Traditional Culture Encyclopedia - Traditional stories - World of Warcraft 5.4 Naichi related.
World of Warcraft 5.4 Naichi related.
Not much vibration, just use it when it is lit.
The first is the core skill: road signs.
The landmark is the guarantee of NQ double-line treatment ability and single lift ability. First of all, its explanation: the healing amount of the target around 60 yards will be copied to the player on the target, holy light 100%, other personal healing skills 50%, group brush 15%. However, it should be noted that if you brush the healing skills for someone who already has a goal, then the goal will not be copied, because it is originally for this person.
At the same time, there is a skill that echoes the signpost: The Lighthouse.
The effect is that when you read the divine light and the divine light to a person with a lighthouse, it will add a layer of divine power to you. Cheating beans is a skill, but please pay attention to the previous paragraph, so that your therapeutic dose will not be copied by road signs.
Then there is the inscription: the inscription of the holy light road sign, which is basically a necessary inscription for NQ. Using signposts will not trigger public * * * CDs. That is to say, when you tag a person, you can read skills immediately instead of waiting for that stupid 1.5 second ***CD.
Therefore, on the contrary, it is the general single treatment mode of NQ:
Bloody blood is stable and absolutely safe, mark T, and then brush holy light on unmarked people.
If the blood volume of the masses is stable, and some individuals lose more than 25% but the frequency of blood loss is not fast and they don't feel too dangerous, we will give this goal a magical light. You can choose whether to put road signs on the target to cheat beans according to T's blood volume. If t loses too much blood, don't change the road sign.
If the blood volume is stable and individual blood loss is serious and extremely dangerous, give him a road sign and give him an electric shock. Then, with or without divine light, lower the reading bar and read the divine light flash directly. After reading it, you will have two levels of divine power because of The Lighthouse. At this time, you can selectively read a holy light according to whether the holy light perfusion is triggered or not, otherwise it will still flash. Start with the third level of holy power, and then give an eternal fire/glory decree. Naichi's three-board axe is basically like this.
Then, it is the group brush skill. NQ's group brushing skills are not many, and they are three in one.
Radiant, radiant at dawn. You should know all this, and another is Dawn: after using the holy light to shine, a layer of Dawn BUFF will be superimposed, and each layer of BUFF can copy 75% of the healing amount of the next shock to every player around the target 10 yards, and two layers can be superimposed (that is, 150%). And this copy is not equal to the amount of treatment, but each player copies 75%.
There is also a skill: holy light infusion, which will reduce the reading of the next holy light/divine light/illumination 1.5 seconds when the impact crit.
So NQ's group brush is basically like this: read 1 or 2 times, then shake it, and then turn on the flashlight directly. Still quite brainless. Moreover, because the critical strike at dawn is also caused by shock, it is easy to get a BUFF full of holy light when brushing at dawn. This can be used very well, and it is more suitable for brushing the divine light in the case of the second single blood ascension mentioned above, or continuing to brush the general light/holy light.
Then there is mastery skill: Glory Healing: All direct healing skills will produce a damage-absorbing shield on the target, which is equivalent to the healing amount (12%+ mastery attribute percentage) for 15 seconds. Every 480 proficiency levels can improve the absorption effect 1%.
This mastery effect is the origin of the knight's pre-treatment ability. Although it looks weak, it is firm. Almost all healing spells will trigger this specialization effect. Simply put, how much you master can increase your treatment in a fixed proportion, and because it is a shield, it will not be excessive.
Regarding the use of masters, it is actually very simple:
Free hand: the hand of anti-deceleration-since eating the new high cover and middle cover, it is not difficult to run to the fifth floor ~ ~, ahem. It is suitable for situations such as deceleration and immobility in FB that need to be dispersed. Because the blue consumption of cleanliness is relatively high, giving freedom is a more economical way to disperse.
Protective hand: invincible hand-it's nothing to work hard for only ten seconds. Really ~ ~, ahem. It is used to dispel physical disadvantages, such as armor piercing, bleeding, or situations where there are huge physical injuries that can be predicted but teammates cannot avoid. In the battle of the old five steel scorpions, players need to bomb and bear a lot of physical damage to ensure the venue is clean. Reducing the damage by 20% (such as the sacred blessing of the inscription) is enough to hit the bomb, but when it can't be completed at present, it can also protect the teammates and let them hit it.
Sacrificial hand: the hand of jumping property prices-what is the purpose of buying one get one free? Ahem. Given t, reasonable use can significantly reduce the pressure of the storage tank. In addition, the transfer damage during the sacrifice of your hand may kill you, so please give yourself a reasonable protector/invincible to avoid these injuries. The protective hand can only avoid the physical damage transferred by the sacrificial hand, while the invincible hand can avoid all the damage transferred by the sacrificial hand. If you are afraid of buying one for free, please take it with the inscription of the sacrificial hand.
Redeemer's hand: the hand to clear grievances-how could you have the heart to hit me when I was so cute? Ahem, using ot to prevent high-explosive occupations (such as punishing riding) when the hatred of boss is unstable, and it can also be used to transfer hatred to yourself or other treatments when adding it to prevent being shot by thugs.
Pure hand (talent): reverse hand-the same trick, which is invalid for the saint's second jump, ahem. Strike a friendly target with a holy hand, reducing its damage by 10% and periodic damage by 80% (reducing some biological attacks) for 6 seconds. Quite a powerful anti-point technique, although not used much, but quite useful.
As for explosive skills, I won't go into details. It should be easy to understand, as long as it doesn't mess around, it's okay.
Divine plea, reply to blue skill in 2 minutes. You can start using it every time it is at least 12% blue, which should be 80% blue. If you can use it in battle, don't use it without blue.
Gift, symbol:
The first sentence: When you are away from home, please take 1 set of books with you and change your inscriptions and talents at any time.
First floor movement
[Light speed]: Increase the movement speed by 70%, 8 seconds and 45 seconds CD.
[Restore French Open]: After the trial hit, the movement speed is increased by 45% for 3 seconds.
[Pursuit of Justice]: Increase the moving speed 15%, and increase the holy power of each layer by an additional 5%. This talent can increase the movement speed by 30%.
According to the actual combat choice, choose the speed of light when you need to move at a high speed, use the French net to restore or choose selfless healing if you have the habit of trying, and pursue justice when you need to stay at a high speed.
Layer 2 control
[fist of sanctions]: instead of [hammer of sanctions], 30 seconds CD, 20 yards range.
[Confession]: It takes 1.5 seconds to cast spells, 15 seconds to cool down, and the longest time to paralyze the target is 1 minute. Only valid for humanoid, undead, demon and dragon.
[Evil comes from the heart]: Your evil crossing can now also affect humanoid creatures and beasts.
PVE copies use the fist of sanctions more in combat.
Third layer recovery
[selfless cure]? After the trial hit, the flash spell cast on others is shortened by 35%, the mana cost is reduced by 35%, and the healing amount is increased by 35%. Maximum three-layer superposition 15 seconds. Divine power can be obtained through the judgment of god's specialization. The additional effects of healing spells now affect the holy light and its illumination in addition to the flash of the holy light.
[Eternal Fire]? Instead of the Glory Order, it consumes up to 3 levels of sacred energy, heals the target with 5538+49% health, and recovers 508+5.84% health every 3 seconds for the next 30 seconds. When casting on yourself, the healing amount of eternal fire heat increases by 100%.
Holy shield? Divine shield's damage absorption shield will now take effect immediately, and it can take effect on multiple targets at the same time, but this talent now consumes 16% of the base mana, and has three recharge times, with a recharge time of 10 second.
Selfless therapy is based on the need for more public CDs to play demo and keep BUFF. It takes great efforts to increase the operation of trial and grasp the time of selfless BUFF. At the same time, this talent is contrary to the holy light perfusion, and it will consume two effects at the same time after using the skill. Therefore, this talent is not recommended for newcomers. Relatively speaking, the eternal fire and the holy shield can be selected according to the occasion. The eternal fire still has the power of World War I after polishing the healing amount. It's quite IMBA for the new version of the Holy Shield to be sent out on appropriate occasions!
Fourth floor auxiliary
[pure hand]? 30sCD lasts for 6 seconds, and now it reduces the target harmful persistent effect by 70→80% and the harmful persistent effect that cannot be avoided by immune effect by 0→40%.
[Invincible Soul]? Now directly reduces the cooldown of divine shield, Holy Blessing and Holy Healing by 50%.
[kindness]? You can use the hand of protection, the hand of freedom, the hand of salvation and the hand of sacrifice twice before triggering the cooling.
Choose according to the needs of the team. If you need double protection to eliminate physical DEBUFF or you need to bear a lot of physical damage, use kindness, and if you continue to hurt high, use pure hands, so that you can stay in the invincible soul at ordinary times.
Explosion on the fifth floor
Holy Avenger? 2minCD's ability to generate divine energy causes an additional 30% damage and healing effect, generating 3 layers of divine energy at a time.
[holy anger]? Revenge Wrath duration increased by 50% (extended to 30s), during which the cooldown of Holy Shock was halved and the critical strike chance increased by 20%.
[providence]? Skills that consume divine energy have a 25% chance to trigger divine will, so your next skill that consumes divine energy will no longer consume divine energy. Its effect is equivalent to consuming three layers of sacred energy for 8 seconds.
Holy Avenger is the most explosive skill in this talent. Divine Avengers are generally used when explosive group therapy is needed, and they often cooperate with divine grace to improve the frequency of skill use. The combination of divine avenger and divine grace can explode a considerable amount of treatment in a short time, which greatly ensures the stability of the blood line of the team. Holy anger can be seen as turning wings into another enhanced version of divine grace? God is good for lazy people, but you need a great bottle of facial cleanser.
The sixth level of skills
[sacred prism]? 5% base mana, 20sCD, 40 yard range. When used against the enemy, the enemy will be damaged by16136+142.79%, and at the same time, five friendly targets around the enemy within the range of 1008 1+96.2% health will be treated. When using friendly targets, heal friendly targets16136+142.79% of health, and at the same time cause 5 enemies around friendly targets to suffer 1008 1+96.2% of damage.
Hammer of light? 1minCD, within 30 yards, cause 3630+92.09% damage to all enemies within the target area 10 yard every 2 seconds, and treat all friendly targets within the target area with 3630+92.09% health every 2 seconds for 16 seconds. At the same time, slow down enemies within the scope of the hammer of light by 50%.
[Execution of sentence]? 1minCD, with a range of 40 yards, will cause 593.6%+26.72 damage to the target * * * within 10 second, and the damage will increase with time. When used against friendly targets, * * * heals 593.6%+26.72 health points within 10 second, and the therapeutic effect increases with time. The final gain is directly triggered when dispersing.
Holy prism is the only skill in the sixth tier talent that consumes blue. The skill cd is short and the treatment amount is relatively high. When used against the enemy, the treatment effect can cover melee groups and a few remote groups, which is very flexible, fast, convenient and efficient. Because the cd is short, it can be used for emergency treatment. However, the requirements for the team position are relatively high. If the team members are far away from the boss, they will not play their due role.
Hammer of Light is a relatively efficient group brushing skill. As a supplement to the group brush, it can make up for the shortage of the paladin group brush to a certain extent, and it has a good performance in most boss wars with relatively few running positions and relatively concentrated personnel.
Although the skills of execution and sentencing look gorgeous, the effect is not satisfactory. As a single treatment skill, although the amount of treatment is extremely high, the CD of execution and sentencing (compassionate treatment) is a bit too long compared with other skills, which is the most important factor limiting its appearance. Moreover, the use of executive judgment needs to accurately predict the damage to the target.
Great sculpture
Glyph of Holy Light Lighthouse: Remove the male cooling of Holy Light Lighthouse.
It almost needs to be inserted, which is very useful in the boss battle where the street sign target needs to be changed frequently. You can also cheat beans through Shen Guang's street sign macro.
Glyph of Holy Appeal: Now reduces the mana regeneration effect and cooldown of Holy Appeal by 50%.
Glyph of Holy Spirit: Healing can restore 10% of your maximum mana, but the cooldown of healing is increased by 2 minutes.
It is equivalent to a small blue bottle. In general, there are few occasions when a battle can be used more than two times, so you can use it according to your own needs.
Glyph of Flash of Light: After casting Flash of Light on the target, the effect of the next healing spell you cast on the target within 7 seconds will be increased by 10%.
Glyph of Innocent Guardian: When you cast the command of glory (eternal fire) on others, you will also heal yourself by 20%.
This inscription can greatly improve the paladin's self-protection ability and is worth recommending.
Glyph of Holy Blessing: reduces the magical damage reduction of Holy Blessing by 20% and increases the physical damage reduction by 20%.
It plays a very good role in boss which mainly attacks aoe physically. Choose whether to use it according to the damage type of boss. If it doesn't work, then your carving posture must be wrong!
Glyph of Sacrificial Hand: Sacrificial Hand no longer transfers damage to the target to paladins.
It is highly recommended in some occasions where it is easy to buy one and get one free.
Small sculpture
Just returned the inscription: you know! Note: I am not responsible for the consequences of deducting DKP from RAID.
Macros: There are 1 required macros, and the mouse points to the therapeutic macro (giving priority to the skills of the living teammates pointed by the mouse, and giving them to yourself without targeting the current teammates).
#showtooltip?
/Stop playing
/cast [@mouseover, nodead, help] skill name; [Help] Skill name; [@player] skill name?
Plug-in:
CompactRaid team framework: I personally don't like the framework of Grid. I think it's too small, so I'll use this one. BUFF indication in the corner, DEBUFF indication in the middle, hate indication in red box/yellow box on the player's frame are all very easy to use, and team marking and the like are also very convenient. Moreover, this is modified by Blizzard's official 4.0 framework, which is superior to any other plug-in in terms of compatibility and priority. Even in combat, you can move, change anchor points, hide and modify attributes at will. These are forbidden areas for ordinary plug-ins, and you must never cross the line in combat. Do you know what this is called? "Only state officials can set fires, but people are not allowed to light lamps", although it is a derogatory description, is actually convenient for the end users.
And it is embedded in the game's FrameXML, not LoadOnDemand, which means it exists in the game memory whether you use it or not. All functions, variables, templates, and the most basic objects and frameworks have been created long ago. Even if it is not used, how many resources it should occupy is basically the same. If you don't call the OnUpdate script after hiding, you will save some CPU cycles at most. Simply put, it means nothing.
TidyPlates nameplate beautification: look at the annoying plug-in When you are a milk or DPS, the blood bar of the target with high hatred will turn red, high hatred will turn yellow, and hate safety will turn blue. Under the wrath of justice/bear form/dish cow style/defensive posture/blood aura, the color display is just the opposite.
DBM: Team must-have plug-in, not much to say.
4. Shi Ying: Splicing plug-in, powerful, comprehensive and gorgeous. It can automatically set the breakpoint of splicing according to your network delay, which is very practical.
Attribute:
1: Spirit
Spirit can improve the blue color of the holy knight. In version 5.4, the number of blue-withdrawing times of the holy plea is directly linked to the knight's spiritual value, which is about 150%, making the spiritual value higher.
How much spirit does it take to lay the foundation? Different people have different opinions. To sum up, just four words is enough.
As for how much is enough, this needs to be considered according to team configuration, team skills and personal treatment habits.
Step 2 be proficient
Every 480 proficiency levels are equivalent to 1% proficiency, and every 1% proficiency provides an additional absorption shield equivalent to 1% treatment.
The mastery of divine specialization and brilliant healing can be simply understood as the effect of directly increasing the amount of treatment. According to the relevant calculation results, among the secondary attributes, mastery is the biggest benefit besides spirit.
Because radiation therapy is a kind of injury absorption effect, most of the proficient transformation is effective treatment, and the overdose is relatively small. Under the condition that the equipment level is average and the team buff is complete, about 25%-30% of the treatment amount can be converted into a mastery shield, which is excellent in the boss battle.
Brilliant therapy can be triggered by any direct non-thermal therapy except insight into the effects of seals, light beacons and inscriptions, so it is extremely widely used. In version 5.4, the effect of continuous treatment except execution sentence no longer triggers mastery.
3: explosion
Every 600 crit level is equal to 1% crit.
Due to the need to use more green attributes to get it, crit has gradually stepped down from the altar compared with the halo of 4T 14 in the early MOP and the blue once crit.
But in the process of land reclamation, especially the heroic mode of 10 people, sometimes there will be good results.
Step 4 rush
The haste level of every 425 points is 1% haste.
Speaking of haste, it is necessary to say the casting speed, which is influenced by haste level, insight seal and team 5% haste BUFF.
However, jihad is only affected by the rapid level.
In version 5.4, jihad also affected the shock cooldown of paladins, making haste no longer as unpopular as in previous versions of MOP.
For more information about Rush ... please click here.
A 5-second CD shock requires an acceleration level of 8500. But a 5-second shock is not necessary!
5. Intelligence
Intelligence is related to the spell strength of the treatment, and the spell strength is related to the amount of a single treatment.
For divine specialization, the intellectual gain is greatly reduced compared with the previous CTM and WLK.
In addition, because in the MOP version, the value of the secondary attribute on the gem is twice that of the primary attribute, so try to choose the secondary attribute in the choice of gem.
From personal experience, relying on the intelligence of equipment and enchantment is enough to cope with most battles of various intensities, and there is no need to pile up.
So from this perspective, there are probably several mainstream schools of heap attributes:
1. Mind Mastery Flow: Take glory therapy as the core, and use violence to return to blue and release blue to burn youth-well, brush the shield to ensure NQ safety. On most occasions, his performance is quite satisfactory, but in some bosses who use shields and eternal fire, and stand scattered, the role of proficiency is greatly reduced.
2. Rapid mental flow: Pure rapid mental flow is to turn the mastery of mental mastery flow into rapidity and pile it up to the next threshold of rapidity. It can only be used with shields or eternal fire. If it is selfless, it will cause a lot of blue overflow. The so-called threshold is, for example, if you rush to 14999 and there are 7 jumps, the reading bar will be reduced by 0.5 seconds, but when you reach the threshold of 15000 (for example, it is not true), your reading bar may still be reduced by 0.5 seconds, but the holy shield will become 8 jumps. As for the rapid reduction of reading time, there is not much explanation.
3. Rapid critical stream: a school centered on holy light perfusion and selfless treatment. The rapid crit stream can reduce the trial CD, and with the Holy The Avengers, the explosion will be full and the data will be beautiful.
But the weakness of rapid crit flow is also very obvious. Indeed, there is no shortage of blue in the trial of card CD, but once there are accidents, such as the reduction of therapists and the failure to reduce injuries, the treatment pressure will increase sharply.
These conditions lead to the need for a large number of frequent use of holy light lighting/divine light/holy light flashing, resulting in a sharp decline in the amount of blue, which can not be restored to the normal level, which is very fatal in land reclamation. Unless the HPS gap is quite large, individuals do not recommend fast crit flow.
4. Quickly master the selfless flow: maximize the genre of creating divine power. By compressing the spirit, this genre has accumulated a lot of speed and proficiency to deal with the leader war that needs a lot of group brush. It is a first-class school from HPS that provides HPS through the treatment/protection brought by the dawn light.
Due to the spirit of compression, during the period of land reclamation, you first need colorful gems with legendary quality to deal with the blue gap, and the blue jewelry of Raytheon throne that can be quickly affected and upgraded back to blue.
At present, this talent seems to require you to have a good understanding of the process of the leader's battle, and at the same time, it also has higher requirements for the team. When there is chaos in front of the fixed explosion point and a wave of explosion is needed immediately, the emergency response capability decreases.
However, if there is a big gap in HPS, or squeezing therapy is needed, it seems to be the best choice to master selfless flow quickly. Generally speaking, it is more suitable for the preferred school of farm stacking after the agricultural reclamation stage.
Equipment: SP: Aoliao SP is a general graduation SP for treatment, and its status is equivalent to the fate of DZ cat De LR. The treatment SP given by brain-dead yelling tastes good, too.
Other AG equipment is basically ok, so don't be too picky.
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