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Version 5.1: dual wield frost death knight output gimmick explanation

  • 2012-12-20 16:02:33

 

Then, the strength increases all damage but amplitude is low, proficient in frost damage increase rapidly, with faster rune recovery to hit more skills, and improve the frequency of the killing, this three accurate income is still controversial, but in actual combat three income very close, no matter what is all jack stones, to the total effect of DPS is small (< 1%), you can choose according to oneself be fond of.
And I am putting this section on the front, because most of the players when DPS problems, the first question now is their compatibility, in fact, as long as you hit the target accurately, gem enchant completely, no use intelligence, stamina and spirit gem, then your DPS is mainly depends on your skill, but not you pile of the rapid or master.

 

 

Reins of the Rusted Proto-Drake


Talent and glyphs:
T1: vampire plague
T2: anti magic fields/purgatory (according to individual be fond of)
T3: death steps/chilblain (according to BOSS adjust)
T4: natural disasters contract
T5: energy shunt/rune reinforcement
T6: blood magic's grasp/cold winter (according to BOSS adjust)
Will choose glyphs: infection glyphs, army cancel digs
Optional glyphs: die reduction glyphs, green dam glyphs, the ever changing reiki glyphs, ice road minus fell glyphs
T1 and T5 are the only two influential to DPS talent.
T5 two talent major difference is that:


Rune strengthen average trigger rate 45%, the average energy shunt trigger rate 40%, single chance from speaking, strengthen the recovery FuWenHui slightly more than shunt
But rune strengthen occasionally because no lock runes and waste (brave or strong character stage especially obvious), and dynamic shunt in no lock runes can change the layer number preserved
And the energy produced by the shunt is death rune, this means that we don't have to deliberately keep evil runes to orientation to recharge, can rest assured of the rapid use off all runes, thus effectively avoid sudden large rapidly lead to rune overflow.
The choice of specific according to individual be fond of and operation habit
If choose rune reinforcement, remember to always keep an evil character so that directional imitation can resume ice/death rune
If choose vitality shunt, will "/ cast vitality shunt" tied into primary skill to realize automatic transmission
T6 glyphs usually need according to different BOSS and adjustment:
If treasure old four, treasure H2 choose blood magic's grasp, fear in the heart of old four choice of corrosion

 

 

Reins of the Ironbound Proto-Drake


Output technique:
Dual wield ice only cycle in every minutes two extraction disease, a vile rune dark hit, a disease outbreaks with patch disease, there's no fixed output cycle, the priority in the form of output.
(remember not conducive to disease with CD, this will lead to disease and pumping the outbreak of CD separation, make you spend so much evil rune complement disease)
Priority:
Ice play: when the operator can kill more than 80 or trigger
Harvest: BOSS HP < = 35%
Glide: [ice] or [death] rune will overflow
Die, die cooling completed, blood plague more than ten seconds and a [evil] rune (this only for pile station, if movement too often ignore this directly)
Annihilate: blood plague more than ten seconds and can use [evil character] match out of annihilation
Horn: when nothing when things
Glide: when there is independent [ice] or [death] when operator
Ice play: operator to less than 80 without killing
AE: when the target is less than 4
Card CD die, no brain glide, cut target dark play


AE: when the target is greater than 4
Double infection, card CD die, no brain glide, when blood plague less than 5 seconds to infection
Copy location:
With ten divided into full marks, double the DK ice in the ability to copy roughly as follows:
Continuous output capability: 7
Outbreak ability: 3
Chopped kill ability: 4
Multiple target output capability: 9
Outbreak of AE abilities: 10
Continuous AE abilities: 10
In one of the most outstanding 25 people team, in view of the single objective pure pile BOSS, the same loading, etc., all members can perfect play under the condition of the professional DPS:
Hands outbreak stage, double the ice DPS in roughly between 10 to 15
Then over time, DPS will slowly back to three to eight, the face very good circumstances can enter the first three, but the opportunity is not big.
Multiple target output (< 4), ice DK output should be second only to thieves, and the same soldiers, walk in the first group
In the more than four goals for AE, double the ice began to lead the first group

 

 

Reins of the Bloodbathed Frostbrood Vanquisher

 


Pay attention to the point:
A, (glide + die > = 1 s + 0.45 > > dark glide play + glide), dark dozen income is very low, so in mobile warfare, you every minute should only use a dark play added blood plague (another use outbreak), the rest of the evil character should be used to destroy the evidence. Pure pile fighting every minutes two die, one dark hit, the rest of the evil character also used to destroy the evidence.
Second, when the BOSS health less than 35%, the soul harvest is always sheet accord with the highest damage skills.
Note: when you release the harvest, release the moment will have a damage, then 5 seconds after an injury, the two damage in statistics is the same name, so in view damage statistics, remember that will "soul harvest" average damage multiplied by 2, it is each rune used for the actual total damage.
Influence factors of DPS:
In considering such factors as the face brings fluctuation, double the ice is actually a cannot reach the highest DPS, the theory of the DPS in actual combat because of various factors and reduce, and good DPSer can do is to put the shrink range control in the lowest limit.
DPS will lead to reduce factors roughly as follows:
1, operator can overflow: every time use rune will increase operator can, when your next skills can lead to operator can more than 100, more than part was wasted.
2, killing overflow: kill a long time not used, so the killing will probably be the next flat cut killing cover, namely a slaughter be wasted.
3, ice/death rune overflow: when two ice or two FuWenTong death when cooling completed, and are not used, ice/death rune namely into the overflow condition.
4, the soul harvest delay: because the soul the damage far outweigh the glide, when the soul harvest CD completed time every second of delay will loss must be DPS.
5, killing is s use: due to the ice damage than playing s, so when s use off killing, will cause a certain loss of DPS.
6, evil rune overflow: when two evil when FuWenTong cooling completed, and are not used, evil rune namely into the overflow condition.
In theory, double the ice output, you should try to avoid all of the above situation, but in actual combat it is not possible to achieve, so please as far as possible, in accordance with the above digital priority to avoid the above condition. Operator can overflow and killing overflow lead to waste the highest DPS, and killing is s using wasted DPS minimum also is most difficult to avoid, there is no need to play, such as ice and deliberately delayed s.
About DuanDang:
We understand the DK output for a card system
Each card can inflict X damage and restoring Y card
So DK theory limit seconds is injury (X * Y)
The X and Y is the equipment of genetically determined
Can't change in actual combat



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