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Introduction of several types of combat


Melee fighters that rely on weapons and armor to destroy the enemy. Their HP (life) and AC (defense rating) are high, and have strong fighting skills, coupled with the BUFF (useful supplementary magic, such as increased HP, AC limit, otherwise referred to as DEBUFF), they can resist the enemy from The vast majority of attacks, generally known as TANK. Most of the melee weapons are similar, so we do not need frequent replacement of weapons (only to consider that the actual property is the attack and launch frequency). This shows that the melee class in WOW has been defined as the focus of injury rather than the manufacturer who suffer, at least not in the pre-owned before the magic weapon).

 

1) hand weapons (2-Handed Weapon, short 2HW): Many fighters use 2HW, because although slower than 1HW the wave number, but the damage is quite considerable. Armor to resist the attack points, so the same about attacks, high attack power weapon damage higher than the low of the multi-(2-fold higher attack but the damage far more than 2 times higher), and some advanced weapons, magic attacks have a good reward (element attack power, stun, weak target, etc.). So WOW pure physical damage is calculated: attack coefficient - Defense coefficient

 

Pros: High attack, more magic property added incentive to quickly resolve the fighting (1V1 general there), look cool (I think).

Disadvantages: slow to launch (this is also an important criterion to judge Need items), no shield, defense is low, almost no chance of parry.

 


2) 1HW & Shield Set (1-Handed Weapon & Shield, called 1 & 1): This is one of the most popular melee equipment, there is no disadvantage of the most powerful combination (of course, your arms must be outstanding), although the damage you inflict smaller , but you have greatly enhanced the vitality (which is sturdy enough a lot of physical, safety first major players choose this combination, and I think giving up a shield not only to give up his defense, some good properties are lost, such as magic defense, unless you 2HW are Artifact, 1 & 1 is the best choice, but also in the team has more than casting system and the lack of health care system is a good point or a low-key, extend your life is to extend the life force).

 

Advantages: shield protection, increase the AC, faster combat speed, low-risk

Disadvantages: prone to tug of war (1V1 generally appear), low damage

 


3) both hands waving type weapons (Dual Wield): WOW in the final set will be set on his hands waved, only hunters and Ronin can grasp, its effect as two 1HW the same damage, but you can learn in high-grade cells blocking skills, and D2 of the assassins, they can cause even greater swordsman than his hands hurt. (This detailed information to be more research is waving his hands are not deputies of the main points, how each hand injury is calculated).

 

Advantages: double attack power, high-grade can divider, double weapon (which means double the superposition property)

Disadvantages: there are employment restrictions, a low level can not be dodged (difficult to get started, beginners will usually give up)

 


In summary:

 

Melee advantages: more HP and AC, easy to handle easy to use, even SOLO.

 

Melee disadvantage: have to face more attacks, often the first sacrificed their lives (usually main TANK never see their HP), the enemy can not escape arrest, unable to cope with large number of MOB (monster), long-range attacks on the MOB powerless, lack of magical ability.

 

 

 


Long-range attack type (Ranged):

 

Long-range fighters well-versed in long-distance attacks, system settings in the attack on the striking power than the melee weapons to be small, but can not attack in the distance under continuous attack. They generally can only wear light armor, and HP is not high, but they are agile and good at using magic. All the long-range attack weapons require ammunition, but there are life skills so that you do not need ammunition can be made frequently shuttling between cities, and some advanced weapons can launch attacks using magic so do not need ammunition. And most carry a remote attacker to wear melee weapons to guard against MOB come to you. (This is important, if they are surrounded and can only try to blaze a way to survive, but most results are linked)

 

1) musketeers (Gun User): Dwarf is the only master the use of such mechanical arms race, but other races can learn gun attack frequency and injury is different, but essentially a low frequency of vigorous attacks type. Now we know are the hands of firearms, but does not rule out the possibility of one hand (64 pistol ~ ~ ~? Khan).

 

Pros: Great damage, quick (one shot destroy an enemy?), You can not close before the enemy to destroy him.

 

Disadvantages: firing frequency is low, almost no defense, easily inflict serious injury.

 


2) Archer (Bow User): bow and arrow is a class of long-range weapons, long-range weapons are mass-based, with the highest emission frequency and the highest accuracy, but unfortunately also the least harm to a (play similar kite-flying).

 

Advantages: high frequency

Disadvantages: too small attack, HP high MOB could go close, easy to operate unskilled siege

 


3) crossbowman (Crossbow User): similar to the frequency of firearms injuries and attacks, crossbow at low frequency, can play a very high attack, not the same as the firearms everyone can use (do not know if there Zhuge crossbow -. -)

 

Advantages: quick (and the same gun)

 

Disadvantages: and the same gun

 

In summary:

 

Advantages of long-range weapon users: You can not hurt in case of attack, low risk, can be used to PULL (attract, and then one by one break, that is commonly referred to as lead monster) MOB, used to fight the strange is more suitable to deal with more high magic ability.
Long-range weapon users drawback: HP is low, hurt small, it is difficult SOLO

 

 

Caster (Spellcasters):

 

Caster is the use of magic to destroy the monster. They are all occupations with the largest number MANA (that is magic supernatural capacity), HP at least one class. They can master a variety of spells, including direct injury to offensive magic, magic auxiliary (BUFF), there are groups controlling magic (fixed body, hypnosis) are his specialty. Generally they can not wear armor, can only be stuff like gown (MM put on pretty), so their defense is very poor. Their hands wow gold holding a general melee of the staves can be used, are generally very strong attack, but the kind of excruciatingly slow, or hand holding a scepter.

 

Spell type:

 

1) Holy Magic (Holy): Divine Magic to use the power of light is the preferred element of the Paladin (what the clergyman, to say the sacred magic of MASTER is also pastor), the cast has a strong healing power, the sacred magic of the Undead with the additional destruction.

 

Advantages: a treatment capacity of the UNDEAD special harm.

Disadvantages: some of the monsters on the immune, or can only inflict minimal damage.

 


2) Fire Magic (Fire): As we all know, the various elements of Fire Magic is magic in the greatest damage, some of the more advanced magic can fight against multiple targets (fire department, but generally not too slow spell is not good to use )

 

Advantages: the most lethal, can damage a large area.

Cons: Every time the MANA and a great (and a little more concerned about is the "warm operation" there, huh, huh)

 

3) Department of Natural Magic (Nature): This is the Druid's housekeeping skills, because he is a guardian of nature, the basic nature magic spells are some auxiliary (BUFF), of course, there are DOT (damage over time spell, what like mosquito bites), as well as setting body operation (in fact, used up or slow operation) and the system of these blind patients were able to hurt the enemy for some time. But also has the medical capacity of natural magic (after holy magic).

 

Advantages: has many auxiliary magic, and some treatment capacity.

 

Disadvantages: lack of effective means of direct injury.

 

4) The ice spells (Cold): Magic of the most attractive of these features is the ability to freeze enemies to slow change of action (D2 pull in many pieces), fighting in groups is useful, and have an ability that is displaying an ice shield, used to reduce harm. However, Frost damage spells than fire department or other injury is relatively low.

 

Advantages: slow the enemy, supporting defense.

Disadvantages: lack of offensive power.

 

5) dark magic (Shadow): dark magic is dead warlock good stunts, such magic works like "vampire" and so on. (Logically speaking, there should be "self-harm", is mainly or very detailed information)

 

Advantages: Vampire (Yijianshuangdiao)

 

Disadvantages: sacred magic of its natural enemies

 

In summary:

 

Caster's advantages are: you can not hurt the case of remote destroy the enemy (to the front of you go on and complete), can be used to PULL, there are many direct damage spells and complementary capabilities. Can SOLO (must ensure that the first strike destroyed more than 50%).
Caster drawback is: HP too little, can not wear armor, and many monsters immune to certain spells (free monster encounter as they can say goodbye).

 

 

 

Pets & call (Pets & Summons):

 

Pets can be trained in certain occupations (call pet, however, and D2 in a different, WOW where there are a variety of non-human pet) or by means of calls to call helper (hunter, warlock). Call out things in general than the pet to be powerful, but only certain time, and pets are not. Pets can also be trained to upgrade his properties, so they will always become stronger. Following is a pet and call objects (elements) of the type:

 

1) melee based pet owner's strategy (Melee): the role of the general melee as the pet is another point of attack, or to resist the enemy (human shields), there is a cover when you run away, pets usually cause great harm while they lost less (a bit like the D2 and then with a savage barbarians inside the chopper 2 group, huh, huh. but the owner is a little better medical capability, such as PAL)

 


2) long-range attack strategy of pet owners (Ranged): a remote attacker to pets as a general pure human shields, the top monsters in the distance, but distance themselves to combat. These pets need to compare the general solid body and a lot of HP, do not necessarily need to how much damage the enemy.

 

3) caster type pet owner's policy (Spellcaster): This is more similar and long-range attack. Is also a human shield tactic (which is generally SOLO model: first, on pets, so pet a strange fight to a stalemate, followed by the role of the blame for weak or DOT, must be so strange to all the attention and hatred in pets, and then Vampire or last, fatal blow, which is why the king of dead warlock is the reason SOLO)

 

 

 

SOLO strategy (Solo Strategies):

 

WOW does not require 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 own such a similar deal with the enemy, even if the weapon is not very strong case. But if you choose 1V1, they must take the lead against the guy down to a secluded place to deal with (especially with the bodies of the nature of the MOB), definitely not in the fighting when joined by another monster (or even the chance to escape would have to change the remote, but always feel 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) one to many (One on Many): Generally, you only may a man and you deal with a group of very different levels of the enemy, or is likely to be sacrificed, so I suggest you stay away from one group of monsters when . However, when you deal with 2-3 times the monster, if you can confuse (or hypnotic, calm, calm..) A strongest monster, when you attack the weakest monster in time to help him, however. This eliminated one by one, compared to a 3 way fight for the injuries suffered by many to be small. (Personally think that such a strategy while not wrong, but from the order of attack is wrong, it should be done before the weak monster confusing, because the success rate and time of confusion will be a lot more, and began to confuse the most powerful monster of a failure, then will lead to kill a group of strange, from the beginning of the weakest, even though only the last one confusing failure will chase you, to be relatively safe, and this is also the general rules of war, but sometimes special For example monster guy in a medical capacity...)

 

3) a pair of BOSS (One on Boss): When you want to challenge a BOSS, the first around the area to determine which he should be cleared of all Xiaoguai, that is, the principle of isolation (D2 in this kind of blood Raven Boss another matter ), and Rush, and when he has to ensure full HP, full of MANA, at least three full BUFF's principles (BUFF order must proceed from the secondary to the primary, because some of BOSS to repeal the BUFF, so a secondary front BUFF can guarantee the key is not removed, such as life cap), and must use your strongest attack, but the level difference between you and the BOSS disparity, you will die quickly and badly (in fact even better than you low, you can hack it, because of their special ability is..), of course, comes here to challenge you one bit and the real BOSS.

 

Battle groups (Group Strategies):

 

Limit the number of each battle group of 5 individuals, the team can overcome the powerful than the single monster, and with good will and more powerful. And some regions of the monsters are very strong, forcing you to have to team up into the (Town, hehe), but also in access time to all personnel BUFF.

 

5) groups of individual (Group on One): When the monster group attack a more fierce when the monster attacks to ensure that the object is the best team guys are thick rough skin (that is, TANK pull), but also to ensure that you are on the 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 team is very important. Each member should focus its efforts attacking the same monster (generally the strongest one) and then eliminated one by one, and SOLO principles are in fact, the best one a single elimination, so that efficiency will be good for more and more sacrifice will be small. And very comfortable, we can fight while chatting:)

 

7) groups on the BOSS (Group on Boss): To be honest, this thing is a very profound ability to complete, 3 words 2 words can not tell, to show separately. (That is, cleared first, and then be ready to deal with alone BOSS, that which is the most difficult task of TANK, must withstand attack in the beginning, and to firmly entangle the BOSS, when all the attention BOSS TANK body when all other units in order to launch a final attack, is generally 10 000 guns together and destroy one stroke).

 

 

 

The distribution of the booty (Looting):

 

Since the beginning of China's state course, that needs to be stated generally there are 3 ways:

 

1) All free-type (Free-for-All): Everyone has LOOT (TO loot the body is something to take away. Loot that you take things too for lewt) the right to drop him from a special NPC goods distribution in accordance with the needs of members. Money is distributed equally, or one check once. (Between the Association and familiar friends no problem, in fact the most natural one, but the Association except for a large battle)

 

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

 

3) The captain assigned type (Master Looting): only the captain can LOOT, and then assign a captain booty.

 

Editor's Note: The above is a perfect and orderly format, foreign play MMORPG's are usually higher age levels. They can consciously deal with and keep the game sequence of events. The continent MMORPG players ages generally low, so the allocation for the spoils of war is usually only one form - to see who grabbed fast-_-. Strongly appealed to all future play WOW friends all use these three principles, to purify our game world.

 

 

 

Other strategies (Misc Strategies):

 

1) The social monster (Social Mobs): this type of MOB of social nature, have their own responsibilities and division of labor, more difficult to SOLO, unless you are much stronger than they. If you have pets and team, you can battle through the group's strategy to deal with them.

 

2) lure (Pulling): This is a very tricky job, whom everyone called Puller (legendary bait -_-|||), one can only blame you should pull out from among the group, one by one eliminated. (Need a lot of experience, and not every professional is qualified for this role, WOW is not very detailed information, I am not nonsense, it is estimated there is a calm spell of long-range strike capability of professional bar)

2010-08-15
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