In fact, there is nothing to explain the choice of these characteristics. You should be able to see that empty and non-point feature points can be replaced according to different combat needs. For the two characteristics with therapeutic effect, it is suggested to add 6 points to the defense column. After all, the fighting intensity that requires soldiers to provide treatment is definitely not small. In this case, there is little opportunity to consider the issue of output. It may be better to add some means of survival and provide more treatment (the basic attributes of defense characteristics are toughness and therapeutic effect).
Soldiers must wear giant sword weapons. The effect of powerful sword (critical strike to gain strength) will make teammates gain strength superposition through founder strength (you gain strength from nearby allies) (the power buff provided by founder strength to teammates is longer than that provided by powerful sword to soldiers themselves), and then combine the group strength combination skills of "for strength" and longbow F 1+ longbow 3.
The main optional feature in the tactical feature column will help your teammates to get further promotion without teammates pointing out strengthening allies (nearby allies can improve their abilities, which is not in conflict with any power buff). As for skill matching, I won't mention it much. You can choose the skills suitable for your post according to the combat situation and team configuration, but I recommend skill collocation to ensure that your critical strike rate will not be too low, and it will not hinder your survival (which is one of the reasons why I recommend giving priority to PPF equipment), because too low critical strike rate will make it difficult to stack powers layer by layer, which is a bit neither fish nor fowl. When there is no Founder Warrior in the team or you are the only one, if the survival problem will not be threatened, then Founder Warrior is my first choice, and the strength of the team is far more useful than individualism.
Therapeutic battle slogans and therapeutic battle flags are generally characteristic points that need to be applied only when high-level floors are broken. For example, Meiqin Pass, with a high grade number (above 38), uses the following combination of role skills.
No matter how I change, I am still strong! Warrior PVE advanced introduction
Combine purifying anger (when attacked, one symptom can be removed for each level of anger consumed) and contemptuous pain (when the life threshold is lower than 25%, you can get 4 seconds of pain. Although the symptoms can't be avoided, the anger of purification makes up for it. The huge damage caused by Meiqin's closing the ground circle and her teleportation behind the player can be resisted by this. This will greatly improve the survival ability of you and your teammates and ensure that you can break Cosmetic Contact Lenses faster.
Examples related to the processing of flag features
Another example related to the characteristics of the healing flag: the high-level fire shaman level, in the face of the final bos killing, it is difficult for many teams to keep up without guarding the courage, especially when there are many vulnerable occupations. In this case, you should point out the characteristics of the healing flag mentioned above and insert your tactical flag (reorganization will also bring you and your teammates a bigger living environment).
The combination of the encouragement flag (the skill range of the battle flag is enlarged and the cd is shortened) and the encouragement flag (the flag will regenerate your allies) can make you and your allies get a continuous regeneration buff. Although you don't get much recovery every second, with everyone's own healing skills and survival characteristics, the holy book of courage is no longer a necessity (of course it is better, after all, the rescue effect of the holy book is better when the mob is too slow to deal with the shield).
Both the above two build need to point out six tactical features, so how to choose the optional features of tactical masters? If there is no teammate to point out the strengthening ally, you should choose. If there is already a teammate to point out the strengthening ally, you can point out the burning arrow according to different situations (shorten the longbow skill cd and increase the damage of the longbow to the burning target. In many bos battles with several broken floors at the top, you need to use ranged weapons or the recombination function (when you have symptoms, you can automatically cast "recombination". Meiqin Hall is very easy to use.
Here, I will explain the purification anger of the characteristics of the defense master separately. This feature is of great value in the high-level checkpoints where several mobs, such as Meiqin, Fire Shaman, Hammer or bos, will superimpose various symptoms. If you do it properly, you can relieve your symptoms infinitely. It is suggested to use longbow when purging anger and relieving symptoms (giant sword and axe F 1, an explosive technology that does not require long reading, is more effective when it can attack bos in melee). On the one hand, it is safer to use long-range weapons at high levels, and on the other hand, longbow F 1 is better than rifle F 1.
About the world bos (mainly for triple troubles)
Bos ontology in many difficult worlds cannot be crited (triple, zombie dragon, frost wyrm, etc. ), so PPF equipment cannot reflect its value. In the face of this world bos ontology, the only thing that can effectively increase our damage is strength (when all kinds of damage bonus characteristics have been pointed out).
On the one hand, in order to make full use of the grindstone (to improve strength according to toughness and physical strength), and on the other hand, to ensure that I can survive better in this high-intensity world bos war, I recommend preparing a set of PTV (to increase strength, toughness and physical strength) equipment. Take Triple as an example. The only targets that soldiers need to attack when they are not in the task group are the worm heads of bos and P2 in the weak period (all three heads are the same). Critical attacks are completely useless to us. Moreover, there is no need to sublimate simply for triple play, and there is little difference in attributes (of course, deep pockets can be ignored).
For the most difficult bos triple trouble in Guild Wars 2, all commanders can explain the detailed killing process and the basic skills they should master in detail, so I won't say much here. The following mainly talks about the characteristics and equipment of symptom group soldiers (who told us that there are few guild members and symptom groups are scarce, alas ~).
The weapon of choice is: double-knife, long bow and single-handed sword.
Features are as follows:
No matter how I change, I am still strong! Warrior PVE advanced introduction
Because the basic attributes added by the characteristics of power and weapons include symptom damage bonus and symptom persistence bonus respectively. So since God has forced us to attack symptoms, we should make up the characteristics of these two rows, and the optional characteristics of these two rows are still very powerful for the bonus of two-handed swords (whether it is to increase damage, attack speed or crit, it is a good improvement for our double sword symptom stream).
Character skills are as follows:
No matter how I change, I am still strong! Warrior PVE advanced introduction
The reason why we choose Anger Emblem and Surge Treatment is that both of them may be filled with anger quickly, and the combination of body technique (increasing body technique damage and reducing cd) and the characteristics of falling hammer (staying for 5.5 seconds plus symptom time) can well solve the problem of neutral position control (when our longbow 5 and one-handed sword F 1 are cd-free or cannot be cast). The choice of Rage coat of arms is related to the runes I match (mentioned later).
Device attribute selection:
Select the equipment with violent attributes (increase toughness, accuracy, symptom damage and maximum symptom damage). Because the body is basically immune to direct damage, the power of the equipment supply panel has little influence (excluding the power buff, because the power buff includes the power bonus and the symptom damage bonus, which is why I wear it "for justice"). The reason why the precise attribute is needed is that the weapon expert characteristics of soldiers can provide a considerable number of bleeding layers (especially the one-handed sword).
Ancient Nordic characters
Runes use super snake-demon runes (when using elite skills, symptom damage increases, bleeding time increases, poisoning, torture, and bleeding nearby enemies), because the main symptom output of double-sword warriors comes from bleeding, which can make the bleeding layer higher and last longer, and can make up for the shortcomings of our excellent runes (the key point is that they are also cheap) (the rage badge of a one-minute cd can instantly superimpose symptoms on everyone through the snake-demon runes).
French printing
It is recommended to use super corruption seal (the superposition of symptom damage layer is the same as that of bloodthirsty seal) and super pain seal (increasing bleeding time by 20%). The former can be easily stacked to the 25th floor through mobs on the road ahead, while the latter is similar to the reason for choosing runes earlier.
Play:
At the beginning, try to ensure that you are full of anger before your body comes out. Bos used the second sword skill 4 (puncture) on him as soon as he spit out the body. If its target is you and it comes with you, don't fix it, because the torture attached to the puncture skill can cause higher damage when it moves, and you can attack it with the longbow 12 skill when it moves. After a few seconds, when it is far away from the crowd, use longbow 5 (bleeding fixation) to quickly release longbow F 1. After watching the longbow F 1, cut two swords and use the sword 2 to cross the flame field formed by the longbow in front of your body (which can form a combined skill flame shield). Then, use the Anger Emblem or the treatment surge to fill the anger and release the one-handed sword F 1. After F 1 is cast, use single sword 1 to continue to superimpose bleeding symptoms, and control the body to superimpose disability (single sword 1 the third move has a disability effect).
In terms of control, it should be noted that longbow 5 (nailing an arrow), one-handed sword F 1 (disorderly dancing) and character skill hammer throwing are all long-term immobilizing skills. If the casting order is reasonable, you can ensure that the body will not enter the crowd (even if the body comes out, it will not look at you. In this case, the immobilizing skills should be cast at the first time). I will also explain how to use the one-handed sword 5 counterattack (counterattack after blocking, causing bleeding damage). When a melee attacks the body, it will often fly you or repel you (the damage is not high, but it will hinder the killing efficiency). Repelling skills can be achieved by skillfully observing the body and casting a successful counterattack block in advance. Although flying skills can't be blocked, the bleeding damage caused by counterattack will still be hit.