004 Death Suspended Tank
? Blood afterimage: Guarding skill. You trigger the power of blood, and 4 blood afterimages appear in sequence behind it. Each blood afterimage will 10 of the damage you suck, and return to you after a certain time, 20 layers can be stacked. The first blood afterimage will return 10 of the damage absorbed every 2 seconds, the second blood afterimage will return 10 of the damage absorbed every 5 seconds, and the third blood afterimage will return 10 of the damage absorbed every 8 seconds.
The fourth blood afterimage will return 10 of the absorbed damage every 11 seconds. The blood afterimage will return damage to each other. Each blood afterimage can only return up to 5 sets of superimposed damage at the same time, and all blood afterimages will not return damage to the same time. The damage to the same time will not exceed 16 of your maximum health. The skill needs to be activated. After activation, you cannot use the healing light on yourself. Your Angel Guard and the Shield of God will share a 4-minute cooldown.
For the 3 skills attached to Frost Sadness, White Bear feels that this is a new tank mode. You can see from the effect after the blood aftermath is activated. If the sacred talented White Bear cannot use healing light on himself, the Angel Guardian and the God Shield can only use one of them. No need to ask, it is a Death Knight without spiritual attacks.
The effect that the blood afterimage brings to the tank is that the damage 40 that bears damage is blocked and occurs slowly next. This slow damage is more complicated to calculate. If calculated based on a boss's normal normal attack, the White Bear will be 40 each time, and the damage will be slowly added when returning the damage next, because each blood afterimage returns up to 5 sets of damage within the interval time, that is to say, the 5 or 4 blood afterimage of ordinary attacks will be returned up to 20 damage after each attack, that is, the White Bear will be subject to damage of 80 of ordinary attacks.
80 damage seems to be a lot, but if you calculate the slow event, this kind of maximization situation is rarely possible. Unless the White Bear superimposed return damage is sufficient, and the damage returned to the 4th 11-second round is calculated. If 5 groups are superimposed together at the same time, it must be 55 seconds later. Generally speaking, at this time, the White Bear basically smashed the slow damage or transferred it. So, basically, the damage suffered by the White Bear each time is about 65 to 72, which is equivalent to the White Bear having a small shield wall at all times.
It should be considered that when the White Bear moves, the slow damage will continue. However, the damage caused by slow damage is between 5 and 12 of the boss's normal attack damage. It is difficult to die if heals. For the move, slow damage can relieve the pressure of healing and avoid taking damage at one time and sustaining single-time damage.
This is a new tank mode. Bai Xiong's evaluation of this tank mode is a death-rescue tank. It is very responsive. In Bai Xiong's view, a death-rescue tank has a great advantage for bosses with relatively high damage to ordinary attacks and skill bursts, so that the tank will not be reversed due to excessive treatment pressure or insufficient health limit.
It can be imagined that if a boss cuts you with a flat cut of 40, you can only resist 2 consecutive attacks at most. To quickly pull your health up before you bear damage, multiple healings must be required. However, in a team, more healing means less output. The final result is that the duration is too long, resulting in too much magic value of the healing and destroying the group. If you encounter a perverted boss with a flat cut of more than 50 health, it will be even more miserable. The deadly reprieve tank can share the damage of each attack, others can resist 2 flat cuts, and the deadly reprieve tank can resist 3 or 4 times. This greatly involves the pressure of the treatment and triggers more continuous recovery effects.
Especially in the boss explosion stage and the final dying struggle stage, the deadly tank has great advantages. Because the White Bear skill is an activation skill, it is very convenient for the White Bear to switch forms when resisting the boss. If the Angel Guard and the God Shield are cooled down, it is easy to activate it.
Blood Crush: Crush skill. Immediately crush all the blood afterimages behind you to avoid the effects of slow damage. Blood Crush will reappear after it is crushed.cd time: 25 seconds, consumption: 2 light sources, 2 dark sources
Blood Crushing skill looks very powerful, but compared to the fact that White Bear does not heal the holy light, it is very sad. The most important thing is that the consumption is relatively serious, 2 light sources and 2 dark sources, which seriously affects the White Bear's output. The cooldown time is 25 seconds, which doesn't look long and can be used continuously. However, if you encounter a boss with a faster attack speed, this skill comes very slowly. If White Bear turns from a sacred tank to a deadly retardant tank, the recovery and damage exemption effect are quite a disadvantage.
Another function of the Blood Crushing skill is to crush all the blood afterimages and cancel the activation state when there is no slow damage. As long as there is slow damage in the death tank, the blood afterimage cannot be activated. This needs to be paid attention to. It can be said that this is also a transfer skill.
The mission of the tank is to protect teammates from damage or reduce teammates' damage, and at the same time ensure their survival as much as possible. The deadly retarding tank does this, but the price of crushing the slow damage effect is to contribute 4 divine strikes and 25 healing holy lights. This effort is relatively large, so the deadly retarding tank can only switch at a certain stage of the boss and cannot continue the entire battle, otherwise the benefits will be greatly reduced. If the white bear wants to take the main tank and auxiliary mode, he can consider the full range of deadly retarding tank.
Vampire Transfer: Transfer skill. One of your blood remnants will turn into a vampire, jumping randomly to a teammate, transferring slow damage and returning to your back.cd time: 8 seconds, consume: 50 energy
This skill has a short cooling time and consumes energy, so it can be used continuously. This skill should be used immediately after the boss starts his ultimate move, transferring the slow damage of the first blood afterimage, so that the damage that the white bear will bear will not be too high. This skill can selectively transfer slow damage. It can be said that this is a decomposed "blood crushing" skill. It can be continuously transferred slow damage in a short time, but it cannot be long. Especially when encountering bosses who continue to damage aoe, they cannot be too frequent, otherwise it will increase the pressure on team therapy and may cause teammates to fall to the ground due to slow damage.
When choosing this skill, you must pay attention to the choice of the Vampire Transfer. When encountering the fire-concentrated attack boss, the first blood afterimage will be transferred, and when encountering the continuous aoe damage boss, the fourth blood afterimage will be transferred. When considering the continuous fire-concentrated attack and aoe damage, the second blood afterimage and the third blood afterimage will be transferred. This does not seem to have much impact, but if handled well, you can transfer more slow damage and reduce the use of "blood crushing".
Vampire transfer also requires the number of layers superimposed by each blood afterimage. Just like choosing a blood afterimage to transfer at different positions, it depends on the upper limit of the number of superimposed layers and the upper limit of the self-bearing. Because the transferred blood afterimage does not have a limit effect, it is equivalent to a continuous debuff. If there are too many superimposed layers, or the short interval time will affect the player's output. As a debuff, this can be dispersed.
Another thing to note is that the death penalty tank can specify the blood afterimage to become a vampire, but it cannot control who the vampire will transfer the damage to. If it is repeatedly transferred to a teammate, it must be dispersed.
The Death Rescue Tank has a good effect on the blood recharge and Blood Shield. If used in combination, it will have a good effect. On the contrary, for the Death Rescue Tank, life protection can only play a role when the powerful fire-gathering skills and slow damage superimposed by high layers, and in most cases it will not work.
The Death Rescue Tank exerts more continuous recovery skills effects, which brings more time to the buffering of blood recharge. The Blood Shield recovery effect, damage-free effect and physical damage-free effect will have a lot of room for play. If the White Bear rescue Tank rescue tank, the current blood recharge effect is equivalent to giving the White Bear double the health. The Blood Shield can recover 10 health points, which is the greatest benefit, which is much higher than the Emperor Dragon Heart Dodge and Rescue 4 health points.
It is basically difficult to die if you drive the death-rescue tank with Frost Sadness. With the effects and his skills of other equipment on White Bear, you may now face a boss of the Demon-level level.
The change of Blood Frost Sorrow has brought a new tank mode, which is stronger than the effects attached to any equipment of White Bear. The White Bear really cannot predict the benefits brought by this skill. Now, White Bear needs to do more operations to exert the effect of Blood Frost Sorrow, plus the effect of the Holy Light Dragon Ring, which must be coordinated with each other. The improvement of Blood Frost Sorrow is a challenge for White Bear.
The deadly reprieve tank mode is not only available under the sacred talent, but also can be activated with the plague talent and the thunder talent. Because of this mode, the three talents of White Bear can be used as tanks, and the benefits are different. The thunder talent is a strong burst output, and the plague talent is a double tank and blood-sucking recovery.
The thunder talent tends to be violent output, and the survivability in the death penalty mode cannot be compared with the sacred talent and plague talent. The sacred talent tank mode of the sacred talent and plague talent is not necessarily strong. The biggest feature of the sacred talent is that the healing holy light does not trigger the public CD time, and it cannot be used on oneself in the death penalty mode. This skill is more used to heal and alleviate the slow damage caused by vampires to their teammates. The plague talent is different, and the evil realm strikes
The shadow damage caused can restore health. It is very abnormal after superimposing light and darkness for 5 layers. If the vampire blood effect of the Destruction Dragon Ring is triggered, the benefits are much higher. If it is a monoclonal antibody boss, the plague tank is equivalent to a death knight with a slow effect. Moreover, under the plague talent, the white bear also has a skull dragon as an auxiliary. Of course, when using the sacred talent, the white bear can also summon the bone dragon, but the output effect of the bone dragon is reduced, and the tank hatred is unstable!
Chapter completed!