Monday, November 5, 2012

"Guild Wars 2" Arch Mage upgrade to use mace / dagger build


First, to share PVE with the build.

What is the most important in the process diagram and growth run ~

Of course, running speed and explosiveness!

Therefore the scepter / dagger weapon of choice is the most appropriate:

1. AoE explosive, fast clear blame go to the next destination.

2. Walking the skills many plus kill hurry wind bunk Safe 4, ran Figure excellent.

Natural talent, I chose 30/25/0/0/15

Fire: choose to maximize damage

Wind: Select glyph strengthen

Secret: turn to be incidental gift

The Wind 30 points also can be changed if we want to hurry ultimate CD-20% of the features.

This set of characteristics of the trait or around the explosive power and running speed on.

High explosive fire skills fast range AoE, so after horse knock off cutting wind.

I chose the generic skills .

6: treatment comes with the gift of fire might wind swiftness with glyph CD-20% and give a layer of gift characteristics.

Set on foot / outbreak / survival as one of the good skills!

7: take a passive effect, the value can not be underestimated in the process of growing passive.

8: signs AoE skills and finishing moves, will bring with fire cast stacked high might quick clean-up monster.

9: The damage reduction and anti-knock down up to 8 seconds to cope with most of the drag blame AoE occasions.

0: not good partners when teammates do not want to go.

Hurry:

Usual hurry, because the relationship between the characteristics of cut wind properties 6 directly 20 seconds for quick, almost resident.

More wind this trick hurry nirvana to help you quickly across the map and strange District.

If an incident entangled blame the available wind 5 to kick, knock down + distance.

tips:

1. The wind 4 launched during monster locked.

2. The Wind 4 disregard retarder characteristics can immediately distance, while dodge projectile attacks.

3. Annoying automatically targeted to the setting will turn it off, since you want to punch which rushed which ~ (But remember to open back dynamic solution with the mob group, or will not hit monster).

4.In the battle, beat can be immediately turned mad press ESC to deselect the target, and then press the Wind 4 directly say bye-bye with the monster ~~ ~~

Combat:

Set build once AoE 3 to 6 rats in the situation of your equipment properly and clear thinking, the same level monster is no problem, and wave kick down the finish work is not clear-cut.

First Wind attribute Yinguai> 23> 5 with knockdown.

Monster easy to kill then cut fire> 94 with the press through hoops> 238 chaos hit after a pass> Aralia 5

Or cut> Shield> 5 (strange get up the way knockdown 9)> 4> cut fire four Ring of Fire> 238 chaos a> Aralia hit after 5.

Usually monster is directly under the despotic power of 12 to 15 layers might fire 235 dead, not dead geostrophic wind turn to pick up the pieces quite easily, will not go.

Another underwater combat, I think it is one of the set build Achilles Heel .....

So can not to fight, anyway, running speed by 33%, Permanent invincible XD.

The process of growing up:

The weapons a child to hurry, you can buy a cheap kill monsters swiftness Rune (sigil).

Correction: hold two runes only take once the effect, but to kill the monster stackable.

First first 10:00 of natural talent talent lost in the wind, 10% of the running speed of no small.

The first 20 points still lost to the wind, you can reach a 33% running speed of Permanent.

The first 30 points of lost the fire it is recommended that this level the monster has begun is not easy to hit.

Then, one after another as lookout and Arcane point at least, Congratulations 80 ~ ~
Main power, precision equipment selection, especially weapons recommended change once every five green containers (not expensive anyway)

Rune suggests swiftness duration get a set out, and the remaining bulk power, precision can be.

Weapon runes (sigil) select the stacked series or sigil of Fire are good to use, according to the demand.

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