The focus has been on 1.0.5 version update specific
information, has been based on their analysis and prediction of adjustment equipment.Hoping
following my adjustment train of thought and ideas and share with you.
(please note, for 1.0.5 analysis assumes that the
pursuit of high difficulty.If you want to continue rolling low difficulty, the
following analysis are not suitable.)
I think the first equipment can be divided into
four indicators: defense, attack, regeneration, and a non-combatant auxiliary
capacity (MF, running speed, pickup etc.).
1.0.4 as basic is compacted, so the unlimited
pursuit of attack and auxiliary capacity (especially MF and running speed).Low
resilience and toughness, because there is no need to.
But the 1.05 difficult the road work!I think the
prediction of 1.0.5 high difficulty just output the promotion person really
ridiculous, you think that Blizzard would so naive to raise output?Only improve
the output what difficult ah, no turbulent time high volume just boring
extended battle time, there is no difficulty at all!
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So 1.0.5 high difficulty must be output and hurt,
even mix of skills to enhance the overall difficulty.But the rise may exceed
our imagination, difficult to present high-end game player can use existing
equipment rolled 10 levels of difficulty.So if you want to challenge 1.0.5
difficult first is survival, first is the defense ability.Only defense
standards, can be mentioned recovery capacity, then attack and auxiliary
capacity.
I do hope,1 with the storm shield for defense and shield
Parkour as the representative of the game will return.People can not simply
rely on the anti armor fitness to achieve adequate defense standards, must pick
up 1.0.2 times most important defense attribute block!In addition to avoid
injury damage reduction property of the class will also be taken seriously
afresh.
2 dual wield Parkour this roller compacted game
would not be popular, or only popular in medium difficulty.To grind, it is a
good way.Want to challenge high difficulty, come to pick up the shield.
3 immortal 5 piece set and Rakuni as the
representative of the auxiliary power to the equipment will not be
popular.Because of difficult fighting, the amount of time spent in a fight
rather than run chart, immortal sleeve clothes are probably the first cut
parts!
4 immortal 3 piece set will be the standard
configuration, the optimal configuration is belt + helmet + gloves.Because the
belt of the vampire, and helmet + gloves +3 sets of melee avoid injury award.
5 black thorn 2 piece set very BUG.These trousers
are standard, the other 1 is preferably necklace, can also be a
clothes.Trousers plus Necklace benefit lies in the large amount of physical,
1000+ hit back, with the immortal sword and shield belt, for Parkour savages,
basically can liberate your main hand weapon strikes back / vampire.
6 swords axe hammer to become the main hand
preferred, heavy weapons anger less important.Because of the small blame health
promotion, where the anger is not so poor.Because must sacrifice attack defense
force, so the sword ax hammer lifting attack is crucial.
7 battle of MF begins to depreciate.The first
Paragon rank promotion will depress the fighting value of MF, 1.0.5 difficult
to attribute the high demand has accelerated this process.Difficult to bring
high returns may be able to offset even beyond fighting MF income, this is
about to see Blizzard parameter settings.
These are some of my ideas, I hope everyone
together to discuss.

4 immortal 3 piece set will be the standard configuration, the optimal configuration is belt + helmet + gloves.Because the belt of the vampire, and helmet + gloves +3 sets of melee avoid injury award.GW2 Gold
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