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Light core four knife flow expert mode mage experience sharing

2018-02-23 00:00:00

Light core four knife flow expert mode mage experience sharing

Methods/Steps
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Due to some of the "unique" design concepts of Blizzard, the expert mode of mystics is mixed relatively miserable. In order to expand the team of mystics, special issue a survival but very challenging gameplay. This Build is only available for Expert Arcane practitioners and cannot go to mp2 or higher for the time being. Other types of players can see better, do not like to please spray. This Build and assembly is for the general diaosi, because I am pure myself. Every time I see the move of two or three hundred thousand panels of Gao Fu Shuai hair Build, I silently point the x in the upper right corner. There is no overbearing name, just called "four knife flow of light core".

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Second, basic knowledge "photonuclear" refers to the active skill "fierce light wave (hereinafter referred to as light wave) - chaotic photonuclear (hereinafter referred to as photonuclear)". The "Four Blade stream" refers to the combination of the active skill "Energy Armor - Strong Armor" (hereinafter referred to as the "Three blade armor") and the passive skill vision turbulence (Spring Brother), which can take at least four cuts to death in most cases. Photonucleus and four-blade flow have no essence. Put it together just because the Arcane is really weak at HC and the active skills column is very tight. The Arcane's left button skills are all flawed and the Chaos Photonuclear rune is so good that it makes the light wave Photonuclear the only means of attack. By making full use of this "one trick fresh, eat all day" skill, to achieve the ultimate goal of saving an active column. (Note, I am not a data tester, the following content in this section contains a long time of visual testing of the game, if there is any error, please feel free to correct.) 1, a skill to qualify as the only attack means to deal with all situations, must meet the K Boss, can clear small monsters, considerable damage, no cooldown and appropriate consumption of these conditions. The essence of various high-health golden monsters and bosses is the "point" output, and many other small monsters can basically be covered by the "line" and "surface" output models. Point: 170% of the weapon damage light wave plus 44% of the photocore, the light wave attack speed is the panel attack speed, the photocore attack speed is twice that of the panel, the light wave is damaged the moment the monster is touched, the photocore has a half second delay and 30 yards radius. It can be approximated that the point output within 30 yards is 170% + 44% x 2 = 258% weapon damage. The damage isn't high, but it's good enough for mp0-1. Line: Light waves penetrate, light nuclei do not penetrate. In the corridor area can play the greatest advantage. In a wide area, retreating to allow the chasing monster to automatically line up, or positioning to allow the light wave to hit at least two elite monsters is a very effective way to increase output. A typical example of change output, diaosi high play favorite. Surface: The photonucleus can be pointed at any object within 30 yards of the field of view. Can ignore building walls and most high and low terrain differences. A wide range of monsters can also brush critical mass, causing monsters to be hard and straight, destroying environmental items to earn additional advantages such as experience. However, the number of branches of the photonucleus and the distribution of hits on each object are difficult to visually detect, and I hope the test emperor is interested. In terms of damage, only 44% of the photonucleus is really low, but don't forget the strafing of light waves. Because the photonucleus is half a beat slower, the width of the attack surface of the light wave is also very narrow, and it cannot be applied to the rapid sweep of the light wave. For a group of little monsters in front, get closer and scan directly. For the little monsters around in all directions, let the whole body of the little monsters focus on the same side of the sector by walking, and then slowly sweep from one wing to the other or simply sweep one column and then sweep another column. The output can also be improved by walking the bit. Consumption: The benders have no secret consumption of the collapse of light waves, but it is a pity to be limited by time. Fierce wave this completely free to cast the skill, why to repeatedly emphasize the use of position to improve the output? It is because of not low secret energy consumption. As a single attack ability that only relies on natural regeneration, a number of devices are required to reduce the cost of regeneration or burst back. A suitable three-piece set (Marla, Jordan, Skeleton) is not available at HC, but a cryptic cap is a must. It doesn't have to be a waste pile. Little or even less consumption is fine. Thinking can be advanced: walk is back to the secret, fear, repelling, whirlpool, building walls, freezing and so on all interrupting the station pile fierce light wave are back to the secret. Through my long game experience, as long as you can stand for 20 seconds to empty the secret, the actual operation in addition to the wormhole road and a very few strong life elite, it is completely enough to play mp1. mp0 has lower requirements. A formula is given for reference: (18 (light wave original second consumption) -N (equipment loss)) x S (panel attack rate) ≤ 80 (secret energy upper limit, ignoring Jordan) / 20 (second empty secret) + 10 (natural recovery per second), resulting in N ≥ 18-14 /S. We'll use it in section four. Disadvantages Light waves cannot penetrate walls; The width of the attack surface is narrow; The range of photonucleus is relatively close; Must stand pile; It requires the support of a certain amount of equipment that can reduce or return critical damage. Even so, looking at the hundreds of attack runes across D3 classes, there are very few that can handle all situations. It deserves to be called divine. 2, the use of triple armor is greatly reduced after the triple armor is cut once, and under the rough observation of HC, it is almost not used by many mystics. Looking at the essence through the phenomenon, the essential difference between the edge light armor used by the vast majority of people and the three knife armor used by very few people is actually 25% of the total resistance compared with "more than 35% of life, evaporation of the maximum health value of the damage." In plain English, it is "full effect, small damage reduction" versus "only when hit hard, small to large damage reduction". In the case of HC, the second option is obviously more likely to avoid a fatal threat. But why are the two kinds of armour still so unequal? It boils down to the ingrained mindset that more blood is safer. Mystics are piling up blood 78,000 to go up, resulting in a very low trigger rate of three knife armor, but also to improve the armor resistance required funds is discouraged by Diaosi. In order to open up a way for Diaosi mystics to survive, there is the following extension of the fight. 3, blood pressure second back high armor anti-blood pressure second back in the ordinary mode is already playing rotten things, but in fact it is more suitable for HC. Reply in seconds. The fundamental reason why the Arcane lives poorly at HC is that the blood recovery ability is the worst in the whole class. Due to the extremely strong critical mass, most of the practical skill coefficients are cut, and the returns are terrible. Bloodsucking skills a painful melee, a 5% damage for Purgatory 3‰ of a drop in the bucket. With weapons, the slightly better price loser can't even look at it. In all professional recovery methods, the ball return has a high output and relies on a bit of luck; Killback contributes little to elite warfare; The second response is a passive automatic response of the whole time. Add up to more can be very effective to prevent the size of the card dropped program dead blue screen flower screen power outage and other accidents caused by popular. That alone has incomparable appeal at HC. High methyl-resistance. HC players understand, don't explain. Apply blood. One mistake many people make in clinging to EHP data is to calculate only the upper limit of EHP, while the generalized EHP is to calculate the recovery amount. Reduce life and increase armour resistance, although the EHP remains the same, but the effective life of the same amount of blood return increases. Therefore, the greatest significance of purposefully pressing blood and improving nail resistance is: first, reduce the trigger threshold of three knives, and more triggers can reduce the injury. Second, magnify returns (blood bottles, five major returns, teammates or Cormac) and fixed damage reduction (stone skin, block).

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Three, BUILD the foundation to Build. Click the image to enlarge Required skills: Fierce light wave - chaotic photonucleus. One of the core skills. With so many characters coded on the front, and anyone using the other four runes, please try the light core immediately. Teleport. HC without a teleport mage is itself a wave. As the ultimate move to save your life, it's not recommended to choose Havoc. Wormholes are not recommended, the natural recovery flow has a total of 80 secrets, four consecutive to use 60, if you immediately encounter the elite will seriously hinder the output. The other three all work. Diamond skin. - Crystal skin. That's almost six seconds of invincibility. It is impossible to buy suitable equipment to reduce secret consumption, you can first use energy-saving prism transition. Other runes don't matter. Three swords. Core skill number two. Critical mass. Core skill number three. All D3 strongest passive, none of them. Vision turbulence. Core skill number four. There are still two active and one passive, each has his own play, not forced. Personal only one piece of advice: the equipment is not good, please bring the crown - secret law destruction. Wormhole/Cataclysmic transports please bring the bender. - Transports. The benders here are not the main attack skills, only used in three situations: 1, need a short period of strong output to solve difficult elites, accidentally pulled two teams of knife Lord or something, don't use 1600% blast escaped Goblin ah hello. 2, need to change to further enhance the injury, by the explosion of the spring brother a cold sweat guilty on the side of a team of elite something. Three, need another emergency teleport, Illusion master wormhole four in a row was so cool that it hit the center of the wall mystery or something. Followers Build Cormack is a perfect match, the other two don't have to consider. I didn't have to change any of my four skills. The effect of two 4651 blood lifts on other builds is almost negligible, but can be amplified by four cuts of blood pressure. Both blood lifting skills have inspection mechanisms and a certain delay, and will not be cast soon after full blood is returned. It's always a lifesaving moment with a lot of blood.

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Fourth, arrange the main deputy according to the importance of small. The speed of the weapon affects the whole body. Since the high armor and blocking of the shield are extremely important attributes, the weapon can only be selected with one hand. From the Diaosi point of view, only three weapons are recommended: yellow spear or hammer that reduces the difficulty of mounting, sky break with high second return, and bloodsucking cut that is designed to hit mp0A3. Reduce the intensity of light wave secret energy. Applying the formula in Section 1, the best loss for mp1 is rounded up (18-14 / panel attack rate). mp0 can be reduced by 1. You can take one off the cap if it pops back. Mystic caps must be -4 or higher. Mara is recommended. Jordan is not recommended, too many stats are lost. Not recommended for skeletons below -3, with their own attack speed. Hyperthyroidism returns in seconds. Pile as high as you can afford. Due to the absence of edge light, total resistance is more than armor. Recommended no buff 6000 armour, 750 total resistance, 3000 seconds response. Other damage reduction. Elite damage reduction, melee damage reduction, dodge, block value, block chance can not be less. 500 Agile is so profitable that it can be used as a master attribute heap. Blood volume and slots. For diaosi blood pressure is necessary and helpless behavior, because HC optional high armor resistance second return main attribute equipment itself is very few, if also with physical strength will be what price? Diaosi don't even think about it. Recommended blood volume: mp0A1-16000, mp0A2-17500, mp0A3A4-20000, mp1-22000. Multiple slots can effectively adjust health, increase peak levels and play different difficulty chapters can only change gems without changing. Critical strike chance. The most dangerous situations are when facing the elite, and critical mass brushing, teleportation, and two alternative active cooling are essential. A minimum of 35 bursts is recommended. Finally increase damage. This Build can grind any elite of any affix, damage only increases efficiency. Hit, hit, hit, smart, loser does what he can. Give up attack speed completely. All three options can also be used. Cormack. Full body attack with turquoise rage. The higher HP ensures that the occasional sim can be held for a period of time. All affixes are assigned very freely, except for the maximum number of armor reactance and the maximum number of seconds. Avoid HC's most popular and expensive vampire, hit back, attack speed, fitness, health percentage, band, pick up affixes. Diaosi can totally afford to play. A lot of equipment is seven or even six figures, because no one wants less physical strength. There's a lot of room for improvement. Eventually, playing mp2 will be safe, but without practice, you have no voice. You can have a try if you're interested.

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Five, the actual operation of blood return all rely on seconds and Cormack, very brainless. When the secret energy is low, move more positions to improve output. The buffer time when the blood line is unstable or kite or control or guard gives seconds to recover. Low emergency to open stone skin, high can open at any time, safe to no. Critical mass brush good each skill cooling reserve. Stone skin transfer in hand, dark world I have; Don't look at elite affixes, pull together A walk. Poor network, high second response can also greatly improve survival. mp1 I have been through the whole process of single brush push map clearance, sum up everyone's most concerned about the three knife trigger problem. In a word: Through purposeful blood pressure and various damage reduction (armor anti-elite melee block dodge), to ensure that the low attack frequency of unblocked hits must trigger three swords, while ensuring that high frequency attacks must not trigger, which is the fundamental survival of three swords in HC. With my current equipment, which can trigger triple armor: A2 Demon Lord jump cut, A2 ancient oasis poison spore explosion, triple board axe and poison explosion of P3, A3 Blood warriors become red rage heavy blow, A3 ground stone spitfire trap, A3 fire pillar explosion trap, Azmordan fire ball, A4 giant fist Lord, Lacanos instant shadow play, each scene self-explosion magic, various wild bull collision, various elite Melt-fire explosion, various giant hammer brother heavy hammer, All kinds of fat bodies, etc. The most important thing is that the damage is close to triggering and the attack frequency is high. In particular, pay attention to: the secret circle center behind mp0A3, A3 multiple explosive chrysanthemum hand, A4 50% armour, 50% resistance, 25% blood curse, A4 demon collision after continuous fire, big pineapple P3 flame electricity, and so on. mp1 should also pay attention to the elite fire chain and multiple dense shelling, as well as a variety of seemingly unobtrusive but damage tons of small things, spiders, scorpions, bats, bees and so on. Handy recorded a melee more afraid of the mp1 knife master succubus combination, the mystery master can ignore the succubus curse. The eight affixes are not repeated. Pure diaosi damage is very low with a minute, but for stability to go a lot of more, usually only a group of elites are direct stand wank ten seconds finished. Finally, four knife flow play always have a sense of tension, not sleepy. Touch a trigger a few times or get beaten up, half the blood. The frequency of its triggering can also be adjusted bidirectionally depending on the difficulty and its own equipment. The adrenaline rush and pounding heart feel like a drug. Isn't that what HC players are supposed to do?

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