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World of Warcraft nostalgia service burning expedition occupation recommendation

World of Warcraft nostalgia service burning expedition will be opened on June 2, May 20 to open the eve of the storm, still considering what to play the occupation of the players, not clear in the burning expedition version of which occupational strength of the players, the following small make-up brought the world of warcraft nostalgia service burning expedition occupation recommendation, take a look at it.

World of Warcraft Nostalgia Service Burning Expedition profession recommendation

Burning Expedition is 2.43 not 3.0

TBC is 2.43 version, not the majority of the people remembered to play 2 years of 3.0 after the eve of the version, then in the 2.43 version and 3.0 after the eve of the version of the comparison, we do not have the following content:

1, There is no double talent, no inscription;

2, equipment on the spell damage and healing, spell blitz hit haste all and physical separate;

3, the mage does not have a cold finger, no deep knots, no Arcane Barrage, no spell combos;

4, the warlock can only be sacrificed to the fire destruction / dark destruction to enter the book;

5, the hunter does not have a chimera, no explosive shooting, can not be a hunter, the hunter does not have a chimera, no explosive shooting, can not be a hunter. There is no explosive shooting, can not tame some very powerful pets;

6, thieves do not have the so-called BUG dignity thief, warriors do not have a windmill, no Titan's grip, defense without shockwave;

7, there is no 12345 Saints, the defense rider does not have Chun, this version of the number of knights at the time of the statistics of the number of 83.4% of the milk rider;

8, the small German does not have the conventional

9, shaman's bloodthirsty / valor only on the squad role, does not play a role in the team, and there is no DEBUFF;

DPS profession

1, the beast king hunter is the entire TBC open land and even logging the strongest profession, their T0 level of output capacity, long distance, able to the body, not bad AOE, without the pressure of the air, and is not too dependent on the orange bow;

1, the beast king hunter is the entire TBC open land and even lumbering strongest profession, its own T0 level output capacity, long distance, able to the body, not bad AOE, no pressure, and not too dependent on the orange bow. To be fair, I certainly will not take more than 2 war thieves, pre-T4, T5 equipment can not beat the warlock hunter, and the output environment is not good, in the late T6 began to power, but only a few BOSS will be a little bit brighter. Warriors can curve to save the country wash weapon war auxiliary hunter, a war cry a 4% group physical injury can also be into this, if you want to play the berserk rely on their own DPS into this, then T4T5 stage will sit for a long time on the bench; thieves in the TBC is not particularly powerful, just because of the double knife can be among the T1 group, but the double knife has a few people have?

4, the mage in T4 stage deep ice/deep fire can still play, do not think that deep fire is T6 can play, T4 stage of deep fire law can be; T5 stage 2T5 Ice law flash in the pan, but it is very much to eat the battle time, such as Vasquez's battles, the role of the Olympic Ice is very small, to the T6 Olympic Ice is only one or two Rush boss will be powerful a little bit, the other is the fire law! The overall situation, with a good mage can still fight, but not because of your DPS ability, on the DPS you can not beat the warlock hunter;

Auxiliary professions

1, the dark pastor is the regular team must be at least 1-2, can play to 60-70% of the warlock damage, 10% of the shadow vulnerability, 5% of the spells vulnerability for the squad back to the second! 60 + blue;

2, elemental sa must 1-2, depending on the team law team is one or two, the sky rage totem air totem bloodthirsty;

3, enhance the sa optional, his position can be replaced by the milk sa, go to assist the physical output team, is not a must;

4, disciplinary ride back to the trial of the hunter team's direct solution to the issue of continuity, 3% of the whole group of the storm and 3% vulnerability is very good. The 3% of the group's storm and 3% of the vulnerability is very good, their own can play a higher output than the dark pastor;

5, the bird German a 5% storm rate of the aura and 3% of the physical hit, if their own can play not bad DPS should also be available.

Tank Profession

1, the warrior T as the old traditional tank, the main T of the oil choice, because some of the mechanisms of TBC BOSS, bear T and FQ can not resist, but there is no Warrior T can not resist the BOSS;

2, the bear T as the rise of TBC the second largest tank, 5H open period than the Warrior T molding faster harder, anti-physical damage of the two choices, if not because of the prince, the bear T is the most important thing. If it is not because of the Prince's inflammatory burst and egg shear can not resist, bear T can replace the position of the warrior;

3, anti-riding is a team logging efficiency of the security, 60 nostalgic service to play over, you expect the DPS will wait for each of your monsters on the full hate and then A is impossible, and FQ in addition to the group to pull the hate of monsters in the uncommon ability to cope with the T5 some of the BOSS battle of ADD, the performance is excellent;

4, the DPS will be the first time in the world that the DPS will be on the full of hate.

The optimal choice for the team is to bring 3 tanks and only one, FQ can let them choose to practice discipline / milk rider;

The healing profession

As for the healing group, TBC's group of every healing has to be there, and healing is the father, it's not bad, but also what to pick.

Additionally mentioned, the precepts pastor has a to the whole group to increase 40 + damage spirit BUFF, and 2 minutes once the pain suppression, for 2.43 warrior shield wall or 30 minutes of the version, it should be quite effective;

For the bloodthirsty number of, with two dairy sa is also a very good choice;

Copy difficulty

The T4 KLZ is a pawn, 5H brush almost all the way to crush, this is no problem, Gruel slightly organized and disciplined a little bit of the group is also easy to logging, Maseriden difficult to coordinate 3 groups of point boxes of people whether the brain is clear, will be very simple to fight, will not fight the same extermination into a dog;

T5 this in 2.43 also weakened but also not the post of a lot of people said that the 1-2 minutes of the fight, this is bullshit! The T5 this several pass BOSS and guard BOSS Vasquez and Prince really is not you casually take T4 level of equipment to go in blind a few can pass, and the fight time is super long;

T6 group of books, Neptune's Acker if there is no BUG, then his randomness is the biggest, and can not die decided to tolerate the error is also low, the Neptune is also this one. BOSS will card an organized and disciplined team, no organized team can not see Acker;

Black Temple in view of the player's DPS ability and the level of the rise now, it is estimated that it will be up to the grandmother, F4 will be stuck for a while, Illidan is a very long process of the BOSS, the difficulty is not much.

T6.5 conventional team should generally be able to lumber the first 2, the first 3, to the Twins began to rise in difficulty a level, the conventional team basically can not beat Mulu, let alone see Kilgattan;

King's Heart 2 click to try