After the level 80 of the World of Warcraft Classic server was opened, with the arrival of the heroic profession DK, a large number of players flocked to this new profession. The performance of DK in the beta test server was even better, with a touch of deep red that was very eye-catching.
I have already talked about Evil DK, one of the most popular DKs, today I will talk about the gameplay of Ice DK in detail.
First of all, talent, I recommend the 0-53-18 point method. Those who have never played Ice DK can just copy the homework, there is no problem.
If you don’t have enough stage points, you can only use the deep ice talent of 53-8.
In terms of glyph selection: for large glyphs, choose Glyph of Disease, Glyph of Frost Strike, and Glyph of Oblivion; for small glyphs, choose Glyph of Horn of Winter, Glyph of Resurrection of the Dead, and Glyph of Contagion.
Then let’s talk about the attribute priority of ice DK. I will only talk about the results.
The attribute priority of Ice DK is Hit>Accuracy>Strength>Armor Break>Crit>Rapid.
In terms of hit, the Alliance needs 10% of the equipment to hit, which is 263 hit rating, and the Horde needs 11% of the equipment to hit, which is about 290 hit rating.
After hitting the target, it becomes accurate. Since the main output damage of ice DK is physical damage, in addition to hitting the target, the accuracy of the ice DK also needs to reach the target. Level 80 requires 25 points of accuracy.
Since in the early stage of level 80, the ice DK's armor-breaking attributes cannot be increased, so in the P1 stage, the ice DK should prioritize attack power and critical hits. Rapidity is not very beneficial to the ice DK, so it is the lowest priority.
After knowing the attribute priority of Ice DK, the equipment is simple. Due to space limitations, I will not recommend the equipment here.
Finally, let’s focus on the output method.
Start with a red face, bring a baby, recruit an army 6 seconds before opening a monster, blow the horn 2 seconds before opening a monster, use cold touch + shadow to attack the double disease, then open an iron wall + vitality diversion + active jewelry + potion burst, and fight Annihilation + Frost Strike, after running out of runes, use rune weapon enhancement to reset the runes, and then hit 2 Annihilation + Frost Strike + Infection to reset the disease.
The above is the starting sequence, and then continue the cycle of Annihilation + Frost Strike. At the same time, when the time of the double diseases is approaching, use Infection to refill. It is very simple and enjoyable. If the Killing Machine is triggered, it will hit Frost Strike; if Hoarfrost is triggered, it will hit Biting Cold Wind.
The Iron Wall and Vitality Diversion are both 1-minute CDs, so they can be bound together with accessories and potions to create a one-click burst macro, which can save keystrokes and increase DPS.
Overall, the output method of Ice DK is much simpler than that of Evil DK, and its single target output ability is also very impressive, but its AOE ability is slightly inferior to that of Evil DK. Wearing P1 stage graduation equipment, no BUFF stakes test, the peak damage can be 6000 seconds, and the follow-up can stabilize to 5000+, the strength is terrifying.
Ice DK who graduated from the P1 stage can deal such high damage. When TOC is turned on and the armor-breaking attribute is increased, there are only two words to describe Ice DK.
It is foreseeable that the DK profession will replace the violent battle at level 80, and the dual-wielding credit card will have to change its boss.
OK, here we have finished talking about DK’s three series of talents, and we will start talking about Druid tomorrow.