Mid-range: Replace it with 2 pieces of t7, the performance is poor, but it can still be used, and the rest is half purple and half blue, which is ok. Parts can't be bought deadly, hateful, there is no grade limit, toughness is not far from high-end collocation, ap/ explosion /HP will be less. After all, it's mid-range equipment, you have to try to bite it to death, and 10 people will lose.
Low-end: Low-end death riders should go to the farm battlefield and hero copy first. If they can hit 10 people, they can hit naxx and try to hit 2t7. Add the hero's blue savage gladiator suit and the hateful part of the battlefield, and it may not be neat. It doesn't matter. Even if this equipment is suitable for treatment, it is not difficult to call 1800 on the 22nd, as long as the right talents are selected.
About the magic seal: (that is, what is put in the Death Knight's ranged weapon column) Level 75 gains 30 tokens in the risk port and can be exchanged for a magic seal. The effect is ice touch +203 damage. First, 15 hero brand can buy a Blood Strike/Heart Strike Plus 173 Critical Strike. Second, Hill, the second child in naxx plague area, build one. Suitable for different talents/distribution points, but generally speaking, if you have the first or third one, you will not use the second one.
The following are the matching points and suitable situations/occupations of several dead riders:
1. At present, the popular shadow frost is basically divided into 0/2 1/50 and 0/20/5 1. The difference is very small, they are all evil with ice, except that the former has an optional ice touch that must be exploded (using the talent of death chill, the next ice touch, frost strike or gale strike will be necessary). There are 3~5 different talents, but the idea of this talent is the same-I call it a plate armor warlock.
You read it right, Banjia warlock. There are three kinds of plagues, namely, blood plague, ice plague and black death. With a steady stream of ice contact and plague attacks (which have the effect of slowing down the range, similar to a small-scale frost trap), powerful plague points can suppress each other's blood lines, seize the opportunity of counterattack/silence/dizziness, and at the same time summon heavenly ghosts to kill together. 900 resilience recovery shaman, 700 resilience god riding, once you eat the counter+silence chain, if your body was full of plague before, you will die or be disabled. I just saw someone say that there are only 300 jumps in 3000ap dead riding disease. I can tell you, it's definitely not a death ride that hates talent. Evil talent generates 3000ap Death Ride full of impure and rivendell's wrath. Three diseases can reach 1000+ disease damage every 3 seconds (500 blood plague +500 ice plague, and black plague is harmless).
And 90% of this talent Death Knight will choose the magic seal of the touch of ice. Don't underestimate the touch of ice that can be used with the rune of ice. With the support of this talent, once crit will cause 3700~4200 damage (there is no additional damage reduction for targets with about 600 toughness), there will be ice plague and 20% attack speed reduction within 30 yards. 1700~2000 if it doesn't explode. A lot of times, I opened a ghost, and the other person was taken away by my nuclear career (mostly for treatment). Half-full of blood, fill the rune after touching the ice twice in a row (25 rune energy is sent after all rune CDs are finished). Then I touched the ice twice and fell straight to the ground. You can imagine him as a warlock who went out for four nights in a row, but the difference is that the outbreak of the dead rider is more controllable.
This talent can treat all kinds of diseases, but you may not think that the most difficult thing to treat is shaman, not god riding. At the critical moment, the foundation of a good shaman is devastating to your chain of silence against strangulation. If you can't kill this time, you have to wait for 2 minutes. At that time, most of your treatments will have problems, either oom or dead. Given that shaman partners are skilled or hunting now, there is a great possibility that I will die.
This talent is also very lethal to the team with thieves in the double dps-because ice touch is a remote skill, and many times the thief's cloak ends up dead because of two ice touches, or the mage loses 1 half blood in the refrigerator when he starts fighting with me. Most impatient thieves have started my treatment at this time, and most of you have used it against the energy shield. As soon as the mage came out of the refrigerator, he wanted to cast spells. He immediately strangled his silence and continued to touch people with ice.
In addition, the touch of ice is magic damage, so this skill is very effective for all armor dps/ treatments, because their armor is 0 before this skill.
The touch of ice uses the rune of ice, so correspondingly, the evil rune is used to fight the plague. As I said, the plague attack under this talent will be a slow-down effect similar to a small frost trap on the ground, lasting 12 seconds. If dk is on this ground, it will cause 5% more damage. So when to strike with the plague and where to put unclean land is exactly what you should pay attention to. Once I fought a 2300-level warrior, and my shaman had 800 blood left. Escaped on an unclean ground five seconds ago, turned defeat into victory, and won 18 points, hoho.
As for the blood rune, it is used to use blood boiling (blood boiling) Just now, I also saw a reply from someone who questioned how to use this skill. Here, I will talk about it. After the recent update, the blood boiling inscription has become the first choice inscription for all pvp dead riders, which slows down your blood boiling by 50% for 5 seconds, which is a physical effect! This means that the death knight has a 30-yard remote hamstring that can be used twice every 10 second. After using this inscription, no hunter can make me fly without difficulty. On the contrary, if he dares to wear 2w blood equipment (generally speaking, hunters must have at least half-length pve in order to get high damage), it will be very painful for me to post it, and hunters will die if they control their treatment a little. Before using this inscription, I used to think that the Hunters would have no solution as long as they played well, but since then, I have not been afraid of the average 2 100 Hunters.
So what is this person afraid of? Personally, I feel that it is difficult to kill the warlock himself when I meet the warlock team (plate armor warlock versus real warlock, lol). Generally speaking, I can only kill him with a wave of undead will (if you are undead)+badge+lich body (become undead attribute 15 seconds), so that I can kill the warlock and basically have no solution to riding. Why do you say that? Because even if the warlock doesn't always control you, it's easy to interrupt you occasionally 1~2 seconds. If a pure pve paladin walks well, it takes a little more than 2 seconds to fill himself up from 40% blood. If almost everyone explodes when his equipment has reached the holy shock, and the next flash will explode by 50%, then it is very difficult for you to kill him.
2. Known as a very brainless deep blood talent similar to a new generation of inspiratory AP fireballs, 53 blood is 18 ice, and it is also the body of a lich. The difference between Ice Frost and Shadow Frost is that it is full of talents with an extra 25% armor and a -30% deceleration effect duration, instead of black ice and killing machines, it is full of three extra runic energy ceilings. This is the upper limit of runic energy of 130, aiming at the ultimate talent of bloodline talent-sword dance. Once the rune sword is summoned, it will do exactly the same thing as you. You destroy it, it destroys it, you touch it with ice, and it touches it with ice ... you can think of it as a simple double injury, although it is not twice as high most of the time.
I tried this gift. I have a record that I used fanatical knife+rune sword 1 to beat the priest 8000 (myself) and 5000 (rune sword) (the reason for not further recording is that the priest died). For Buyi, this talent is like a god. He only needs to save energy and runes, save blood revenge (similar to saints) fanaticism (20% extra damage, 1% blood loss per second), rune sword dance, and then make an annihilation blow/heart blow/ice touch on poor cloth's ass or leather armor's back, and then it's over. At present, there are no occupations below 7000 A that can resist such a set. Most of the dead died with a beep (-_-). In this short 5~ 10 second, the pervert didn't eat control, the first 5 seconds were against the energy shield, and the ice behind him didn't eat dizziness. The fanatical blood loss effect can remove everything and make him blind. What do you mean by fear? Don't forget the lich's body. He is an immortal. ...
Personally, I don't like this talent, so I still use shadow frost, but I recommend this talent to all dead riders who want to experience the second pleasure. If a skilled person rushes into the short-legged disposal (pastor &; Warlock: "..."), dude, kill it. A full screen of numbers will make you think that the monster is in A, but in fact it is just a little more alive than the monster. Friendly reminder: Mind Strike now hits 2 targets, so does the Mind Strike of your rune sword.
There is no doubt that this talent will use the warning magic seal-the kind that the damage caused by natural disasters and annihilation attacks will increase by 420. Only ice will touch the ice epidemic (this is to slow down the boiling of blood), and then the single disease will be streaked and annihilated, and more blood runes will hit the heart, and the cycle will be simple and rude. What are the shortcomings? ...
Let me tell you a story. Once, our thief Famu rode against dk hunters (the most popular combination of a new generation of brainless people). That dk is a bloody dk, and the hunter is a survival, ah no, explosion shooting hunter, so we open the scene and slow down. Then the mage was shot into a sieve by the hunter, I was stabbed into a hole by dk, and the priest was blue ... I would be very unhappy if there were two.
Something's wrong with me. When I was upset, I began to lose my mind, so I told the mage to go. You two ride over, you frost the ring first, and I will sprint to attack dk. Fuck, don't you hunters know how to deter disengagement (jump back to that skill), fuck you dk. So something amazing happened. The mage frosted the ring and the priest followed in fear. "Journey to God" is a badge, and it carries a lot of weight. Then the hunter's fear was still on his head, and before the frost ring broke, dk fell.
If you also see a blood dk below 2w 1 in jjc (generally there is only 2w 1 blood without bone shield, and deep ice dk does not need to wear pve to increase damage), it is the best choice to fuck him when he has no runic energy. Personal views are for reference only.
In addition, if you use this talent to kill the God Rider/Shaman, it will be difficult for you to kill without the help of additional disease points. Maybe you will be forced to open all the CDs to force you to be invincible/fast, but after these CDs are gone, you will be the most useless dk in jjc. You have to wait for 3 minutes before you can nb ... Can you wait?
3. There were numerous small variants before, such as18/0/5319/0/52 20/0/510/50 22/0/49 and so on. Among them, it pays attention to the defense of ap and explosion in the talent of returning blood and shallow blood, supplemented by deep blood. This is an era going to extremes. Without rune weapon and imba's touch of ice, continue to use natural disasters (in fact, this thing is not as high as the touch of ice under the talent of shadow frost ...). If it is beneficial, it may be a duel or ending with one more rune and at most one more blood mark than shadow frost. Personally, I feel that I want to use this gift of death riding. Why don't you try the deep evil ice shadow cream? You will like it.
4. Many nb DKs, such as Serenia and Yilandra, are experimenting with the talent of 18 blood and 53 ice deep enough to freeze out the cold of hunger. This talent makes DK have cd 1 minute group blindness. I feel it will be terrible to form a control-silence-freeze chain with my teammates once I skillfully use V2, but so far I haven't tested this talent, so I dare not. As far as a little experience is concerned, the advantage of this talent is also his disadvantage. 32 rune energy and overwhelming frost strike are good, very good, but he is a melee skill, and the accumulation speed of rune energy in deep ice is extremely terrible, but-do you have so many GCDs for them to all come out, ice touch, plague strike, blood boiling, frost strike, and probably free gale strike and not free?
So I dare say that maybe dk with this talent will switch evil aura to get gcd of 1 s when gcd is tight, so as to get the effect of skill dumping.
As for occupation, I'm not sure, but I think at least frost attack is a headache for physical dps. You can't expect to dodge and parry. You can only pray that you will miss yourself. In addition, such a large ice damage may require a certain spell penetration to get the effect that the damage will not be partially resisted. It's better to hate it and have a hit talent. However, some people posted on the Arena Junkies forum to consider the method of wearing a deep pile. I heard that someone has already done this.