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World of Warcraft Berserker problem
There is no need to pile up armor without good equipment, because the benefits are not great. When the equipment is almost the same, you can consider reforming the armor-piercing bullets, but only if you have to calculate for yourself whether the armor-piercing bullets can be piled up to more than 80% after changing, and your economic strength allows you not to eat armor-piercing bullets food+armor-piercing bullets potion. After the equipment is formed, it is bound to break the armor attribute and pile up to 100%. At this stage, I suggest you use the stone of strength. Let me tell you how to insert a stone:

Red Slot 20 Power Yellow Slot 10 Power 10 Critically Hit Blue Slot 10 Armor Penetration 15 Endurance (you can draw a blue slot from all the equipment in your body to insert diamonds with all attributes+10).

The equipment in the later stage is similar, such as about 5700, or after the final equipment is formed, all the red grooves are replaced with 20 broken stones.

At present, my soldier is a 5700+ GS. I was in the 4700-5200GS period. Because at that time, there was no brain armor piercing, but the damage was not good at all, so it was replaced by a power explosion. Now I'm 5700GS, only according to the equipment to break the flow. No matter the explosive force or armor piercing, my method of stone insertion is the same as that mentioned above, and it needs slot reward. I had a good time at 25HTOC, but DPS still hit me. The fourth second injury 1W2+ occurred 3 days before other BOSS. Later, on March 35, I exploded ICC at 5200GS, and there would be no BUFF, secondary injury 1W and less intestinal rupture. Now that I have some equipment, I changed it to armor-piercing, and now the armor-piercing is 82%. Because there are no ornaments, I am not full, but I calculated that if I don't take 277 to die now, I will choose 264 to die, so that I can eat nail polish and food to make it full. Unfortunately, ICC won't die after playing for a long time. But 82% armor penetration is already obvious, which can make me feel that DPS has improved obviously. Go back to 178 to simulate the top service. The database of 178 now has the function of equipment simulation. I equipped myself with two sets of top-class equipment, all of which were calculated by hand according to the above stone insertion rules. The final armor penetration grades are 1595 and 1436. Full armor 1.400, that is to say, the armor of Berserker who graduated last overflowed. After overflowing, you can even save 1-2 or even more red grooves and replace them with 20-strength stones for extra damage. There is no need to sacrifice the slot to reward all the brainless 20 armor-breakers. Some parts have to wear leather armor or agile equipment to make the pile full of armor-breakers. However, from the simulation data, it is a good thing that the slot reward can guarantee full and no loss. After all, more attributes will be improved.

The following is the address of one of my assembly schemes on 178, which should be the version of 1436 armor. This version should be that a red groove can be replaced by a blue groove with strength of 20, and stones with 10 attribute can be inserted, so the last one is 1406 armor:

1,80,5 1227,5458 1,5 1229,50677,5 1225, 1 1840,43300,50659,50690,50620,5 1228,54578,50693,52572,54590,50363,49623,50730,50733,0,5202 1

By the way, I am forging+engineering, so the gloves and wrists in this equipment are counted as two extra forging grooves. The belt also needs an extra slot to put the belt buckle. Gloves and wrist grooves are exclusively forged, which means that there are two more 20 armor piercing stones and one ***40 armor piercing stone than others. I don't know what your major is, but I suggest you at least practice forging. These two exclusive grooves are very useful whether it is DPS or T, and another major suggests that you choose jewelry or engineering. Jewelry is the most profitable attribute. The stones cut by jewelry are 34 armor or 34 strength, and up to three can be used. The most functional is engineering. Engineering gloves are multiple accelerators, which increase by 340 after using CD 1 min. The belt is a bomb belt. Throw a bomb every six minutes. I usually use it when I am a geek. Shoes are rocket shoes, crit level 24, cooling time 3 minutes, easy to move. Cooperate with the copy battle of the wrath of the hero, which is more mobile.

Let me talk to you about the hit rate and accuracy. From my personal experience, it is best not to be short of these two things, but if you are really short of them, don't waste your time to make up for them. What stones should be inserted in the body to enhance the damage. The hit requirement panel is 5%, because the 3% after the talent point adds up to 8%, which is to ensure that your skills will not miss, and there will be misses at any time because we are both hands. You certainly haven't played enough now, but it doesn't matter. My minimum hits are 1 10+. During the whole DPS process, the skill is not played 2-3 times, which has a little influence on DPS, but the problem is not big.

About accuracy: BOSS has parry and evasion on the front, and BOSS has no parry and evasion on the back. Accuracy is to ensure that you don't dodge when you output on the back. So be sure to stand in the back and output. Your accuracy is 24, and there is not much difference between the two points, so it doesn't matter. As mentioned in the hit above, there is a chance to dodge but the probability is quite low. After all, this kind of thing will eventually make up with the improvement of equipment. In the case of poor equipment, accuracy and hit rate are not enough as long as they are not ridiculously low. We should focus on how to improve the damage. When the equipment is poor, in order to pile accurately, fill the leak with stones. The result is ugly. In the end, I honestly turned back to the real stone and let nature take its course, but DPS was fine.

Let's talk about output first. Now all plug-ins have war countdown bars. I mean, when the 1 1 second war is about to start, I will be furious with blood, and then I will be furious (my talent has been enhanced to 1 anger, which can give me 10 anger). I will have rich anger skills after the war. Hands are not bloodthirsty or whirlwind, but reckless+death wish+ornaments, and then the remaining anger, courage and bloodthirsty are pressed down almost at the same time, but in fact, the heroic strike is earlier than bloodthirsty, because there may not be much anger left after using the big move. If you use heroism first, you will crit because you are reckless. Therefore, it will not affect the use of the later skills if the hero with the glyph crits back to 10, but if you are bloodthirsty first, you will simply consume anger. In this case, after that, it is a whirlwind. You throw it bravely without triggering a blood surge, and if it triggers a little, you punch in an instant. After that, I will make up the output gap by throwing when my skills are all CDs. The damage of hero throwing is second only to bloodthirsty, that is, the CD is too long, but I will use it when it is basically good. Basically, I only use it when the skill CD is full to fill the DPS rhythm gap, as mentioned above. I am an engineer. I usually turn on the glove accelerator to assist DPS as long as the CD is ready. Throughout the process, press the bloodthirsty whirlwind CD when you are ready, and always be brave. If there is anger, be brave and stop for 2 seconds. Just keep pressing it as long as you're not angry. The blood surge triggers a slam as long as it doesn't conflict with the bloodthirsty whirlwind. Even if there is 1 second left in the bloodthirsty or whirlwind chop, I can click instant fierce at this time. Now I'm 4T 10. There is a chance that I can use it twice, so now my skill cycle is 2 instant fierce. If there is no conflict with bloodthirsty, I can use my instant fierce first. In the killing stage, I will not hesitate to kill. I only click kill to make up for the idle output when all my skills are on the CD and there is no blood rush.

Talent is very important to DPS. I hit the title angrily, so the death wish and reckless CD are shorter and can be used 2-3 times in the whole process. I can use these great skills n times during the whole process when the 25 of us play LK. . . DPS is considerable. Strengthening rage is very useful, which helps to improve the initial rage and solve the anger phenomenon in the output process to some extent.

This is the address and carving pattern of genius. This is the talent and carving mode I am using now:

/tf/show5.html? id = 70449 # LG 0g 0 fhzhxe 0 v0 uzervkao:GMO 0 vz

Here, the anger of the hero is very useful. Many bosses who need high mobility can get close to the boss quickly if they have this talent. For example, two bugs in HTOC 1 on 25th, when the gate 4 is not blocked normally, the digging stage in Xiao Qiang, ICC 1, Green Dragon, Frost wyrm and LK, etc. Shortening the running time is to prolong the time of your DPS, which is a disguised upgrade to DPS.

That's all, it's purely personal experience and opinion, and it's for reference only.