Saturday, December 22, 2012

5.1 PVE: dual wielding ice talent Death Knight Output practices


Attribute selection:

In the case of primary and secondary attributes 1:2 hit = precision> Strength> = mastery> haste> crit hit

You should first guarantee Hit precise standards (7.5% each) now

Then, the ability to increase the damage of all skills but lower in magnitude, proficient in a substantial increase in frost damage, rapid Rune faster recovery to play more skills, and enhance the frequency of killing three accurate income remains controversial, But in actual combat, the revenue of the three very close, regardless of all the jack is what gems are minimal (<1%) of total DPS, you can be selected according to their own preferences.

The reason I put this on the front, because most of the players when the DPS problems, the first is now questioned fitted In fact, as long as you hit precise standards Gems Enchant completely, do not use the intellectual stamina and spiritual gems, then your DPS mainly depends on your approach, rather than you heap haste or mastery.

Talent and Glyph:

T1: vampire plague

T2: anti-magic field/purgatory (according to personal preference)

T3: Dead footsteps/frostbite (adjust according BOSS)

T4: natural disasters contract

T5: vitality split/Rune strengthen

T6: Gorefiend's Grasp/cold winter (adjust according BOSS)

Required Glyph: Glyph infection, the army canceled ridicule

Optional Glyph: dying deceleration Glyph the Green Dam Glyph Variety Aura Glyph Ice Road Less fell Glyph.

T1 and T5 are the only two DPS influential talent.

T5 two talented main difference is that:

Rune strengthen the average trigger rate of 45% vitality to shunt average trigger rate 40% single chance for the strengthening the Rune recovery will be a little more than triage.

Enhanced Occasionally because no lock Rune and wasted (heroic or strong character stage especially) Rune vitality shunt in locked Rune layers can be preserved.

And vitality shunt generate death runes, which means that we do not deliberately reserved evil Rune directed empowerment can be assured that the rapid use out of all the runes, thus effectively avoiding sudden and large rapidly lead to Rune overflow.

The specific choice of operation can be based on personal preferences and habits

If you choose to Rune strengthen, remember always retained an evil character so directed charge can restore the ice/dead Rune

If you choose vitality streaming "/cast vitality shunt" tied into the main skills to achieve automatic transmission

T6 Glyph usually need to be adjusted depending on the BOSS:

If the treasure trove of treasure trove of H2 Gorefiend grip, the fear of the heart 4 to select the land of corrosion

Output approach:

Extracted disease is twice per minute, dual wielding ice only cycle time playing dark, evil Rune once a to complement disease outbreak of disease, in addition to a fixed output cycle, the output in the form of priority.

(Remember not to disease extract to CD, which will lead to pumping the disease and the outbreak of the CD staggered, so you spend a lot of the Unholy Runes complement disease)

Priority:

Ice to play: When the character can be greater than 80 or killing triggered

Harvest: BOSS HP <= 35%

Ling-feng: [ice] or [dead] Rune is about to overflow

Dying: dying the cooling completed more than 10 seconds, the blood of infected [evil] Rune (This provision is limited stakes Station, if the movement is too frequent direct disregard of this entry)

Annihilation: the blood of infected more than 10 seconds, and can use the [evil character] with the annihilation

Horn: when lacks something dry

Ling-feng: When independent [ice] or [dead] symbol

Ice hit: the symbol of energy less than 80 and no killing

AE: When the target is less than 4

Card CD dying, no brains Ling-feng, cut the target dark hit

AE: When the target is greater than 4

Double infect, card CD wither, no brains Ling-feng, re-infection when the blood of infected less than 5 seconds

Replica location:

10 out of ice DK dual wielding ability to copy is as follows:

Continuous output capacity: 7

The ability of the outbreak: 3

Beheaded capacity: 4

Multi-target output capacity: 9

Outbreak AE capacity: 10

Continuous AE capacity: 10

The best 25-man team for the single-target pure stakes BOSS equally loaded, etc., all members can play a perfect case of the career DPS:

Hands outbreak stage, dual wielding ice DPS roughly 10-15

Then over time, DPS will slowly rose to 3-8, face a particularly good case can be in the top 3, but unlikely.

Multi-the goals output (<4), the ice DK's output should be after the thieves, and Mage fighters flat, walking in the first group

AE sustained more than 4 goals, dual wielding ice began to lead the first group

Main points to note:

1, (SteelSword + dying> = 1 off track +0.45 SteelSword >> dark hit + SteelSword), dark hit the income is very low, warfare per minute only be used once dark hit supplementary blood plague (another time using the outbreak ), the rest of the evil character should be used to cover his tracks. Pure stakes battle twice per minute withered, once dark to play, the rest of the evil character is the same used to cover his tracks.

2, BOSS HP is less than 35%, the soul harvest is always a single Rune harm the highest skills.

Note: Whenever you release the harvest, the moment of release there will be a harm an injury, and then 5 seconds later, the two injuries in the same name in the statistics View the injury statistics, remember that the "soul harvest The average damage is multiplied by 2, this is the actual total damage each Rune for harvest.

Factors affecting the DPS:

Fluctuations not consider face dual wielding ice is in fact a theory can not reach the highest DPS in actual combat, the DPS will be reduced due to various factors, but excellent DPSer can do is to This has shrunk control at the lowest limit.

DPS reduction factors cause roughly as follows:

1, the operator can overflow: Rune will increase each time you use runic, when your skills will cause the character to more than 100, more than part of it was wasted.

2, killing overflow: killing a long time is not used, then the killing is likely to be the next level to cut the killings covered that killing is a waste of time.

3, ice / death runes overflow: When two ice or two dead Rune while cooling did not use ice / death runes that into the overflow state.

4, Soul harvest delay: the soul harvest damage is much greater than Ling-feng, Soul Harvest CD completed when every second delay will be some loss DPS.

5, killings were destroyed tracks use: ice hit the damage than to cover his tracks, when used to cover his tracks out killings will cause some DPS loss.

6, evil Rune overflow: when the two evil Rune cooling completed but has not been used, evil Rune enter the overflow status.

Theoretically, dual wielding ice output should avoid all of the above, but the actual combat, which is impossible to achieve, so far as possible in accordance with the priority of the figures above, as appropriate, to avoid the above situation. The character can overflow and killing overflow cause wasted DPS highest killings were destroyed to track use of wasted DPS relative minimum is also the most difficult to avoid, there is no need to wait for the ice to fight and deliberately delayed to cover his tracks.

About interrupted:

DK output understood as a system of cards

Each card can inflict X damage per second to restore Y cards

DK theoretical limit second injury (X * Y)

X and Y are determined by innate equipment

Can not be changed in actual combat

So in actual combat in both cases:

1, the speed of the cards is greater than the recovery speed of the card, which would lead to exist no cards out, this is "interrupted", in this case, your total DPS is equal to (X * Y).

2, the recovery speed of the cards speed is less than the brand, so you always have a card can be, but the cards speed less than the speed of recovery, your DPS will obviously be less than (X * Y), which is "overflow".

Very evident from this system may be interrupted is the brand than the brand faster recovery is ahead of you "hurt" playing out, the equipment can cause damage cap is reached earlier.

Interrupted without causing DPS reduced, only the "overflow" will lead to the DK the actual DPS lower than the theoretical DPS.

As noted above, "interrupted" in DK District frequently mentioned nouns, in fact, this is a big misunderstanding. In fact, only the output resources reduce overflow will cause DPS, interrupted in any case will not lead to the DPS reduce, you should be seen as out of stock tension DPS interspersed leisure, learn to enjoy this rhythm rather than to reject him. Next there will be a certain time idle, you should learn to retain a certain character can wait for the killings, but not force keyboard worry interrupted.

If you can ensure that all output resources are effectively utilize even 10 seconds, you have three seconds at rest, you have to play equipment theoretical DPS limit.

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