attribute
Sort roughly by importance.
Spell energy:
Strengthen all our healing spells. You can look up the TreeCalcs table to find out the conversion coefficient of spell energy. In order to improve the output (the number of healing outputs per unit time), spell energy is always the most important attribute.
Impact grade:
32.79 haste level gives 1% spell haste. Reduced the casting time and * * * CD—— of all our spells-minimum 1 sec. The haste value required to reach the upper limit of haste is a very important number, because after this value, haste will no longer affect any instant spells or supplements. When the team Buff is completed and 5/5 of Mother Earth's blessings are filled, the maximum speed limit for focusing on the stars is 735, and the maximum speed limit for not focusing on the stars is 856. Check TreeCacls to get the upper limit of acceleration under other Buff combinations.
The following is a list of haste levels required to reduce the public ***CD to 1 sec when you click on the 5/5 Blessing of Mother Earth:
Buffer panel quick leveling
No buffer 36.36% 1 193
Only halo 32.39% 1063
Only the empty anger totem is 29.87% 980.
Only totem+aura 26.09% 856
Only the starry sky pays attention to 32.39% 1063.
Only Starry Focus+Aura 28.54% 936
Only Starry Focus+Totem 26.09% 856
Starry Focus+Totem+Aura 22.42% 735
Spirit:
Each point of spirit provides 0. 15 spell energy by strengthening the tree of life talent. When you have the talent of blessing of the king and strengthening the mark of wildness, you can provide 0. 168 spell energy (0. 194 when you have an activating spirit). This weakens the therapeutic output benefits it provides.
Spirit and intelligence can also increase your natural mana recovery, and the calculation ratio is about (0.0 16725 * the square of intelligence * spirit) point MP5. When 3/3 strengthening, you can still keep half of this value when casting spells.
Crit level:
45.9 Crit level provides 1% crit. Critical treatment can cause 1.5 times the treatment amount of non-critical treatment (1.545 times when there are colorful gems). Nourishing, healing touch, quick treatment, direct treatment, flower of life blooming, rejuvenation with 4T9 package reward, can be crit. Crit rating provides much less healing output than the same amount of haste rating.
Intelligence:
Each point of intelligence provides 0.006% crit. With the talent of blessing of the king and strengthening the mark of wildness, it provides 0.00673%( 148.5 intelligence 1% crit, equivalent to 1/3 crit level). This makes the therapeutic output gain it provides even weaker than the gain of spirit and critical strike.
Similarly, when you have the talent mentioned above, your maximum mana is increased by 16.8 points per point of intelligence, and your supplementary recovery mana is increased by 0. 168MP5. As mentioned above, it will also increase your passive mana recovery. Generally speaking, intelligence provides a little less mana recovery than spirit, even if you point out resurrection.
MP5:
Will not increase the treatment output. It provides mana restoration similar to spirit and intelligence.
Attribute priority and basic equipment selection
Spell energy and haste level before reaching the upper limit are our two main therapeutic output attributes. Critics, intelligence and spirit are secondary. In actual combat, the problem of mana can be solved by opening the jewelry with mana recovery, the diamond of insight into the besieged city, the carving of starting for yourself, the potion or the totem of mana tide. You shouldn't change equipment for spirit, intelligence or MP5 because of mana.
The epic equipment of the caster has intelligence, endurance, spell energy, and the following two attributes: critical strike level, hit level, haste level, spirit or MP5. Remember some rules of thumb; They are enough to quickly evaluate any device:
High-end equipment will be better. Spell energy usually increases with the increase of item level, so we can get a stable upgrade.
The more slots, the better (mainly because they allow us to accumulate higher spell energy)
Fastness is better than any other attribute. The combination of haste/spirit is ideal, but you can consider replacing any part without haste with haste/crit, haste /MP5 or even haste/hit until you reach the upper limit of haste.
Package special effects and excellent trigger effects (such as Ossur's abacus, trauma or endless grey wisdom ring) provide you with additional ways to increase the healing output when you can't get more spell energy and rapidity. This makes all these devices a good choice.
Enter your device into the tree calculation for accurate numerical comparison.
Other topics
Gems: Insert 【 Rune Scarlet Ruby 】 in all slots, or use 【 Reckless Amethyst 】/【 Fast King Amber 】 to reach the speed limit. If you use insight, insert a [Pure Fear Stone] in the place where you can get the best slot reward. In your colorful slot (you can only use hats with colorful slots), whether to use "Insight Diamond for Besieging the Earth" or "Flame Diamond of embers" depends on whether you need to worry about your mana all the time.
Package rewards: 4T8, 4T9, 4T 10 rewards all provide a very significant improvement for rejuvenation. Use the best reward you can get from them. By contrast, all other packages are unimportant.
Idol: The [Black Widow Statue] exchanged by 30 frost heralds is the best. Before you get the idol, spend 25 arms of triumph to buy a [Flame Statue] (almost as good as the last one), otherwise, exchange 25 arms of courage for a [Awakening Statue]. You can also consider awakening the statue to alleviate the serious mana problem (remember to change it in the middle of the battle).
Ornaments: Many ornaments have magical power. You should use two. The only exception is something like [Flying Snow] or [Spark of Hope], if you have a mana problem (any one of them should provide a mana recovery effect roughly equivalent to [Fallen Comfort]). The jewelry combinations with the highest spell energy are Ossur's abacus and Dragon Soul Map. Jewelry with passive spell energy bonus and triggering mana recovery effect is good therapeutic jewelry, such as "pure moon dust" which is easy to obtain; This best ornament is [degenerate comfort].
Consumables: Use Frost Dragon Refining Potion to eat food with 46 spell energy (such as a banquet). You should also keep Runke Mana Potion.
Enchant:
In addition to professional rewards, you should also use:
Avatar: 30 spell energy/10MP5 (revered by Longmian Allied Forces)
Shoulder: 24 spell energy /8MP5 (worship of Jodir's son)
If you have a 4T9 package bonus, you may prefer to use the crit version of the head and shoulders.
Back: 23 haste level
Chest: 10 attribute. 8 attributes lose a little bit of attributes but are cheaper.
Wrist Support: 30 spell energy.
Gloves: 28 spell energy
Leg: 50 spell energy /20 spirit. If you want a little extra health, 50 spell energy /30 endurance is another option.
Shoes: moving speed/15 endurance. Movement speed /9 endurance is cheaper unless you need those health points.
Weapons: 63 single-handed spell energy, or 8 1 staff spell energy.
primary
Tailor allows you to turn some acceleration levels into triggered spell energy bonuses. Light Embroidery can provide 295 spell energy in 15 seconds, 35% chance of being triggered by casting, 60 seconds CD. It can be triggered by HoT, so its average trigger time is almost zero. Its average income can be accurately estimated as 72 spell energy. Ironically, for some reason, this enchantment will also provide 1 spirit.
If you have reached or approached the upper limit of acceleration, lowering the acceleration level by 23 will give you more space to install/insert gems. In other cases, you should prefer the stable spell energy provided by other majors.
Another small tailor's convenience is to spend a constant gold thread. When a little extra HP is helpful to the battle, you can switch your leg protection barrier between 20 spirit and 30 endurance.
In addition, alchemy, forging, enchantment, inscriptions, jewelry, tanning income is similar, all of which provide 46-48 spell energy. Forging and jewelry provide their professional rewards through gems, which allows you to replace spell energy rewards with haste-if your haste is below the upper limit.
Alchemy: At any time, northern refining potion or mixed potion (when you have Frost Dragon refining potion) will give you 47 spell energy.
Some small conveniences: Endless Mana Potion, Crazy Alchemist Potion, a mixture with twice the duration, and the ability to make Deep Ruby.
Forging: Your wrist and gloves can get an extra slot. Insert [Rune Scarlet Ruby] to provide you with 46 spell energy.
Enchant: Enchant each ring with 23 spell energy, providing a total of 46 spell energy.
Inscription: Shoulder enchantment replaces Jodir's son enchantment with 70 spell energy/15 crit provides 46 spell energy.
Jewelry Processing: 3 [Rune Longan Stone] provides 48 spell energy bonus instead of 3 [Rune Deep Ruby].
Leather-making: Wrist Brace Enchantment uses 76 spell energy instead of the conventional 30 spell energy, providing an additional 46 spell energy.
Engineering and skinning are poor, both of which provide less than 46 spell energy.
Engineering allows you to replace the 23 haste level on your cloak with 27 spell energy. Because we don't have the specific use method of super accelerator, this major is relatively weak.
Skinning provides a crit rating of 40.
Mining and herb gathering provide some survival benefits, but there is no therapeutic bonus.
Mechanism of casting spells
It is extremely important not to waste time in the process of casting spells; If you don't realize this, it's easy for you to lose a lot of treatment output in the battle. This chapter contains some information you should know about target selection, timing, quickness, queue and ***CD.
Select target
By default, the healing spell will target your current target if it exists and is a friendly target. Otherwise, if you click on the (interface->; Game-> Fight), it will be aimed at yourself; If you don't click, you will get a terrible "blue little hand" asking you to choose your goal.