uhowtのブログ

uhowtのブログ

ブログの説明を入力します。

Amebaでブログを始めよう!
Strategy: the basic strategy is to make a tank standing in front of the monster, others are on the back of the monster, only 200 fewer fire defense Debuff will greatly increase its attributes AE damage. The monster could be killed very quickly, and after the death of Magmadar won't refresh. When you Add a lava dog before it entered the camp it away. When you're in a fight with another monster, don't want it inside the camp wield the magic of range of coma or confusion. Two healer enough with a warrior attract it.
Magma destroyer

Background: magma destroyer is the hardest to deal with ordinary monsters in MoltenCore, although not the most deadly. They typically is the class of 63, also makes the monster more strong.. They are need some time to kill. When you deeper into this area, will find that the magma giants often replaced the magma destroyer. They have a lot in common, vandals as its little brother will not refresh in the Raid.

Attack: it only attack a single target but the speed is very fast. He will trample attacks cause area damage incidental repel and stun effects, which makes the beginning of hatred and unsustainable for thieves and other people a lot of damage.
Strategy: when you go deeper into the area, will meet the magma giants with saboteurs appear at the same time. Giant to Raid near some of the place and the destructor to relatively far away location, generally equipped with three healer assist tank to appeal to the latter.
PS: if you don't see a hermit is slightly wait may be other people to solve tasks so wait a moment, he will appear
Is in fact an NPC card in a graveyard that often, lead to don't refresh, task can not pay, others also can't meet.In general, we don't think the death knight need too big changes. We do not advocate for change and change, so relative to other professions, the death knight's less changes. wow gold

On less popular talent problem, death siphon (damage increased) and the operator can switch (continuous operators can reduce consumption) will be enhanced.
Improve evil death knight gaming experience will mainly solve the problem of unbalanced utilization rate between the rune. Often death knights use two blood boiling and then after natural disasters strike, the remaining two frost rune enough display abscess. And now, the cold touch will activate the harvest, that allows you to convert two frost rune into death runes. And shadow strike will also exert frost disease, thus greatly reduce the necessity of using cold touch. Summon gargoyles wow po will no longer costs runic power, at the same time, in order to better match the death knight is proficient in evil - fear of blade, the damage will be changed to the shadow and natural damage.
Although we think the death knight in PvP in the overall performance is good, but we also agreed to players for ground attack on the role of the cooling time is too long for feedback.
Armor proficiency: they can skillfully using light to medium armor, but are prohibited from wearing armor metal flocculant (as a result, they only wear, leather and leather armour). They can skilled use shields, but must only use the wooden shield.
Spells: druid cast divine; Each of the druids must spend an hour every day to remember.
Animal companion: level 1 druids can have an animal companion when start the game. Including: the badger, Wolf, bear, afraid of pigs, eagle, leopard, giant spiders, fear of the Wolf.
Natural knowledge: druids can absolutely precisely identify plant and animal species and characteristics (they are).


Wear Lin: starting from level 2, the druid can at normal speed across the natural, heather, lush vegetation thorns and similar areas, and are not subject to damage or other damage. So he is immune to rich art, web and winding operation.

No step: start from level 3, the druid will not leave traces in the natural environment, and cannot be traced.
Withstand natural temptation: 4 when the druid exemption from + 2 to fear effects.
Natural transformation: at level 5, druid spell ability get a sort, can once a day self deformation for a small or medium-sized animals and change back to the prototype; Druids in 6, 7, 10, 14 and 18 level, each for a number of additional capacity for the daily use.
Biological toxin immunity: starting from level 9, druids are immune to all organic toxicants, including monster poison, but does not include mineral drugs or poison gas.