subject: Diablo 3 Experience: On The Tactical Significance Of Hunting Magic Defense Structure [print this page] Diablo 3 Item experience: On the tactical significance of hunting magic defense structure
Taking the offensive
Yes, this ancient Zuxun Avenger camp, each hunting magic hunter who grew up in this under the influence "violence can solve everything. Demon Hunter design is the most aggressive tendencies in all occupations. I remember a senior said a word about the reason why "the enemy hurt you, because they die quickly enough." To full pursuit lethal for us is really the most effective way of fighting.
Contra?
However, the many epigenetic hunters and may not truly understand the meaning of the word. As early as in the 1.0.1 version of purgatory difficulty is outrageous. The most simple example for Demon Hunter is the third act of the white cast Marines, 40,000 blood or 5000-A, one shot will die (unless you are told to play the meat-like to the dead heap anti: D). Ever since that time hunter who is very reluctant to give up the structure of the defense force, any attack by hiding or walk or skills (in today who brush the big battlefield also shot in the technology, is simply commendable). Fighting together like playing games like Contra, shuttle in Liushi, this is indeed historical. Times, historical sites became the shackles of history.
Both offensive and defensive
Today, many hunters companion come to realize that in the version to promote the defense role in the popularity of the 33 standard model is a milestone in the career development stage. We found out that we can not be second, given fierce counterattack survivors after.
But my personal opinion, not just the role of the Demon Hunter Defense "die.", It has a more far-reaching strategic significance.
Defensive to the offensive!
Yes, you're not wrong, this is I want to bring new ideas, to the defensive to the offensive.
A leisurely old saying under the influence we see the equipment first look at the attack force, worse look at the attack force. 80 000, 100 000, 150 000 places up the heap, the higher the better. ATK indeed is the higher the better, but simply heap attack not give battle to bring about a change in the nature of. Demon Hunter in other various genres rise in order and the efficiency of many professional competition, not made from the strategic level, the level of improvement is not enough.
First of all, we have to understand, no matter how high the attack, one hundred thousand one hundred and fifty thousand, as long as you maintain a fragile body, the way you fight only designated eroded propulsion. Is "little by little, into the A" (Na sets provide the defense force is indeed unparalleled, but that is a very small number of people can have, do not do too much comparison.) No Na sets of people hit mobs require frequent open wings, then the fighting efficiency will greatly restored by the precepts limit. And the monster under the precepts of keep their distance, and thus slow down the rhythm.
We all know that the chase addicted to arrows expectations injury was 220% (presumably so the number), electric ball multiple 160% or so, that AoE skills. As long as you are a stone's throw hit more than two strange than shot a stone's throw the chase addicted caused the more damage. So we have made the idea of efficiency, should be how to play more AoE skills, how to make a AoE skills to hit the greater number of monsters.
The next hit chart, if not elite strange place orders or residual such as an Orc three scorpions I do not mop-up. Pulled into the next bunch of strange, or let him fall of the wall of obsessive-compulsive disorder and lost (to go: D). I think that the the monomer the fewer the number of attacks, the AoE more times. Hit the monster the greater the number, the higher the efficiency.
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