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How to add the talent of evil DKPVP in Warcraft?
I. Selection of Core Skills/Talents * * Select * *

The damage caused depends on strength and proficiency, and the number of times a complete point jumps out of the damage depends on the speed. In addition, the speed of self-rune recovery+young claw strike speed+self-flat cutting speed depends on rapidity. )

basic skill

1. Cold-touch ranged attack causes frost damage to the target and is infected with frost disease, causing frost damage lasting for 30s.

2. Shadow impact melee attacks cause 100% weapon damage plus 466 damage to the target, and infect the target with blood diseases, causing shadow damage lasting for 30s.

3. Postus attacks melee attacks, causing 200% weapon damage and 1080 extra damage to the target, and prolonging the lasting effect of the two epidemics on the target for up to 6 seconds/time.

4. Natural disasters strike melee attacks, causing 135% weapon damage and 806 damage to the target. Each disease effect you apply to the target can also increase the total damage by 25%. (This is shadow damage)

5. The melee attack causes 100% weapon damage to the target, so that its subsequent treatment is absorbed by 52,683 points of treatment (the absorption here is equivalent to its own AP), and the target's casting speed is reduced by 50% (the player's is 25%) for 10 second. (ps: The therapeutic absorption of death gangrene can always be superimposed. As long as the next death gangrene is buffered within 10 seconds of the last death gangrene, the time can be reset. )

6. Withering twining spell attacks cause 422 17 shadow damage to the target, or restore 98,742 health points to the undead target for healing and restore 20 strength. This is a small sculpture that needs a stool.

7. Ice-chain spell attacks reduce the target's movement speed by 8s, and at the same time make the target infected with frost diseases. (If the talent points out frostbite, it will make the target 3s unable to move, and this effect will be reduced. )

8. Burst -CD: 1 min casts double points on the enemy.

9. Blood boiling range attack causes 13658 shadow damage to all enemies within the range of 10, and causes additional 50% damage to targets with blood diseases or frost diseases. (The talent points out that the blood of rage can be used to infect)

10. rune weapon Synergy CD: All types of runes will be activated immediately after 5min, generating 25 rune energy.

1 1. Evil fanaticism CD: add one member of your own team by 20% within 3 minutes for 30s, and lose 2% of the maximum health every 3s.

12. Summon Gargoyle, commonly known as Heavenly Ghost. CD: 3min summoning lasts for 30s. (Generally, in the arena/battlefield, you can hit 2-3W damage per bite without crit.)

13. Anti-Magic Shield CD: 45s absorbs 75% damage caused by spells and is immune to various spell effects. Absorbed spell damage will generate runic energy for 5 seconds. (new large-scale inscription: magic regeneration-according to the damage absorbed, reduce the green cover CD by up to 50%)

14. withered CD:30s, causing damage to the designated area for 10s. (If you insert a glyph, you can slow down by 50%, similar to the old blasphemy. )

15. Soul harvests 130% weapon damage caused by melee attacks and gives the target a 5-second reduction. If the target's health is less than or equal to 35% after 5s, it will cause shadow damage. If the target dies within 5s, it will quickly improve itself by 50% for 5s; Don't jump off a building and get injured under other circumstances.

16. The dead grip is commonly known as pulling people, and the pvp sleeve can be used twice in 3 seconds. If you insert a large inscription, you can increase the distance by 5 yards. )

17. Curl-BB's active skill reduces the damage to 10 by 50%.

18. Tear-BB active skill, stunning the target for 3s, CD: 1min.

natural selection

1- 1 furious blood: boiling your blood will have an infectious effect (convenient talent, save an operation key. )

1-2 bloodsucking plague: consumes the ice and blood plague on the target, and the consumed runes are randomly updated to two death runes. CD:25s。 (25s absorbs debuff with two extra death symbols)

1-3 evil swarm: AOE within 10 yard, infecting all targets with cold blood disease. Duration 10 second, CD:2M. (partial pve talent, sometimes rating is very useful. )

2- 1 lich body: make yourself immune to fear, charm and hypnosis, and you can use stool to return blood 10. CD-ROM: 2M. (Strong anti-control skills are equivalent to one chapter. )

2-2 Anti-Magic Field: Place a range spell at the mouse position, and the spell damage will be reduced by 40% for 3s. CD-ROM: 2M. (This talent is rarely used for rating and lasts for a short time, cd2min~ but it is a good choice when encountering powerful magic swords in the arena. )

2-3 purgatory: avoiding death gold medal can only be triggered once in 3 minutes. (biased towards pve, depending on the situation in the rating. )

3- 1 dead pace: when passive, increase your own moving speed 10%, even if you are slowed down, it will not be less than 70%. When the skill effect is turned on, the speed will be increased by 30%, and the deceleration will not be lower than the normal 100%. Lasting 6S, CD: 30 s, (make up for the short legs of DK. )

3-2 Frostbite: When the target is infected with frost diseases, it will slow down by 50% for 10S. When you use ice chains on the target, it will make the target unable to move for 3S. (Commonly used talents, in which the ice chain effect will be reduced. )

3-3 suffocation: enhanced version of strangulation, stunning the target for 5 seconds at a distance of 30 yards. CD:30 seconds. (Magic in the Arena. When the target is immune, it will get a silent effect. )

4- 1 natural disaster contract: absorb up to 50% of your own BB blood and treat yourself. CD: 3M. (You'd better throw a stool to bb before eating bb. )

4-2 Death Siphon: deals shadow damage to the current target, and converts 150% damage into healing amount. You don't need this talent to play pvp. )

4-3 Symbolic Energy Conversion: Consume 5 Symbolic Energy and 5 points per second, and recover 3% blood per second. Using macros can double the blood, but it will double the consumption. )

5- 1 vitality shunt: you can get 2 layers of buff after each hit of withered winding/rune strike/frost strike. After 5 levels, any runes you consume will be immediately converted into death symbols. (Plus, the macros I give below are bound to skills, which is the most profitable talent at this level. )

5-2 Rune Enhancement: Every time you hit a withering wound/rune strike/frost strike, you have a 45% chance to immediately convert any rune you consume into a death rune.

5-3 Rune Erosion: Every time you hit a withering wound/rune strike/frost strike, you have a 45% chance to increase the rune recovery speed by 2.54s 100%. Novices can use this talent to help them understand the rune mechanism faster. )

6- 1 Hunger Grip: Pull all enemy targets within 20 yards to the current target position. CD:1m. (There is an upper limit for hostile targets after modification. I think it should be five. )

6-2 Winter: Reduce the enemy's movement speed by 15% within 8 yards per second for 3 seconds, and freeze for 6 seconds when the target reaches 5-layer debuff. CD:1m. (If the rating is double DK, a blood demon holds a cold winter. The cooperation effect is remarkable. )

6-3 Wasteland: Place the spell range effect within 8 yards of the character's current position for 8 seconds. When a character is in range, it is immune to any manipulation effect. CD: 2m. (Another chapter of DK, the most overbearing chapter. )

Second, the combination attribute/gem boundary/glyph

When the hit rate is -3% and the accuracy is 3% (the accuracy may be 3% higher, but the extra accuracy before 6% is not very profitable):

PS: Regardless of extra parry and evasion, the accuracy of this attribute has three stages: the first is that 0-3% will have more or less parry and evasion; The second is 3%-6%, and those who don't dodge will be parried more or less; The third is 6%-~, not dodging or parrying. (Strength will not increase the chance of parry, so you graduate 6%)

Strength > Mastery > Sprint > Crit

The attribute here is different from the evil in pve, and the green-faced evil in pve is fast before it overflows quickly. Critic > Mastery (5.4) The rapidity of evil pve has generally overflowed, so the mainstream is critical mastery. However, in pvp, the mainstream of evil DK is blood-face evil, so our mastery gains the most, which can enhance point damage and ghost damage.

Enchant jewelry and equipment recasting options

Some jewels were recast by magic.

Head 665 toughness +775 strength+160 strength is inaccurate-"fast"

None of the necklaces hit-"Mastery.

Shoulder 80 Strength 160 Mastery of Inscription Enchantment Accuracy-"Mastery"

Cloak No 180 Crit/Tailor Crit-"Mastery"

Breastplate 2* 160 Power Brilliant Attribute Critic-"Mastery"

Wrist protectors do not have excellent strength (forging strength).

Gloves 80 strength 80 strength super hit-"proficient.

Belt 80 strength +80 strength+160 strength belt buckle crit-"quickness"

Boots 160 Power without Critical Hit-"Mastery"

Weapons are not degraded by Crusader crit-"Quickly.

Pants 2* 160 strength 285 strength+165 crit crit-"mastery"

Ring without crit-"Grasp or hit-"Fast.

carve

Commonly used large-scale sculpture

1. wither and wither-reduces the speed of enemies within the spell range by 50%

In the previous evil DK version, there was a special effect called "blasphemy", which would put a spell effect at the current position of DK to slow down everyone in the range. Because this effect was too overbearing, it was harmonious later. This inscription is blasphemy in disguise.

2. Death Grip-Increases skill by 5 yards.

In some arenas or battlefields, it is fatal to pull people to increase the distance by 5 yards. For example, when the arena opens, people break the warlock door ~ you know ~

3. Amazing aura-keep 70% of the current rune energy when changing face.

Suitable for environments that often need to cut face and output, the effect is leverage.

4. Strangulation-makes the target more silent when interrupted for 2s.

Suitable for meeting a specific combination of legal systems in the arena. The silence effect of more than 2s is fatal.

5. Dark simulation -cd reduced by 50% and duration increased by 4 seconds.

I like sharingan's friends' favorite. Anyway, I often copy this inscription to invincible, blow, counter-attack, change sheep, fear and so on.

6. Cold touch-dispels the target and has a gain effect.

As mentioned earlier, the fundamental inscription of dispelling buff with ice and blood ~

7. Infection-The infection range is increased by 5 yards.

More suitable for the battlefield, every time 5 yards infected, the total damage will be greatly improved after the game.

8. Glyph of chronic diseases-make the ice-blood disease unable to be dispelled, but reduce the damage 15%.

If the opposite side likes to break up, the benefit of this inscription is very great, which can reduce the number of times you make up points.

9. Magic Regeneration-New Glyph. The more damage the green cover absorbs, the more cd will be reduced ~ 50% at most.

Met the favorite of dharma knife.

Commonly used small carvings

1. withered hug-When you add blood to the undead, you can return 20 points of energy, but you won't superimpose the vitality shunt.

2. the grip of vitality-people who are immune are not skill CDs.

3. endless winter roar AP can last 1 hour, which is the favorite of lazy people.

PS: I personally like cold contact+infection+variety play arena.

Third, the output skills (for reference only)

* * * The biggest difference between the output of evil DK and other professions is that you don't look at the output of skill cd, but at the output of runes and symbols.

Rune of Evil: Blood-Ice-Ice-Evil

In PVP, I suggest that the ice blood rune must be dismantled. Personally, I seldom use abscess to attack (sometimes it is necessary for emergency death and short-term maximum outbreak). In this way, if the abscess attack is divided into ice touch and blood boiling, it can obtain instant frost disease, disperse the target buff and keep the target infected.

Blood Rune = Blood Boiling Ice Rune = Ice Touch/Ice Chain Evil Rune = Sky Strike/Soul Harvest/Withering and Fading

In addition to the evil rune of ice and blood, DK also has a death rune, which is the most critical rune. When we opened this place, everything we did was to get this rune faster.

Why? Because only when the death rune exists can we strike * * with death gangrene.

How to get the death rune? In the evil specialization, after using the touch of ice and the boiling of blood, the blood of ice rune will be transformed into a death rune after the next recovery.

How to output at the beginning?

At first, it depends on the situation. Give the explosion (skill)/shadow a double point, double blood boiling (infection) and double ice contact (digestion) for two days, and then drain the energy with withering in the first round of winding; After the first four ice and blood runes are transformed into death runes, they will begin to superimpose death. In addition, remember to use the last two evil runes, otherwise the rune CD will get stuck; By evil fanaticism+ghost+rune weapon outbreak. (This is very general, depending on the actual situation. )

How to slay the evil DK?

Four words, pre-judgment. The slaying of the evil DK is soul harvesting (please refer to the first section 15). With enough skills and injuries, we sometimes gain something when the goal is 75% or higher.

Fourth, the rating battlefield

Here I briefly talk about the rating configuration I use. Before the game, our group was 2K9, and the day after the game was 2K4+.

Shenmu is a strange milk monk (optional) Xiong D (Parkour De) thief warrior evil DK mage warlock dark shepherd.

The advantage of this configuration is that the fire control field is easy to dismantle and the battle is easy to get rid of quickly under the condition of ensuring the total damage.

In the rating, the talent uses11211,starting from the red face, finding the target position, and controlling all enemy targets within the boiling range. In addition, my position is different from the mainstream. In the case of soldiers shouting to gather fire, I insist on each other's treatment with explosive skills. A large number of dead gangrene and a small number of days to kill, frostbite talent boldly open green face output.

PS: In fact, the head of the evil DK has never been weaker than any profession. The key lies in solo's hostile therapeutic career. Think more and refuse to be without a brain injury. Evil DK is also a head harvester.

Verb (short for verb) Arena

1.2V2

At the age of 22, I don't play much, and the combination is evil monk/evil virtue. Under the condition of keeping punctuation, the central idea is to insist on beating as much as possible and make up for the Lord. Don't turn on all the blasting skills before the other person has strong life-saving skills. In addition, you need to use your own defense skills reasonably, such as the tenacity of ice, green cover, defensive strangulation, and lich body. (To change our old-fashioned thinking, we must use skills to defend each other's injuries, not our own blood. For example, when you see a mage's yo-yo, you can open the green cover at the first time, when you see a deep knot, you can open the ice at the first time, when you see an ice vein reading bar, you can use the wring at the first time, and you can use the terrain card perspective to interrupt the enemy's output at the first time. )

This is meow from Mi.

Warrior+Virtue/Milk Monk: Turn to the warrior with blood face/evil face. When the soldiers can explode, the ice chain will get stuck 58 yards around the post, waiting for the kite. Ned will blow the opposite treatment, and the soldiers will exert pressure to match Ned's ambition. Often, the opposite treatment will not brush blood, and the soldier will die. Seize the opportunity to receive a blow+ground attack, and Ned helped to fight together. Knock down and win.

Master+Disciplinary Pastor: Seeing that this team is ready to double-buckle, and the energy consumption can be delayed, the master can't catch up at all, and finally catches up with the priest. The priest still holds a mass of fearful and empty tentacles in his hand. Tactical ideas basically hit the mage all the way, and the third wave of refrigerator exchange blood. Wait until the fourth wave of refrigerators is ready, and wait until 15 minutes. Congratulations on the double deduction 12 GXGX. Or when the dk of the mage sheep is lowered, Dede will blow a wave of mages and chase the priest. The priest can kill, but he can't kill the teleporter.

Warrior+priest: The priest of Ned Warrior takes turns blowing, changing and pressing. Never let the priest control Ned for too long. The priest's fear+mind control is easy to kill, both of which can be killed by clicking. When the soldiers across the street beat Ned, Ned took the soldiers into the post, without worrying about hitting the priest across the street. The priest will die first, but the soldiers can't kill Ned.

Warrior+Shaman/Knight: Control the warrior to kill the milk, and control the milk to kill the warrior. Easy combination

Tread on the wind+milk: a disgusting team, but really can't beat it. We have encountered several times of stepping on the wind to ban grazing, which caused great losses. They have reached the top of our battlefield group. Ned was accused. When a monk broke out, I was easily defeated. The monk dragged on so long that the priest couldn't fight at all. The basic gameplay is to fight with the monk, control the milk and kill the monk, and you need Ned's help to fight together-otherwise it is easy to get entangled in kites, and it is best to leave a dead grip. I accused the priest of bleeding 20% several times, but I couldn't catch up. Then when the priest finished controlling it, I brushed it on.

Dk+ Naisa/Naimu/Naiqi: Dk hits you opposite, right. Dk hits Ned, Ned takes dk, and we can kill dk opposite Ned. I went for face-to-face treatment. Seeing that their dk is dying, I want to add blood to their dk. Both sides are in a hurry, KO.

DK+ Naide/Nai Monk: Double buttons of "Yes" and "Immortality". It is recommended to turn with a bad face. Ned can be killed, but Feng Daoshan's portrait of monk Nai is more difficult to kill. Dk pushed me, so I pushed face-to-face treatment, and found that there was a brainless dk below if I couldn't die. Find a chance to blow it and want to take it away.

Warlock+Milk: Warlock, the pressure is much less. If we milk the cows, we will probably be accused of death, and then I will die. Generally, it takes 10 minutes to press, and grinding slowly means that the portal flies around, which is disgusting. Be careful not to despise the milk opposite. If the milk is controlled, it may be a wave of rhythm taken away by ss, which is very awesome.

Thief hunting: wash out the suffocation, ice pack, eat the baby, remember to bring the stamp, the baby will crush the thief, and the thief cloak will suffocate. Step on the frozen trap as much as possible (basically impossible), and you can choose to suppress it in the spiritual world. Start dk, ghosts beat thieves wildly, don't save skills, skills will beat him to disappear. Without it, the pressure is much less. The biu hunter grinds the blood line, the thief comes out to fight the thief, and continues hunting after the fight.

Hunting and herding: frozen to the zoo, the rune changes, (all my teams are basically rune changes), the treatment is controlled by the hunter's perspective, the rune changes, and the pressure can be chosen to strike in the spiritual world. When the priest hits dk, he opens a magic cover, mainly hitting the hunter opposite, looking for opportunities to turn to the priest, both of which have killing points. The hunter dispels the frozen D, and the priest receives a fear+mind control, which is often the killing point of dk. When he heard that the hunter was killed, the baby was shocked, and it didn't matter if it was frozen out. The priest went to fear D and attacked it. What? ! It's okay for the priest to sneak over and be afraid. The hunter's perspective opened and he asked for more happiness. The priest can go over and interrupt/break the mind control if he wants. Generally, the opposite control chain is not so perfect. It will be much more stressful to fight the hunter opposite and control the priest. The two mistresses control each other, so the hunter is easy to be killed. It is also a good choice to have a good chance to blow a wave of hunters and a wave of priests.

2.3V3

S 13 I play dead hunting and herding. When I was fighting before, the dead hunter was very cooperative. Kill any dps, control any treatment. (suffocation+freezing+panic+dispersal+silence) In the case of enough damage, the odds of winning this configuration are still quite large in the face of various combinations. Unfortunately, the good times didn't last long ~ after the patch of 5.4, the damage of hunting Baba was cut in a big mess, and there was no silent shooting. In the war, watching the hunter always makes people feel powerless to hurt less than the god shepherd.

S 14 I found a painful old warlock+Naiqi to ride death. When I first started playing this combination, I always played according to the rhythm of killing X before, resulting in various losses and kneeling. People feel that the pain technique is fragile, Naiqi's blue wears quickly, and my DK perspective is accused of being a dog.

After thinking for a long time, we changed our tactics ~ in the face of any combination, I always fly alone to deal with all kinds of problems while keeping the third line full, and only go back to set fire under special circumstances. After that, the score slowly picked up, and the segments around 2K4 rarely lost.

This is meow from Mi.

Magic milk: more shamans, start to fight ss. After the first wave of shamans, the water shaman will take it away, and the two milks will drive each other with ice bombs. The explosion of ss needs to be well resolved, and mistresses who can play magic X and dk are easy to be sprayed, so it is quite dangerous to control magic milk well. Hit ss, treat two shamans to turn to fire, and you can touch who hit whom, every time when the opposite milk or ss is dying. Take your time and find a chance to control a wave. Two treatments can help you fight together. Several times, when I was flying a kite, two nurses controlled the opposite treatment and killed the one with less blood.

Dead hunting and riding: the hunter Naiqi turned around and started playing dk (Naiqi took a wave of free turning, Naiqi was not a dream). When he found that Naiqi couldn't be killed, he turned to the hunter. After several waves, Naiqi took control and the hunter was scared away. Without two deterrents, he was accused of killing a wave of qs hunters at will. Mistress dk can blow and dispel frozen energy and driving force. Pay attention to dk hunters who can play, such as beating priests, choking priests, dispersing frozen milk, and shooting silently after choking. When this wave hits the opposite side, the priest's psionic magic can resolve this wave of attacks.

Pastoral/Riding Tactics: When the opposing team is scattered, the soldiers and doctors turn around, and there is basically no pressure. Two nurses must disperse the bombs. If the tactics of fighting don't care about their own treatment, then their treatment will die quickly. It's time to switch fire. Every time a warrior/mage breaks out, it is a good time to switch firepower. The tactical damage is not continuous, and there is nothing to be afraid of after the tactical outbreak.

Thief hunting and herding: the hunter priest turns around and comes out to fight the hunter directly. Fight dk against the thief, and the treatment will help control dz. The wind blows around fear at will, and the killing points are basically on hunters.

Law dark x: dark grazing treatment turns. After the first wave, you can basically kill the opposite milk without brains. The mage and the priest take turns blowing, 5.3 the dark shepherd can't change blood. There is no pressure for this combination to have a mistress now. Be careful of dk's own position, don't be fooled, and take it away with a wave.

Take nurses, nurses, team: get up, the third line is flying all over the sky, turn off the fire, fly for a while, and the opposite side will be blue. If it's blue, chase the treatment and kill it.

Warlock: I have to say that one of the heroic occupations in this version, the warlock treatment room turns to fire, and whoever can be hit will be hit. I don't want to smash the door again-_-the opposite treatment is easy to drag on for a long time. Be careful, the magic knife is the rhythm of being taken away.

Team with milk monk: I have to say that the second heroic occupation of this version is that the injury is finished, and the dps is pressing, and the milk monk controls more, so it is difficult for the milk monk to brush up when he controls the food.

Take the hunter team as an example: the hunter turns around after treatment, and the other one sticks to dk, so the treatment helps to blow off the fire and wind up his own ice chain.

-

How to deal with various combinations is not something I can explain clearly in a few words. Friends play more and think more, who makes it perfect ~

Intransitive verb plug-in

1. Rune framework for rune monitoring

2. Blood test paper plug-in TidyPlates

3. Blood strips enhance the cooling of blood vessels.

4.Tellmewhen (main skill tip ID 55095 55078 9 1342 63560)

5. Language plug-in GladiatorlosSA

6. Battlefield Plug-in Battlefield Target

7. Arena Framework -GladiusEX

8. Spike sound effect Dota sound effect

9. Key Macro Management -Myslot

Seven, macro

1

# Display Tooltip Abscess Strike

/castsequence reset=0 0, and the vitality is diverted.

/castsequence reset=0 Abscess hit, 0

/start attack

/petattack

/petautocaston claw strike

2

# Show Tooltip Ice Chain

/petautocaston claw strike

/petautocastoff jump

/petautocastoff tears

/assistant

/petattack

/castsequence reset=0 0, and the vitality is diverted.

/cast ice chain

three

#showtooltip withers and withers

/crew! Wither and wither

four

/Target Black Front Gargoyle

/cast natural disaster contract

/targetlastarget

/Use therapeutic stones

The baby jumped up and bit the macro. If you press it continuously, BB will automatically jump to the target position and stun.

# Show Tooltip Tear

/cast sequence reset = 0.50, 1, tearing

/castsequence reset=0.5 0, jump.

/assistant

/petattack

/petautocastoff claw strike

6 open the lich and eat shit by yourself

#showtooltip

/cast the lich's body

/target player

/Casting withered winding

7 baby protective wall and feeding stool

# Show Tooltips Roll Up

/throw curl up

/cast [target=pet] withering and winding

/pet defensive

8 Click to throw the stool, and quickly press the baby twice to deform.

#showtooltip withered and tangled

/castsequence reset=0 0, dark mutation.

/castsequence reset=0 Fading and winding, dark mutation.

9 feed BB to eat shit

#showtooltip withered and tangled

/target pet

/Casting withered winding

10 focal strangulation asphyxia

#showtooltip

/target focus

/casting strangulation

1 1 Double-click the rune transformation of double blood return (consumption also doubles).

#showtooltip function conversion

/crew! Symbolic energy conversion

12 maximum viewing angle

visual angle

/console set cameraDistanceMaxFactor "500 "

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