Master basic question and answer
Q: What kind of occupation is a mage and what are its characteristics?
A: The mage is a powerful remote magic profession.
Here is a brief introduction to binary spells and non-binary spells:
1) Definition: Spells that both cause damage and have additional effects, such as ice arrows and frost shocks, belong to binary spells. Non-binary spells such as shadow arrow and fireball only cause damage (even if there is DOT, it is only a damage effect).
2) How do binary/non-binary spells cause damage?
Binary spells have an additional modifier to calculate the resistance of your target to your specific faction spells. This factor is multiplied by your hit rate to determine whether binary spells can hit, and they have no partial damage (unlike non-binary spells that are partially resistant (25%, 50%, 75%), completely resistant, and completely resistant, binary spells either hit or are completely resistant).
Finally, the definition of binary spells is limited to spells without talent enhancement, such as BLZ.
Q: What race does the mage choose?
A: There are humans, dwarves and Delaney in the alliance, and undead, trolls and blood elves in the tribe. These races have different skills except the initial state value at birth (see the figure below).
mankind
1. Egoism: equivalent to badge. Of course, ***CD, CD2 minutes, both PVP and PVE are very good skills, especially PVP, you can wear two offensive ornaments.
2.3% spirit: of little use.
3. Diplomacy: You of TBC know how important prestige is, and you of WLK need to understand its importance, because the acquisition speed of 10% is really useful.
dwarf
1. Arcane resistance reduces your chance of being hit by arcane spells by 2%, which works well in PVP, such as the counter-measure of the opposing mage.
2. 1 .75min CD escape expert, powerful prevention and control technology in PVP,1min 45min CD can save you a lot of badges, which is also very dominant in the mage's civil war.
3. Engineering 15 will help you improve your professional skills faster, with little impact.
4.5% intelligence is a very good attribute bonus for wizards who rely heavily on blue.
Delaney
1. 1% spells hit the aura, both PVP and PVE are of great significance, especially when you are still wearing PVE equipment to accumulate hits, which can also be used by teammates.
2. Lu Na wishes that such healing skills are very useful for a mage who is not a healing profession.
3. Jewelry processing will be improved by 5 points, which will help you to improve your professional skills faster, with little impact.
4. Shadow resistance, which reduces your chance of being hit by shadow spells by 2%. It works well in PVP, such as fighting fear and so on.
fish
1. With the acceleration of 2.4, trolls with natural acceleration are very dominant, which makes the casting speed increase by 10% to 30%, which is very strong.
2. Regeneration, the life recovery speed of 10% is still maintained in the battle, and PVP and PVE are good.
3. Voodoo teaching can shorten the effect time of all movement restrictions by 15%, which is very useful in PVP.
3. The damage to wild animals is increased by 5%, which is of little use, but it is useful in PVE.
ghost
1. Undead will, remove charm, fear and hypnosis. Known as the strongest anti-control skill in history, it has always been called the two strongest PVP anti-control skills with gnome escape experts.
2. corpse eating and underwater breathing, PVP and leveling are all good skills.
3. Shadow resistance, which reduces your chance of being hit by shadow spells by 2%. It works well in PVP, such as fighting fear and so on.
Blood elf
1. Mana transfer reduces the target's mana. (30 seconds CD)
2. Arcane torrent, 2-minute silence (8 yards) is a very useful PVP skill. In addition, BUFF with mana diversion can return to blue.
3. The enchantment skill is improved by 10 point, which makes you improve your professional skills faster and has little impact.
3. Spell resistance, which reduces your chance of being hit by all spells by 2%. The professional effect against spells is excellent, without explanation.
Q: What are the attributes or concepts related to the mage, and what are their meanings?
A: There are some attributes and concepts related to the mage:
Endurance 1 point endurance provides 10 point upper limit of health.
Intelligence 1 point provides maximum mana 15 points. Level 80, 166.67 point intelligence increase 1% machine explosion probability. 1 point intelligence increases machine explosion probability by 0.006%.
Spirit increases your life recovery speed every 5 seconds in non-combat state, and increases your mana recovery speed every 5 seconds in non-magic state. If you increase 1%, your spirit will increase. 1% will rejuvenate naturally.
Armor increases your physical damage reduction.
Agility 1 point Agility increases armor by 2 points.
The explosion level increases your chances of explosion.
【 Hint 】 The explosion grade of 80 and 45.9 increases the explosion probability of 1%. The original critical damage of all direct damage spells is 150% of non-critical damage. See the tips in PVE area for the crit damage bonus of each talent.
Hit level increases your chances of hitting.
【 Hint 】 Level 80, hit level 26.23 increases the hit probability 1%. What needs to be emphasized here is that the spell hit mechanism of WLK has changed from before, and there is no longer a 99% hit limit.
If the goal is your level, the base hit rate is 96%. If the goal is higher than you 1: 95%. Grade II: 94%. Grade III: pve 83%, PVP 87%. Grade 4: pve 72%, PVP 80%. Grade 5: pve is 6 1% and PVP is 73%.
The haste level increases your casting speed and reduces your public ***CD.
【 Hint 】 Level 80, 32.78, rapidly increase the casting speed 1%, 1639, and your GCD can reach 1 sec.
Dodge increases your chances of dodge. There is no evasion behind PVP, and our mage has no grid attribute and parry attribute.
Resilience and toughness can reduce your crit chance, mana absorption effect, crit damage and periodic damage.
【 Hint 】 At level 80, every 8 1.97 defense can reduce the probability of being hit by crit, 1% DOT damage and 2% damage hit by crit, and 2% damage is absorbed by mana.
Spell penetration A little spell penetration reduces the target's resistance.
Wotlk's cast has changed a lot due to injury. Say a spell: strike back twice at most, each time for 0.5 seconds. Boot spell: lose up to 2 boot times each time, with 25% boot time each time. Anti-strike back talent has changed from avoiding strike back probability to reducing strike back time. For example, soul-burning will become the following form: reducing the time loss of returning by 0. 175/0.35 seconds (that is, returning by 0. 15S, with a maximum of 0.3 seconds). For the Austrian egg, if there are three points of arcane stability, the guiding time will be reduced by 1 0% after being hit by 10%, and the guiding time will be reduced by 20% after being hit twice, all of which are one shot less.
Critical strike damage doubled; Crit damage talent superposition. Burnout, ice fragments and spell energy will all increase your crit damage multiple. Some people are confused about this. Once you understand it, it will be easy. Without any talent influence, spell crit will cause 150% normal damage, which means that crit will increase your damage by 50%, which is the basic value for talent to calculate crit bonus. Burnout and spell energy increase crit bonus by 50%, and half of 50% is 25%, so crit will increase non-crit damage by 25%, and the result is crit. Ice fragments increase crit bonus by 100%, so crit increases non-crit damage by 50% and crit multiple by 200%. All crit talents are cumulative. If you have both ice fragments and spell energy, then your crit multiple is 225%.
According to the needs of theoretical calculation, we often need to know how much your average damage is equivalent to your basic damage, which can be calculated by the following formula: 1+ crit rate * crit multiple = crit multiplier. Crit rate is the chance that your spell will crit. For example, if my fireball has 35% crit, then substitute 0.35. Crit multiplier bonus is the multiplier increment you get from crit, which is equivalent to your basic damage. Crit Multiplier Addition = Crit Multiplier-1, which can be found in the above table. For example, if there is a skyfire that burns out and ignites a fireball, the crit multiplier bonus = 254.45%-1=1.5445, and your crit multiplier is1+0.35 *1.5445 =/kloc-0. If your average shooting damage is 2500, then the average damage of each fireball is 2500 *1.540575 = 3851.4375 under the condition of 35%. You can use this multiplier with other multipliers, such as flame energy, playing with fire, elemental curse, etc.
There are five kinds of spell resistance: arcane, nature, shadow, flame, frost, melee attacks that can resist the damage of corresponding attribute elements, and various spell attacks.
【 Hint 】 In WLK, any harmful spell can be partially resistant, and the resistance is changed to 10%, and the original binary spells such as ice arrow will also be partially resistant. In addition, the ice arrow will do extra damage to the monsters that are negative. There is still some resistance brought by rank. For monsters with a slightly higher level, it is 10%/20%/30%. For monsters with a higher level than you, it is 60%/70%/80%. Spell penetration has not been tested to eliminate differential resistance. The damage reduction formula of resistance has also been modified, and the resistance effect = resistance/(grade * 5+ resistance). Level 80 players get 50% damage reduction when they are 400 resistant, and 75% damage reduction when they are 1200 resistant. Whether it can break through 75% injury reduction is unknown, because there is no 1200 resistance equipment in the game. Now the effect of resistance is no longer increasing returns but decreasing returns. The possibility of partial resistance seems to follow the "double roll" system. First, calculate the average resistance without rounding. There is a 50% average probability, a 25% average probability of+10, and a 25% average probability of-10%. After the first roll of the dice, two numbers are selected for the second roll of the dice, the numbers of which are closest to the multiple of 10%, and the probability of each number is equal to 1- (the absolute value of the difference between each number and the number of the first roll of the dice). For example, the average anti-injury of 350 Kang is 46.67%. There is a 50% chance to resist 46.67%, a 25% chance to resist 36.67%, and a 25% chance to resist 56.67%. If you "throw" to 36.67 for the first time, then 30 or 40 must be rounded off, so the probability of getting 40 is 2/3, and the probability of getting 30 is 1/3. When the resistance is 350, the system will produce resistance of 30%, 40%, 50% and 60%.
After cooling, you will not be able to use other skills for a period of time, which is called cooling. For a mage, the cooldown time is 1.5 seconds.
[Tips] Among the skills that the mage is not cooled by the public, there are: counteraction, calmness, arcane enhancement, quick cooling, burning and cold-blooded.
The decreasing effect of control skills results in 100% duration of control skills for the first time, 50% duration for the second time, 25% duration for the third time and immunization after the fourth time. If the same control technology is not used again for more than 15 seconds, the effect will be reset (it will be used for the first time after reset). For the mage, the ring of ice and the ring of water element ice are gradually influenced by PVP.
Threat value threat value affects the target of monster attack, and mastering the threat value of monster is a compulsory course for export occupation. The related concept is TPS, that is, threat per second and threat value per second.
Spell strength and bonus coefficient Each spell has its own bonus coefficient, which determines how much damage this spell gets under a certain spell strength. The addition coefficient is generally determined by the casting or guiding time. For DOT, it is based on its action time. The basic formula is as follows: standard spell: (casting or guiding time) /3.5 instant spell: 1.5/3.5 AOE spell: (casting or guiding time) /3.5/2 shield spell:1.5/3.5 * 0.855/0.445 = 80.7.
Low-level spell damage punishment After learning a spell at levels 5-7, there will be a 5% sp bonus penalty for each level. After level 20, it will only cause your own basic damage. There are some exceptions to these rules, and the bonus of some spells will be punished for extra slowing or static effects. In other special circumstances, only the bonus will be changed for balance. (Special values are marked in red)
Q: How do mages usually enchant various parts of the body?
Answer: Neck, waist and ornaments cannot be enchanted. Other parts generally adopt different enchantment methods according to PVP and PVE. In addition, different enchantments can be used according to everyone's habits and equipment. Generally speaking, there are the following enchantments:
Head:
PVE Enchantment: A powerful inscription (22 spell damage and 14 spell hit rating) purchased by Chatar after reverence.
PVP Enchantment: The Crushed Sun reveres [Glyph of Gladiator] (18 endurance and 20 toughness rating).
Resistance Enchantment: You can buy [Arcane Protection Inscription] (Chatar), [Flame Protection Inscription] (Glory Castle/Salma), [Frost Protection Inscription] (Time Guardian), [Shadow Protection Inscription] (Slum), [Nature Protection Inscription] (senario Expeditionary Force) and [Colorful Protection Inscription] (Slum) after respecting prestige.
Shoulder:
Crystal worship: inscription of powerful orb (spell damage 12, spell explosion 15).
Aldo Worship: Glyph of Powerful Commandments (spell damage 18, spell critical strike machine 10).
Crystal Respect: Glyph of Powerful Orb (spell critical strike machine 13 points).
Aldo Zun: Glyph of Powerful Commandment (spell damage 15).
Cloak:
PVE Enchantment: 20 penetration and cunning (reduce 2% hatred).
PVP enchantment: 20 penetration, 120AC.
Resistance enchantment: 15 flame resistance, 15 natural resistance, 15 shadow resistance, 15 arcane resistance.
Chest:
PVP Enchantment: 150 health, all attributes +6, 15 toughness level.
PVE Enchantment: 150 health, all attributes +6.
Wrist:
PVE Enchantment: 15 damage, 12 endurance, all attributes +4, 12 intelligence, 30 healing effect (10 damage).
PVP Enchantment: 15 mana, 12 endurance, all attributes +4, 12 intelligence, 30 healing effect (10 mana).
Gloves:
PVE Enchantment: 15 spell hit level, 10 spell critical strike level, 20 spell damage.
PVP Enchantment: 15 spell hit level, 10 spell blast level, 20 spell damage, 240 armor.
Legs:
Rune Moline made by the tailor (25 resistance, 35 spell damage) [material: rune line x 1 source mana x1source void x 1]
Feet:
PVE Enchantment: 12 endurance, wild boar speed (9 endurance and movement speed increased by 8%), vitality (4 mana and health points restored every 5 seconds)
PVP enchantment: 12 endurance, wild boar speed (9 endurance and moving speed increased by 8%), stability (10 hit rating and 10 explosion rating).
Ring:
PVE Enchantment: All attributes +4, spell damage 12 points.
PVP Enchantment: All attributes +4, spell damage 12 points.
Weapons:
40 spell damage
Yang Yan, 50 Fire System and Arcane Damage
Soul Frost, 54 Frost and Shadow Damage
Q: What medicine does a mage usually drink?
A: Generally, there are the following drugs:
Mixture part:
Use Shattas Super Energy Mixture: The damage caused by spells and magical effects is increased by up to 70 points for 2 hours. Fighting and guarding potions. This effect still exists after death. Can only be used in Storm Fortress, Viper Temple, Cave of Time: Mount Hyjal, Dark Temple and Sunwell Highland.
Use Blind Light Mixture: Increases the damage caused by arcane, sacred and natural spells by up to 80 points for 2 hours. This effect can continue to exist after death. Fighting and guarding potions. (2.4 Add Shatas Special Edition)
Use Pure Death Mixture: Increases the damage caused by the player's shadow, fire and frost spells by up to 80 points for 2 hours. This effect can continue to exist after death. Fighting and guarding potions. (2.4 Add Shatas Special Edition)
Unstable use of Elder Mixture: Increases the player's intelligence by 20 points and endurance by 30 points, and restores 8 mana every 5 seconds for 2 hours. You can only keep one blending effect at a time. This effect still exists after death, but it can only be used in the heights of Feng Daoshan and Groues's lair.
Medicine part:
Use of magic potion: spell damage and healing effect are increased by up to 24 points, and spell critical strike level is increased by 24 points for 1 hour. Combat agent
Use special fire energy potion: Increases your fire spell damage by up to 55 points for 1 hour. Combat agent
Use special frost energy potion: increase your frost spell damage by up to 55 points for 1 hour. Combat agent
Improved potion use: reduces the spell resistance of your spell target by 30 points for 1 hour. Guarding agent
Usage of Delaney Wisdom Potion: Increase intelligence and mental strength by 30 points for 1 hour. Guarding agent
Earth Spirit potion use: Blocks up to 20 physical or magical damage for 1 hour. Guarding agent
Use of special magic blood potion: Restore 16 mana every 5 seconds for 1 hour. Guarding agent
Application of iron coating agent: toughness grade is increased by 30, lasting 1 hour. Guarding agent
Control agent use: all attributes are increased by 15 points, lasting for 1 hour. Combat agent
Use of special toughness potion: increase the maximum health by 250 points, and restore 10 health points every 5 seconds for 1 hour. Guarding agent
Q: Besides taking medicine, what else can I do to improve myself?
A: Yes, many maps will have BUFF to increase damage, which can increase your output damage. Besides these, your teammates can give you more powerful abilities. For example, the priest's spirit can sometimes improve your dharma wounds, and the shaman's bloodthirsty/hero and totem can also make you stronger. In addition, it can be improved by the following three methods.
The drum made of leather can increase the attack and casting speed of additional team members by 80 points for 30 seconds.
Enchantment [[Super Wizard Oil]] can increase your spell damage by 42 points.
[New] If you are very proficient in NB, you can also use [[oil of outstanding wizards]], which can increase spell damage by up to 36 points and increase spell critical strike level 14.
There are a lot of cooked food, so I won't list those who are tolerant of 20. There are many.
[[Fisherman's Delicious]] 30 Endurance.
[[Spicy crayfish ]]30-point endurance
[[Bone Fish Soup ]]20 method explosion level and 20 spirit.
[[charred lizard ]]23 damage 20 spirit.
[[Boiled Lan Yu ]]23 French wounds and 20 souls.
[[Crispy Snake ]]23 Dharma Wounds 20 Spirits
Q: How does the mage set grooves of different colors with gems?
A: First of all, colorful grooves only appear in the head.
Magic energy fluctuation diamond+14 spell damage, 5% coma resistance (valid condition: 3 yellow)-Feng Daoshan sky guard mission purchase, 160 epic fragment.
Comments: Mages who have high damage and hate hammering can choose this. It was a little difficult at first.
Swift Skyfire Diamond+12 spell damage, slightly increasing movement speed (valid condition: 2 yellow 1 red)-White Bone Wilderness PvP (purchased from Split Stone Castle, requires 8 ghosts).
Comments: The damage is not low, and the moving speed is colorful. If you choose this gem, you can consider changing the speed of the wild boar of the shoes to be stable. It is also very useful to resist the legal system, and it is easy to start.
Destructive skyfire diamond 14 blast, 1% spell reflection (effect condition: 2 red, 2 blue and 2 yellow)-the world falls.
Comments: High explosive, 1% legendary reflection is a good attribute for flag planting at the door and battlefield fighting. This is not recommended in JJC, and it will hardly bring you miracles.
Chaos Skyfire Diamond 12 crit, +3% crit damage (effect condition: at least 2 blue)-Kamen Rider Shadow Moon Valley Kuska siren.
Comments: Good blasting, 3 blasting damage can make up for the reduction of toughness, easy to get started, and the effect is remarkable.
Powerful earth storm diamond resistance 18, with a 5% chance to resist coma (valid condition: 3 blue)-Astral consortium-respect (formula was purchased from NPC before Karazan's chess game).
Comments: High resistance, anti-dizzy, always set on fire mage can be considered.
Insight into the wisdom of Earth Storm Diamond 12, and have a certain chance to restore mana after casting (effect condition: 2 red, 2 blue and 2 yellow) -Chatal- friendly forces.
Comments: 12 He Zhi Hui Lan can improve the stamina of the mage a lot, and the effect can be recovered by 300 points at a time. In addition, you can provide a little way to explode, depending on your personal preferences.
Ash and flame diamond [new] 14 damage, +2% intelligence (valid condition: need at least 3 red gems)-shattered sun = reverence.
Comments: Very good spell. 2% of the intelligence is improved from 500 to 10. I really want to last. I think the blue one is better.
The secret magic skyfire diamond will increase your haste level by 320 points after being cast for 3 seconds. [Need more sapphires than topaz]
Comments: 2.4Nerf, not recommended.
The following is the text, a * * * dividend blue Huang San groove, and the purple quality and blue quality gems are listed below, and the green quality gems are no longer listed.
The corresponding red slot
Julio's Heart 14 Dharma Injury [limited by jewelry processing specialty]
Rune red pointed stone 12 method wound
Rune Red Gorgeous Stone 12 Dharma Wound (6885 Honor Point)
Rune red obsidian 9 method wound
Corresponding yellow groove
Blood of Amber 12 spell critical strike level [limited by jewelry processing specialty]
Speed lion's eye stone 10 spell acceleration level
Soft light lion eye stone 10 spell critical strike level
Eye of the lion 10 spell hit level
The Eye Stone of the Secret Lion 10 Toughness Grade
Shining lion's eye stone 10 wisdom
Soft light and exquisite Dawn Stone 10 spell crit level equipment only needs 6885 honor points.
The peerless secret method Dawn Stone 10 toughness grade (Harlan Combat Medal x 100)
Toughness grade of secret limestone 8
Swift Dawn Stone 8 spell acceleration level
Giant Dawn Stone 8 spell hit level
Shining stone of dawn 8 wisdom
Soft light Dawn Stone 8 spell critical strike level
The corresponding blue slot
Meteorite 18 resistance [limited by jewelry processing specialty]
Storm sapphire 13 spell penetration level
Compact sapphire 15 resistor
Seaeye 15 endurance (2.4 fishing task acquisition)
Storm Allianz 10 spell penetration level
Miailianxing 12 resistance
Corresponding to the red or yellow groove, it is an orange gem.
Reckless stone burning has 6 damage and 5 spell acceleration levels.
High-energy stone burning has 6 damage and 5 spell crit level.
Secret stone burning 5 spell hit level, 6 damage.
High-energy exquisite topaz has 6 damage and 5 spell critical strike level (8500 honor points).
The mysterious fire white stone deals 6 damage and 5 spell penetration.
Brilliant Flame White Stone has 6 damage spells and 5 spell hit levels.
High-energy Firestone has 6 damage and 4 spell crit level.
Energized Firestone has 6 damage and 4 intelligence.
Reckless topaz deals 5 damage and 4 spell acceleration levels.
Hide topaz for 5 damage and 4 spell hit level.
High-energy topaz has 5 spell damage and 4 spell critical strike level.
Unstable topaz has 5 injuries and 4 wisdom.
Corresponding to the red or blue groove is a purple-looking gem.
Red-hot shadow song Ziyu is 6 dharma injuries and 7 endurance.
Hot purple fluorite has 6 injuries and 6 resistances.
Energized amethyst has 6 damage and 6 resistance.
Deep purple fluorite with six wounds and four sperm.
Hot night eye stone has 5 damage and 6 resistance.
Corresponding to the yellow and blue grooves are green gems.
Wenlang jadeite has 5 toughness grades and 7 resistance.
Strong wave jade 5 spell haste level, 7 resistance.
Radiant Wave Emerald has 5 spell crit levels and 6 spell penetration levels.
Glare wave jade 5 wisdom, 2 mana back every 5 seconds.
Light chalcedony 5 spell critical strike level, 5 spell penetration level.
Bright chalcedony 5 spell hit level, restores 2 mana every 5 seconds.
Rune carved chalcedony 5 spell critical strike level, restores 2 mana every 5 seconds.
Eternal chalcedony is 5 wisdom and 6 endurance.
The chalcedony of the prophet is 4 wisdom and 5 essence.
Bright chalcedony 5 spell hit level, 6 resistance
Innocent chalcedony 5 spell critical strike level, 6 resistance
Stable chalcedony 5 toughness grade, 6 resistance
Powerful Shuiyu 4 spell haste level, 6 resistance.
Radiant Emerald has 4 spell crit levels and 5 spell penetration levels.
Glare jade 4 wisdom, restores 2 mana every 5 seconds.
Wenshuiyu 4 toughness grade, 6 resistance
The critical strike level of unstable water jade is 4 against 4 spells.
Finally, there are:
[Void Ball] (+4 all resistances) is made of enchantment and can be red, yellow and blue.
As for what gems to insert, PVP can be decided according to what attributes you need, depending on your talent, equipment, personal preferences and so on. I don't recommend it. In terms of PVE, red 12 injury, orange 6 injury 5 acceleration or 10 acceleration (not recommended, 6 injury 5 acceleration dps is slightly lower, but dpm can guarantee it), blue 12 injury (without mosaic reward) or 6 injury 7 resistance (with mosaic reward), so we can give consideration to dpm and strengthen dps as much as possible.
It's a little too much, please forgive me. In fact, the mage is a profession with high damage and low blood volume.