

Career life by shield anyone want to understand would like to know, for occupational balance correction, began to focus on the shield defense and hit the invincible iron walls of the shield defense, AION hide the true. (1)
 How to experiment?

Set 1600 to 2400 of the role of the defense shield and Hit the role from 1400 to 1700, 100 of 200 back attack investigation Shield defense engine rate the experimental shield defense ruled by the most suitable, but I did not ruled by role, and so with sword stars in LV41 alternative, and attack roles for the same level of kill Star.
 Shield the defensive 1600 (2)



 Hit 1400: 51/200 back

Hit 1500: 11/200 back

Hit 1600: 0/200 back

Hit 1700: 0/200 back


 Hit 1400
 Hit 1500
 Hit 1600
 Hit 1700

Shield defense rate
(Shield defense numerical: 1600)
 25.5%
 5.5%
 0%
 0%
 Total 1600 first shield defense, killing star by Stone strengthening hit value from 1400 to 1700 began to experiment.
Based on the assumption that the hit value increased shield defense success rate and hit values ​​and has nothing to do with the defense value.
 Shield Defense 1700 (3)



 Hit 1400: 61/200 back

Hit 1500: 30/200 back

Hit 1600: 20/200 back

Hit 1700: 0/200 back


 Hit 1400
 Hit 1500
 Hit 1600
 Hit 1700

Shield defense rate
(Shield defense numerical: 1700)
 30.5%
 15%
 10%
 0%
The Shield Defense 1700 experiment, 300 to 0, and hit poor, but hit in 1600 when the defense shield launch, hit 1700 defense shield or not to launch. Can be seen tomorrow since shield defense success rate and shield defense and hit the numerical difference.
 Shield Defense 1800 (4)

 Hit 1400: 75/200 back

Hit 1500: 55/200 back

Hit 1600: 36/200 back

Hit 1700: 22/200 back


 Hit 1400
 Hit 1500
 Hit 1600
 Hit 1700

Shield defense rate
(Shield defense numerical: 1800)
 37.5%
 27.5%
 18%
 11%


The defense shield 1800 experiment, and hit the numerical difference of +400 to 100.
 Shield the defensive 1900 (5)



 Hit 1400: 90/200 back

Hit 1500: 77/200 back

Hit 1600: 50/200 back

Hit 1700: 41/200 back


 Hit 1400
 Hit 1500
 Hit 1600
 Hit 1700

Shield defense rate
(Shield Defense the numerical: 1900)
 45%
 33.5%
 25%
 20.5%
1900 The Shield defense to experiment, and the Hit the value difference of +500 to 200. Speculated that the defense shield and hit the poor every rose 100 about 9 to 10%.
 Shield Defense 2000 (6)



 Hit 1400: 91/200 back

Hit 1500: 90/200 back

Hit 1600: 87/200 back

Hit 1700: 64/200 back


 Hit 1400
 Hit 1500
 Hit 1600
 Hit 1700

Shield defense rate
(Shield defense numerical: 2000)
 45.5%
 45%
 43.5%
 32%
The defense shield 2000 to experiment, and the Hit the value difference of 600 to 300. Is worth noting that the shield defense rate of the 1400 to 1500 range, does not shield defense and hit poor every rise 100 about 9 to 10%, only 0.5% of the estimated several experiments like the above, do not shield defense rate ceiling? ?
 Shield the defensive 2100 (7)



 Hit 1400: 96/200 back

Hit 1500: 94/200 back

Hit 1600: 92/200 back

Hit 1700: 87/200 back


 Hit 1400
 Hit 1500
 Hit 1600
 Hit 1700

Shield defense rate
(Shield defense numerical: 2100)
 48%
 47%
 46%
 43.5%
In order to confirm that the upper limit of this experimental use defense shield 2100, and hit the numerical difference experiment with in the poor range of more than 500 +700 to 400, with Shield Defense 2000 no additional effect.
 Shield the defensive 2200 (8)

 Hit 1400: 112/200 back

Hit 1500: 105/200 back

Hit 1600: 101/200 back

Hit 1700: 100/200 back
 Hit 1400
 Hit 1500
 Hit 1600
 Hit 1700
Shield defense rate
(Shield defense numerical: 2200)
 56%
 55%
 50.5%
 50%
The 2200 experiment with the defense shield, and hit the numerical difference of +800 to 500 the hit becomes low, due to the increase in ERA
Measured ERA highest number of 56%, perhaps due to the probability of error, determine the numerical experiments largest defense shield.
 Shield the defensive 2300 (9)



 Hit 1400: 104/200 back

Hit 1500: 107/200 back

Hit 1600: 112/200 back

Hit 1700: 101/200 back


 Hit 1400
 Hit 1500
 Hit 1600
 Hit 1700

Shield defense rate
(Shield defense numerical: 2300)
 52%
 53.5%
 56%
 50.5%
Sheld defense in 2300, and there is no significant difference in the law before the experiment proceeds
 The Shield Defense 2400 (10)



 Hit 1400: 103/200 back

Hit 1500: 107/200 back

Hit 1600: 109/200 back

Hit 1700: 114/200 back


 Hit 1400
 Hit 1500
 Hit 1600
 Hit 1700

Shield defense rate
(Shield defense numerical: 2400)
 51.5%
 53.5%
 54.5%
 57%


Finally shield defense of the 2400 experiment, but this time a bit strange that the peculiar phenomenon hit increased shield defense success rate.
So far a total crack down on 4200, 2066 shield defense is successful, calculate the percentage was 49.2%, speculated shield defense rate cap of 50%.
 The conclusion of the defense shield

Hit and shield defense shield defense rate the same interval with the same color.
Shield defense value than hit more than 500 defense significantly more.
Values ​​based on the hit and shield defense shield defense rate


 Hit 1400
 Hit 1500
 Hit 1600
 Hit 1700

Shield Defense 1600
 25.5%
 5.5%
 0%
 0%

Shield Defense 1700
 30.5%
 15%
 10%
 0%

Shield Defense 1800
 37.5%
 27.5%
 18%
 11%

Shield Defense 1900
 45%
 33.5%
 25%
 20.5%

Shield Defense 2000
 45.5%
 45%
 43.5%
 32%

Shield Defense 2100
 48%
 47%
 46%
 43.5%

Shield Defense 2200
 56%
 55%
 50.5%
 50%

Shield Defense 2300
 52%
 53.5%
 56%
 50.5%

Shield Defense 2400
 51.5%
 53.5%
 54.5%
 57%


Q. Hit and shield defense relationship?
Approximately 10% of the shield defense than hit low, shield defense does not launch, the value difference between 100
Q. shield defense boundaries?
The shield defense law from the above point of view than hit 500, shield defense rate upper limit value of 50%.
Q. recommended Shield defense with?
Stars hit the value of the general assessment of the 50 killed from 1600 to 1700, and the armor shield defense Demonic combination for about 2200 to 2300, the rest of the needed investment in the attack force, deadly, vitality and magic resistance.

Wednesday, October 17, 2012

Diablo 3 1.05 solo lock difficulty 7 experience and recommendations


Armory

Morning, less than one hours the 7PP experience:

Task

Keeper is easy to find.

A3, I entered the stone wall blocking at the door, and scared me. I hit it dead four times, and then the key.

A1, quickly found the original into the tragic, but played twice did the key. This guy is easily KO.

Monster strength

Slightly better than expected, I DH blood anti-A are low, but can also be played. The few wore to play, part want to kite, and some will die a few times. Now fear most is the whirlpool, downwards they killed pullback.

Monster blood, I took about 2 million of Jordan, as well as the addition of two skills and equipment, feeling out enough. Than the starting time, time playing JY long, but acceptable. I think the foundation the 7PP can play. Of course, we must reduce the number of deaths.

(Due to new the BUILD, so there is a certain adjustment period, I believe the future can get used to less dead)

Part of the monster is difficult to play, to choose a good route. Moving rapidly La Kuni Lurker and knives Lord, it is estimated that the the DH eternal pain and kite play, there has been early into A2 A3 hurry feet. I desolate sandy face of a group of La Kuni the Lurker dead to 20 seconds, he moved to A1.

Drop

Significantly strengthened the little monster crackling out yellow,61-62 equipment have had to see, Some Properties amazing.

Market and transactions

AH now not take.

Swap rate and 105 updated according to the current situation, it is recommended that a non-the Seaview rushed shot, my stuff will all half.

DH occupational experience

I dh, in exchange for the old set of Jordan. Due to low blood resistance, the biggest problem is still survive, the output aspect trap strong recommendations hurry to start, of course, do not spend a high price.

Passive plus perfect, initiative together with wild boar and traps, and other casual.