Traditional Culture Encyclopedia - Lucky day inquiry - World of Warcraft battlefield introduction

World of Warcraft battlefield introduction

2345: an abbreviation, which means that the combination is a 5v5 combination of tactical riding Sam or tactical riding Sam. Among them, tactical riding Sammu is also called 2346.

Your card:

Warrior: Continuous attack on power source, fatal blow-the most powerful countermeasure treatment skill, interception-the clearest fire signal, hamstring breaking-the most disgusting deceleration skill.

Disadvantages: Soldiers are close-range physical attack occupations, and their violent posture is very fragile, so they have no life-saving skills, so soldiers are most likely to become instant fire targets and be fired in high-end confrontation.

Recommended talent: 35/23/3 (standard talent) 33/28 (mad dog talent)

Priest: Attack assistant, semi-healer. The irreplaceability of two-way dispelling and burning blue determines that priest is a vip profession in 5v5. The popular commandment priest is more like 0.5dps than cure. Burning blue in the stalemate stage and pouring shaman, heart attack-death and so on in the gathering stage all serve the attack. The small shield wall is a very crucial card.

Disadvantages: the early/middle stage is easy to be selected as the object of suppression. Although the survival ability is not bad, but the requirements for psychological quality are extremely high, and the requirements for walking are also very high. Pastors who don't die or drink water in the middle and late stage are terrible, so many teams will choose to suppress priests all the time.

Recommended talents: 42/ 19, etc. Similarly, in short, there should be a small shield wall and perfusion.

Elemental shaman: explosion attacker, attack assistant. I asked the shaman to add little or no blood. Foundation, trembling, grounding, skilled use of these totems will be more useful than reading a therapy. As for the explosive power of elemental shaman, it goes without saying that everyone knows: overload, elemental mastery and so on. The attack is scattered, and the earthquake and wind rage cooperate with the soldiers to suppress the target. Don't expect to suppress the enemy by garbage lightning balls. In 5v5, anyone's dps is very small. An excellent shaman is a breakthrough explorer.

Disadvantages: short legs, easy to burn blue and control. After losing the position, it is easy to be killed by a round of fire collection. However, after the water shield is enhanced, the endurance is greatly enhanced.

Mage: Explosively attack the hand, and instantly control the healing ability and explosiveness. The mage in 2345 should not focus on control, and consumption control is the death point of the mage. Explosion control is a mage's specialty. Simply put, if you use sheep P, the mage should only kill sheep when the fire target or fire target is 50%. Of course, this does not mean that the mage should not participate in defensive control, but that he should control as little as possible and output more, and only give control at critical moments. Because you don't have much time to output. Let's give an example that doesn't necessarily describe fs positioning: a mage can release 10 ice rings (his own and bb's) in the whole game, and if more than 6 are used for dps, you win, and if more than 6 are used for desertion, you lose.

Disadvantages: The master's control looks beautiful, but it actually has fatal defects-the focus on control leads to insufficient dps, which leads to the priest not having to participate in treatment, the control is dissolved, and the priest has time to burn blue-a vicious circle. As a profession that lacks endurance and is afraid of depression, it is the right way to cause injuries as soon as possible and end the battle quickly.

Abyss Demon Warlock: Burst-Consume and Control -dps controls dps occupation in the most balanced way. In 5v5, the current ss

Control completely overwhelmed the mage. Although there is a lack of simple and fast fire collection control technologies such as counter-measures and ice rings. But language, fear, interception and two seconds of soul fire give ss the capital to drag the battle into its own rhythm. Ss is more difficult to use than a mage, and the output of a mage like a mad dog can never be wrong, but ss must know the rhythm of the battle and the transition point of attack and defense. The mid-range ss can only rub briquettes, or only leave four language curses for the other four people. The top ss provides powerful dps, which allows you to output if you want, but there is nothing to play if you can.

Disadvantages: Facing the reading profession, ss is impeccable, but ss is very afraid of the thief-centered 3dps standard team. At least the high-end team in our group generally thinks that 2346 can't stand this combination.

Interpretation of basic technical and tactical terms:

Suppression: Through dps, mainly physical dps (War, Thief, Hunting) can continuously output beating-off sticks to exert therapeutic pressure while limiting the target's function. In 5v5, suppression is never the suppression of 1 to 1. Generally, there are other occupations to provide corresponding assistance, such as decentralized attack and defense, earthquake interruption and so on.

Fire gathering: the short-term explosion of dps refers to the behavior that at least two dps in our country simultaneously cause explosion damage to enemy targets in a very short time. The purpose is to kill the target or force out long cd defense skills-refrigerator, protection, small shield wall.

Attack control: fix and stun the fire-gathering target and treat the enemy. The purpose is to accelerate and force the fire-gathering target to die.

Defensive control: the control of enemy dps occupation when the enemy collects fire, with the purpose of delaying the enemy's fire collection time and reducing the enemy dps.

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Part II: Introduction to Tactics 2345

Needless to say, 2345 represents the host team 2345 and 2346 represents the SS team 2345.

To put it mildly, the tactic of 2345 is crackle; To put it bluntly, it is a mad dog. If the 4dps team is one wave and the advanced team can have two waves, then 2345 is three to four waves.

2345 is the entry combination of 2345 similar combination, which is the easiest to use. First of all, you need to equip yourself with a good fighting method, one riding Sammu and the other riding Sammu. Then, you need a loud and steady command-no team needs on-the-spot command more than 2345. This conductor had better be a long-distance professional. He wants to set focus to Knight and install a focusframe or other plug-ins with the same function. In short, you should be able to see who the knight is giving blood. The mage also sets the focus to the opponent's knight.

Then, 80 gold each, build a 5v5 team. Pick a good day and line up for jjc. Then, riding a horse and driving a puma car rushed up. Aim at a target that you think is the most vulnerable. If he dies, congratulations, of course, it's usually not that simple. If it is a low-end team, maybe he will run back to freedom at this time. If so, whoever stays will be hit by another target. In our slang, this is called leaving people in the middle of the road. Generally this person is often a soldier. In this turn, the mage can give the first strong reaction and fight back against the opposing knight. If the opponent does not give skills, the soldier will die. No matter whether he gives skill or not, you have successfully played the first set of good cards. If so, wait 10 second less, and the other party will control you for one round 10 second, and then this control will be reduced. Then, immediately change the target to start the hero's second strongest reaction, boiling water element, ice pouring/shaman, out of the enemy's control, and then hit the nearest target. By this time, he must have died.

As a conductor, it's simple. You see that the knight's goal is that the soldiers are reading the holy light, so you call the priest. Instead, you call soldiers.

Well, this tactic is stupid and unreasonable, but it is absolutely effective. As far as I know, many teams have achieved 2 100+ by this tactic. They are just a little better than you in target selection. This is just an experience, and there is nothing mysterious.

Resolutely implement this tactic, that is, the mad dog tactic. As long as you can ensure that everyone can change targets at the same time, the mage knows how to use the centralized counter. Everyone's equipment is s2/t5 on average, and he knows what it means to go around the pillar. 1850 It only takes one night to buy s3 weapons. [/color]

Section 3: Advanced-Strata and Traps

Many people have mentioned something called formation. And regard him as the most important basic skill of 2345, such as the warrior standing behind the knight and the shaman standing deep. Actually, the formation is for defense. And I think, in the present 5v5: attack = draw blue >; Control > treatment and defense.

Regardless of any team, as long as you can do 10000+ damage to the deadly target, he is dead. If he doesn't die, he has to be treated+20,000,20,000. For a knight with intermediate equipment, it is five unscrupulous holy lights. For the target below half blood, his first thought is to find a knight's position and run back, instead of rushing up and asking for a perfusion to continue hitting you.

Offense is the best defense. Remember, the winner of jjc is the first person to kill all the players on the other side. Everyone has the ability to hit 10000+ damage. Whoever hits first has an advantage, and the accumulation of advantages is victory. So take every opportunity to dps dps again!

Ok, let's get down to business. Let's talk about formation first. On the surface, formation is for defense. Why can knights wear pve to hit 55, and why can shaman, a profession with zero counter-control, enter the top combination? It's all because of the protection of the formation, so in turn, the formation actually serves the offense.

The formation of 2345 is supported by soldiers, backed by knights, and shamans, priests and wizards are generally in the middle of the team. The reader will say, I know very well. Yes, but you must understand why. So let me introduce a tactic first, which is called "trapping and killing".

This tactic first appeared at the s2 end of bg4. It is difficult to know who invented it and where it came from. It has been used by us for a long time. It's actually quite simple. Just find a career with high hatred, such as a priest, and show off in an ostentatious manner (in Beijing dialect, it means finding a cigarette), such as smoking a blue one, such as group driving. At this time, opposing soldiers who hate each other will rush forward. The rest pretend not to see, continue to do their own thing, and slowly press forward. I will break each other's feet one by one and accumulate about 40% anger. Then when the other soldier left the treatment just 4 1 yard, the shaman bravely opened, and I turned to intercept, and the interception ended the supplementary sanctions. 90% of poor soldiers die in violent posture, and there is a 10% chance of not dying, but all skills will be thrown out: protection, shield wall, and even knight invincible. At this time, it is also the same to change the target casually.

I remember the first time we learned this skill, it was the Little Tigers of Naif tribe. At that time, it was the first time I saw a non-4dps team that directly pressed troops. We are all too confident to take our anger out on a soldier who can't be killed. Actually, that's not the case at all. As long as you can guarantee that the soldier will die without cutting the shield, he will have to cut the shield and lose his attack power. It is far-sighted to find that blizz design makes soldiers lose their anger by cutting their posture.

Of course, this tactic has rarely worked since s3. Because the warrior is very clever, as soon as he saw that our shaman was targeting him, he immediately cut his shield and trotted back. Even more teams saw that we were all behind the pillars and were afraid to show up.

Well, this is a formation. Formation is not maintained through treatment, but through strong dps pressure to warn those who dare to enter: crossing this line is death! With the protection of formation, we can easily let the knights treat in the last row without worrying about counter-measures, and even oom can retreat to the back row to drink water.

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The fourth part: the advance of formation-the destruction of formation

Jjc has a map called Feng Daoshan, and 5v5 has a team called Mad Dog. Mad dogs are called mad dogs because they don't go straight when they go out, but turn right on each other's bridge.

Our 2345 (France) is the kind of mad dog team that everyone often talks about. The most common sentence in our ut is: It's probably the Hunters of xxxx. Go out and turn right. Whoever falls behind will bite first.

The first three paragraphs are all about the 2345 lineup, because this is really the funniest and craziest combination. Don't worry, readers, there are more interesting things to say about 2346 later.

Among the four remote dps professions, law, hunting, Sasha, martial arts and mage are the least suitable for positional warfare. (The reader said: Wait, you just told us that the mage is not suitable for positional warfare. What does this mean? ) in our slang, the mage team is suitable for sticking to each other's faces and can't stand up against the enemy.

Let's start with the example of war. It's meaningless to talk about theory. I remember when s2 was first opened, everyone was a dog who was not sensible. As the captain and the loudest voice in the team, I have no idea who to hit. So everyone has a habit. Whatever the map is, stand away. First, put the mouse one by one to see the combination of the other party clearly, and then ut will discuss who to hit. Lordaeron built his nest at home, with Nalan as his pillar and Feng Daoshan as the bridge. Later, this habit remained for a long time until s3 began. Fortunately, everyone cherishes their own lives, so it is lovely to appreciate each other across the pillars.

Then there was a team. In slang, we call it the face-slapping team, because they don't look at us at all, or they have already seen through us, and they come up and punch us in the face. We are very uncomfortable, just like ngl map, being crushed behind our two pillars, and we can't retreat until we are crushed to death.

Later, we figured it out. The formation is fake, and the reason why the formation has the value of existence is because you have the rear of retreat. If you are pushed to the wall, you will only have to fight back. Your fragile priest and easy-to-control knight shaman are both exposed in each other's sight, and there is no retreat, only a dead end.

This is what I want to say, how to destroy the other team's formation is very simple, that is, to press the past, press the past as a whole and let them no way back. For ngl, you have to occupy the midfield at the beginning, for Daoshan, you have to occupy the middle of the bridge, and for the ruins, you have to occupy the coffin. As long as it can occupy the midfield and push the opponent back to the half, that's good. Your ass is much bigger than theirs. Don't trust pillars and coffins. It's no use. Distance is the most credible.

When the formation has been completely infiltrated by the other side, how to do it is also very simple. According to the most vulnerable person, if he wants to disrupt the war, you play with him. He paints you blue, you summon a hero to paint him blue, he dps hits you priest, and you dps hits him mage. This is at least 1 half right 1 half chance.

If you meet the brave in a narrow road, you will win, and the hooligans will know martial arts. No one can stop it. In Beijing dialect, it means generous. 2345 is a combination that is not afraid of chaos. You have enough explosive power, group immobility/deceleration and instant pressure of strong reaction. Therefore, if you encounter hard bones that you can't eat in positional warfare (such as hunting and herding), you might as well try your brothers to get on the horse and go out and turn right!

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