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Warcry of the fighting in a brief analysis of World of Warcr


Author: wowgold8 Source:http://www.wowgold8.com

Melee type (Melee):

Melee fighters that rely on weapons and armor to destroy the enemy. Their HP (life) and AC (defense rating) are very high, and has a strong fighting skills, coupled with the BUFF (a useful auxiliary magic, such as increasing HP, AC limit, otherwise referred to as DEBUFF), they can defend itself from the enemy the vast majority of wow gold attack, generally known as TANK. Most of the melee weapons are similar, so we do not need frequent replacement of weapons (weapons only take into account the actual property is attacking and launching frequency). From this, the melee class in WOW has also been defined as the focus of injury rather than the manufacturer to withstand, at least at the early stage there is no magic weapon possession before).

1) The hands and arms (2-Handed Weapon, short 2HW): Many fighters use 2HW, because although slower than 1HW some of the wave, but the damage is also considerable. Armor able to withstand the attack points, so look the same attack, attack power of weapons with high damage caused by the higher than the lower multi-(2-fold higher attack, but damage far more than 2 times higher), and some high-level weapons, magic attacks have a good reward (elements attacking force, stunned, weakened target, etc.). So WOW pure physical damage is calculated: Attack * Coefficient - Coefficient of Defense *

Advantages: highly aggressive, more magical properties of additional incentives to quickly resolve the fighting (1V1 usually appear), it looks cool (I think).
Disadvantages: slow to launch (which is also an important criterion for judging Acura items), no shield, defense is low, almost no chance of parry.
2) 1HW & Shield Set (1-Handed Weapon & Shield, referred to as 1 & 1): This is one of the most popular melee equipment, but also without its shortcomings of the most powerful combination (of course you have the weapons to be superior), although the damage you inflict smaller , but you have greatly enhanced the vitality (which is sturdy enough a lot of physical, safety first main reason for this combination of player choice, and I think to give up a shield not only abandoned his defense, a number of good properties are lost, such as magic defense, unless you are 2HW Artifact, 1 & 1 is still the best choice, but also in the ranks of the Department has more than magic, or the lack of medical care system is a low-key point is good, extending your life is to extend the life force).

Advantages: shield protection, increase the AC, a faster attack speed, low-risk
Disadvantages: prone to tug of war (1V1 usually appear), low damage
3) The hands and waving-type weapons (Dual Wield): WOW in the final set will be set on the hands and waving, only the hunters and ronin can grasp, and its effects as a result of injury to the same two 1HW, but also in high-grade can learn the grid blocking skills, and D2 of the assassins, they can cause more than the hands swordsman damage. (The last point to be more detailed information on research, is there waving his hands deputies of the main points, how each hand injury is calculated).

Advantages: double attack power, high-grade can be divider, double weapon (which means double stacking property)
Disadvantages: there are employment restrictions, unable to parry a low level (more difficult to get started, a beginner will usually give up)
In summary:

Melee advantages: more HP and AC, easy to handle easy to use, even SOLO.
Melee disadvantage: to face more attacks, often the first to lay down (usually the main TANK was never to see their own HP), the can not be successfully pursued the enemy to escape, unable to cope with large group of MOB (monster), the long-range attack of the MOB powerless, lack of magical ability.
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Long-range attack type (Ranged):

Long-range fighters well-versed in long-range attacks, the attack on the system configuration than the attack power of melee weapons are smaller, but the distance from attack in the case of a continuous attack. They generally can only wear light armor, and HP is not high, but they are agile and adept at using magic. All the long-range attack weapons require ammunition, but there are life skills, and ammunition can be made so that you do not have frequent shuttling between cities, and some high-level weapons and can use the magic so do not need to launch attacks on ammunition. And most remote attacker to wear a portable melee weapons to prepare for MOB come to your side. (This point is very important, if it is surrounded and can only think of ways to blaze a new trail, but most of the results are linked)

1) musketeers (Gun User): Gnome is the only mastered the use of such mechanical arms race, but the other races can also learn gun attack frequency and injury is different, but essentially a low frequency of attacks Meng??. Now that we know are the hands and arms, but did not rule out the possibility of one-handed (64 pistol ~ ~ ~? Khan).

Benefits: Injuries large, quick-fix (a shot eliminate an enemy?), You can not close until the enemy to destroy him.
Disadvantages: firing frequency is low, almost no defense, easy to cause serious damage to the enemy.
2) Archer (Bow User): bow and arrow is also a class of long-range weapons belonging to the mass of long-range weapons, with the highest transmission frequency and the highest accuracy, but regrets that it is also a kind of harm to the smallest (play similar to kite-flying).

Advantages: high frequency
Disadvantages: attack is too small, HP high-MOB might go close, the operation unskilled easily be besieged
3) Marksman (Crossbow User): similar to firearm injury and attack frequency, crossbow at low frequencies can play a very high attack, not the same as all the people of firearms can be used (do not know if there Zhuge crossbow -. -)

Advantages: quick fix (and the gun does)
Disadvantages: and the same gun
In summary:

Advantages of long-range weapon users: You can not hurt the case of attack, low risk, can be used to PULL (luring, and then one by one break, that is commonly referred to as monster cited) MOB, used to deal with the strange melee more appropriate, with more the ability of high magic.
Long-range weapon users drawbacks: HP is low, damage is small, it is difficult SOLO
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Caster (Spellcasters):

Caster is the use of magic to eliminate the monster. They are all professions where the largest number of MANA (that is, magic supernatural ability), HP least one class. That they can learn a variety of magic, including direct injury to offensive magic, auxiliary Magic (BUFF), there are groups of controlling magic (scheduled for the body, hypnosis), are his strong suit. Generally speaking, they can not wear armor, and can only be a robe-like Dongdong (MM dressed pretty), so their defense is really miserable. In their hands holding a general melee of the wand can be used, are generally quite strong, but excruciatingly slow attack that, or the hands holding a scepter.

Types of magic:

1) Holy Magic (Holy): Holy Magic to use the power of light is the preferred element of Paladin (that priests do, to say the sacred magic of the MASTER is also pastor), which has a strong cast treatment capacity, the sacred magic of the Undead with the additional lethal.

Advantages: a treatment capacity of the UNDEAD special harm.
Disadvantages: Some monsters on their immunizations, or only inflict minimal damage.
2) Fire Magic (Fire): As everyone knows, Fire Magic is the greatest damage in the various elements of magic, and some high-level magic can also crack down on the multi-target (but the fire department was too slow is bad spells are generally not used )

Advantages: the most destructive and can damage a large area.
Disadvantages: Every time MANA consumption of large (and also a little more concerned about is the "warm and surgery" has not, He He)
3) Natural Magic (Nature): This is the Druid's housekeeping skills, because he is a guardian of nature, the basic nature are these auxiliary Magic Magic (BUFF), of course, there are DOT (damage sustained magic, what mosquito bites the like), as well as setting body operation (in fact, used up or slow operation) and the system of these blind patients are able to hurt the enemy a period of time. But also has the medical capability of natural magic (after the sacred magic).

Advantages: has many auxiliary magic, and some treatment capacity.
Disadvantages: lack of effective means of direct injury.
4) Ice Magic (Cold): this kind of magic's most attractive feature is the ability to frozen the enemy to change slow action (D2 where we prove that a lot of pull), fighting in groups is useful, there is an auxiliary capability is a displaying an ice shield, used to reduce damage. However, the Department of ice magic spell over a fire department or other injury is relatively low.

Advantages: slow the enemy, auxiliary defense.
Disadvantages: lack of attack power.
5) dark magic (Shadow): Dark Magic is a dead Warlock's good at stunts, such magic principle similar to the "vampire" and so on. (Logically speaking, there should be "self-mutilation" mainly or very detailed information)

Advantages: Vampire (double-edged sword)
Disadvantages: the sacred magic of its natural enemies
In summary:

Caster's advantages are: you can not hurt to remotely destroy the enemy (to your front had completely gone), can be used to PULL, there are a lot of direct damage magic and complementary capabilities. Can SOLO (must be guaranteed first strike wiped out 50%).
Caster's weaknesses are: HP is too small can not wear armor, but a lot of monsters to some magic immunity (free monster encounter, then you had to say goodbye).
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Pets & Call (Pets & Summons):

In certain occupations can train pets (all call pet, however, and D2 where the different, WOW where there are a variety of non-human pet) or by means of calls to call helper (Hunter, Warlock). Call out something in general to be worse than the pets, but only there is a certain time, and pets are not. Pets can also be upgraded through the development of his properties, so they will always become stronger. Following is a pet and call objects (elements) of the type:

1) melee-type pet owner's strategy (Melee): melee roles are generally kept as pets is another point of attack, or is designed to withstand the enemy (human shields), there is a cover when you escape, pets can usually cause great harm while they lost little (a bit like the D2 and then take a savage barbarians inside the chopper 2 groups, Hehe. but the owner was a bit better medical capability, such as PAL)

2) The long-range attack strategy of pet owners (Ranged): Remote attackers are generally kept as a pet is pure human shields to the top monsters in the distance, while he had to combat in the distance. These pets need to compare the general thick body and a lot of HP, do not necessarily need to cause much harm to the enemy.

3) The caster type pet owner's strategy (Spellcaster): This point and the long-range attack compare like with like. Is also a human shield tactic (which is also a general pattern of SOLO: pet first, the other pet a strange fight to a stalemate, followed by the role of the blame for weak or the DOT, we have to wait blame all the attention and hatred in pets, and then blood-sucking, or in the final to be a fatal blow, which is why the souls of the deceased king of Warlock is the reason SOLO)

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SOLO's strategy (Solo Strategies):

WOW does not require that each player must always be added to the team battle, in fact, in many cases a lot of players can go it alone (solo) to exercise their own.

1) One to One (One on One): Generally speaking, a player can deal with an enemy with their so similar, even if the weapon is not a very strong case. However, if you choose to 1V1's, they must put the deal guy diverted to a more secluded place to deal with (especially with a group in nature MOB), definitely not to fight when the other monsters to join it (or even the opportunity to escape would have to change the remote, but always felt such a strange player must have to be separated from a group of strange ability, it is possible through a bow and arrow, or have this ability to pacify patients)

2)-to-many (One on Many): Generally speaking, you have only one person may be dealing with a group and you level a far cry from the enemy, or is likely to be sacrificed, so I suggest you stay away from a group of people when a monster . However, when you're dealing with a monster when the 2-3, if you can confuse (or hypnotic, calm down, pacify..) A strongest monster, when you attack a monster when he was the weakest, but to help. Eliminate them one by one this way than with a three way fight for the harm done to a small number. (Personal view is that such a strategy while not wrong, but from the order of attack is wrong and should be done before the weak monster confusing, because the success rate and time of confusion will be a lot more, but a start confusing the strongest monster fail will cause a group of strange kill, from the beginning of the weakest, even if the failure of the confusion is only the last one will chase you, to be relatively safe, and this is also the general rules of war, but sometimes special, For example there is a medical capability monster guy...)

3) a pair of BOSS (One on Boss): When you have the time to challenge a BOSS, first make sure he was inside the surrounding area must be cleared of all mobs, that is, the principle of isolation (D2 where Boss is another matter that the blood raven ), but when Rush and his will to ensure full HP, full of MANA, full BUFF's the principle of the three full (BUFF order must proceed from a secondary to the primary, because some BOSS can repeal BUFF, so minor in front of can guarantee the most critical BUFF is not cleared, such as the life-cap), and must use your strongest attack capability, but also you and your significant differences between the level of BOSS, you will die very fast, and very badly (in fact, even more than you low, you can not deal with because of their special ability is..), of course, here comes the challenges that you are a bit BOSS and practical.

Battle group (Group Strategies):

Limit the number of each combat team of 5 individuals, teams can defeat a powerful monster than single people, but with good will be more powerful. Moreover, some regions of the monsters are strong, forcing you have to team up access (to the city, Hei hei), but also in the time of entry of all personnel BUFF.

5) groups to the individual (Group on One): When the monster group attack a more fierce when the monster attacks to ensure that the object is the team most skin rough flesh of the guy (that is, TANK pull), but also to ensure that your door TANK's HP should not be too low.

6) groups to the group (Group on Many): When fighting in groups, contacts and understanding between the teams is very important. Each member should focus its efforts attacking the same monster (generally the strongest one) and then a one elimination, and the SOLO principles are in fact, the best one a single elimination, so that efficiency will be good for many more sacrifices will be small. But also very nice, but we can chat with one hand while fighting:)

7) groups to the BOSS (Group on Boss): To be honest, this thing is entirely a very profound capacity to 3 words 2 words hard to say, require a separate illustration. (That is, the first clear the scene, and then be ready to deal with alone BOSS, the inside is the most difficult task of TANK, we must withstand attacks at an early stage, and to firmly entangle the BOSS, BOSS all the attention when the body TANK time, the other units in order to launch a final attack, it is generally 10000 cannons hair, wipe).

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The principle of distribution of the spoils of war (Looting):

Because of China's national conditions and relieved, that needs to be stated in general there are three kinds of ways:

1) All free-type (Free-for-All): Everyone has LOOT (TO loot the corpse thing is to take away. Loot is what you take away what has made a lewt) the right to drop him from a special NPC items are allocated in accordance with the needs of players. Money is equally distributed, or one check once. (In between the Society and familiar friends no problem, in fact, is the most natural one, but the Association except for a large-scale battle)

2) Round type (Round Robin): one time, fate, experiencing their other players to get what they need can be gift or sale. (Generally for people who are not familiar with the combination of the general monster hit Lianji pm)

3) The captain of the distribution type (Master Looting): only the captain can LOOT, and then to captain the allocation of spoils of war.

Editor's Note: The above cases are a perfect and orderly form of foreign play MMORPG's are usually a higher age levels. That they can consciously observe and deal with various gaming events sequence. The mainland's MMORPG players ages generally low, so the distribution for the spoils of war are usually only one form - to see who grabbed fast-_-. Strongly appealed to all future playing WOW friends all use these three principles, purify our gaming world.

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Other strategies (Misc Strategies):

1) gregarious Monster (Social Mobs): type of MOB with a social nature, has its own responsibilities and division of labor, are more difficult to SOLO, unless you're a lot stronger than they are. If you have pets and a team, you can battle through the group's strategy to deal with them.

2) lure (Pulling): This is a much-needed work skills, were all called Puller (legendary bait -_-|||), What you want is a just blame from being pulled out of a group, one by one elimination. (Requires a lot of experience, and not every professional is competent in this role, WOW is not very detailed information, I am not talking nonsense, it is estimated there is a magic in long-range attack capability to calm professional bar)