Thursday, October 11, 2012

Diablo 3 Monk ordinary difficulty mix of skills and precautions


    We here mainly for new players of Diablo 3 Monk's skills under the normal difficulty with the hope that the new players will be more efficient through the normal difficulty.

Ponley boxing 110% weapon damage, attack distance is short, but fast, quick save gas, I think the main skills of the late boss fight. First act pre-only skills, etc. going to learn to wave off the air when the mobs gradually increased, breakfast off the air waves.

Off the air waves, 110% weapon damage, attack long distance; the first act of the late master skills, no brain used Demon break out hit mobs very smoothly, but to the back will feel increasing monster damage some could not carry, especially passive skills and no dodge Demon broken earlier. But in other difficulty, a "pre-emptive" Rune again has competitive.

Demon broken, 110% weapon damage, group of injuries with groups deceleration. Hundred crack fist out before the the mobs master skills, but to the latter obviously feeling low injury early hundred crack fist. Tanks to master skills, nightmare, hell, purgatory highlights the value.

Hundred crack fist, 140% weapon damage, high attack speed and high damage. This skill appears, hit ordinary mobs all with him, Nightmare hit mobs.

In short, the general difficulty of playing the mobs as soon as possible to use more advanced martial arts; boss fight hang, use ponley the boxing; alternately in the other three levels of difficulty, because the new Rune emerging four Wu Gonghuan hair The new use.


  Secondary Skills:

Yunlong wagging tail, 200% weapon damage and knocking, but a smaller range. The ordinary pre easy to use, but later obvious monster hordes, or Admiralty good.

      Admiralty broken, post-fight mobs magic, the disadvantage is too consumed internal forces (essence), playing a few pubic region is empty.
     

Storm raid, obviously playing the elite strange and boss with skills.

1 key, my habit is to retain one treatment skills essential travel home, Der Spiegel + quiet repose, shield and processing of blood, this is not discipline, animal husbandry

2 keys, I like strange, still dizzy with a small flash combined with energy-to-life passive skills flash can also increase the blood.

       3 keys, Qixing flash + unexpectedly, is that thieves dance the carnage, an instant high damage; combined with the energy to turn the life, but also increase the amount of blood.

4 keys, to increase xx% dodge 3 minutes, and is very easy to use as a melee.


Equipment selection

I just started playing, and encountered the first problem is that monks in the end with both hands or dual wield good? I now conclude, I think to get two with one hand better, faster attack speed faster play 3 batter faster repel mobs reduce enemy attacks; hands and arms too slow, so often The monster hit, slower access to gas, it does not work well.

The second problem is that I came across in the end choose what kind of equipment? Attributes and more to the dazzling, what agility, endurance, intelligence, magic find, plus injury plus gold coins falling and so on, which to choose in the end? Sensitive resistance-based, and agile direct increase attack, endurance, needless to say, but please note that the intelligence is not no use to focus on the whole anti-attacks increased intelligence (hell and purgatory). Although many people think that the Magic find useless, but I am reduced to 16% from 44% magic find, basically all the way out to the little blue outfit off the yellow equipment, we say black face?

Because before the 44% magic find out a lot of yellow equipment. Therefore proposed to retain a magic find loaded.

Experiences:

No problem the first few scenes, to the back screen you will encounter some of the blame should be handled with care.

Dryad: Dryad physical attacks at all hurt, but lost it on the ground, the seeds will release smog, poison the pain, does not take place easily empty the blood.

The Plaguebringer: strange humanoid hands tummy big centipede Note to walk after the release of the skills of the monster play once empty your blood.

Hornets: big bee-like monster, monster walk coquettish, melee is really a headache, once you can knock down at least half of the blood, a few more together painful.

Big robot: only just seen in the fourth act, similar wow Hellfire everywhere to robot smaller version of the attack is very slow, but strong attack.

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