Main attack skill selection: two-handed whirlwind (WW), without shield.
Attribute pursuit: ar (hit rate) > Def (itself) > Dam (attack damage) > Life.
Mercenary's choice: ACT2 Hellscream (ACT2 normal attack is better, but too lazy to practice).
Finally, under the light of mercenary aura, your own WW AR will reach at least 13K, so that you can hit more than 80% when talking with Barr. I suggest 15K (actually 15K is also very easy).
Other indicators:
CB probability: 50% (decisive strike, once the monster happens, it will directly lose 6% of blood)
Total probability of CS/DS: > 50% (double/fatal blow, your physical damage will double once it happens)
4R (resistance): ≥ 60 Hell environment (KB, it is recommended to bring Raytheon, just in case).
Ow (tearing the wound): We don't ask for it. What we want is to solve the problem quickly. How can you wait for the monster to tear open the wound and slowly lose blood?
USC selection: 20 resistors are preferred, others are not required.
Attribute point addition:
1. Strength str: Please put USC in the bag first, and then add it just enough to wear TP+.
2. agile dex: no
3. physical strength vit: add 1, and put all other points here.
4. Mana: No bonus
Skill point increase:
Shout: shout, fill it up
The combat system is full.
Combat command 1 point
Combat expert: mainly sword, mainly axe.
Endurance, acceleration and natural resistance 1 min. Add iron shirts to the last remaining points.
Combat Skills: Cyclone topping up, Berserker 1 point.
Equipment:
Forehand weapon: BOTD (death breath) or oath (oath), 2BOTD for the rich and 2OATH for the poor.
Note: There is no need to grieve here because grief is too easily broken and always affects the mood of PVC.
Second-hand weapon: oak (heart of oak)+spirit (spirit shield, made of unified shield, FCR doesn't matter)
Note: the reason why CTA (or 3-wave sword) +OAK is not used is because the FCR is not 63 when the auxiliary TP is used; The reason why 2OAK is not used is that FHR is not high when using auxiliary tp.
Helmet: cuckold Yoshinaga's face (you can use in22# to increase your resistance, because BB lacked resistance when this scheme was established).
Note: If PVC is used, this cuckold is really better than BBFACE. You'll feel it when you kill boss
Clothes: Needless to say tp+ (mystery), remember to ask MP+ (without tp+, your PVC speed can't compare with sor).
Necklace: Mara, the higher the resistance, the better.
Note: We didn't consider Mara's five attributes when adding attribute points, because it is likely that you will consider using the 2BB/MANA/FCR cube necklace.
Ring: a crow; Another casual and general suggestion is to use LM (mana absorption) +4R.
Description: Crows are brought purely to prevent freezing, and AR can be added.
Gloves: the green gloves in disciple's clothes-"palm position"
Description: "350% damage to the devil is a monster" is simply a super attribute and a necessary prop for hand-to-hand combat role PVC.
Shoes: carnivorous knight shoes are not considered, CB and DS have them. Can be promoted to a lower level
Belt: If you want KB, bring a Raytheon anti-electric ghost. Otherwise, whatever. In short, you should pursue resistance and mana absorption.
Charm (amulet) collocation:
In addition to one usc, you can put nine SCs. It is suggested to put several sc with life /4r and others with max/ar (life is better) according to their own resistance status.
Gc is also based on the principle of max/ar (better life). If you want to take the opportunity of MF, you might as well put a UGC.
Pet (mercenary) equipment:
Weapons: death knell (it doesn't matter whether it is tangible or intangible, as long as it is aging)
Helmet: headrest
Clothes: the poor can't see, pretend to be forced, the rich can't see, and are resolute.
Operation plan:
Save the 3BO necklace (PVC doesn't care about life and def) and just step on the small station-> Agent BO-& gt;; Keyboard arrows find the way-> Proxy direct TP->; Cut the forehand in place-> Make a name lock TP for the BOSS, cut to the "crazy howl" of shouting skills after falling, and summon it. In order to scare away the mobs (because mobs around the boss will attract you to do WW), the rest of the work is to do short WW around the boss, cool!
Throughout ACT 1-5, except for Diablo of ACT4 and the 5 th Front Hall Knight of ACT5 (nnd will attack and bite back), other places and monsters are swept, as are 8PP and 3BB.
Suggestion 1: don't kill Diablo, there are too many knights in front, and the killing is too slow;
Suggestion 2: As long as there are knights in the scene, WW must not be used, and tp must be used first to get rid of them with Berserker (pay attention to sucking blood in this process, because Berserker can't LL suck blood). Make sure there are no knights in the scene, WW will kill them.
If you press "ka->; K3C->; KM-& gt; KP->; KB "process, according to my experience, takes 7-8 minutes. Of course, it depends on how far the KM section flies and whether there are knights in the hall before KB.
If the exemption is handled, my brother can ring the death knell to break the exemption. The injury rebounded, you'd better stay away, or call my brother!