There may be many friends of Diablo 4 who still don’t know the list of Diablo 4 Frozen Mage BD, so today the editor of Sourcecode.com brought the "Diablo 4 Frozen Mage BD List". Students who have questions in this regard can take a look below. I hope Can help everyone.
The overall idea is not much different from the conventional barrier ice flow method.
The main difference is that in the previous version, only fragments were used for output. If the high-level people wanted to output, they had to use Frost Nova to freeze monsters and provide vulnerability. Once the CD is down, it is very inefficient to rely solely on fragments and left-click frost bullets to freeze them.
The Frost Ball skill has a basic frostbite of 34%. It can freeze monsters with 2 to 3 shots without the Ice Bullet enchantment, and it can stably add vulnerability to groups of monsters, so that you can mainly use Frost Ball to output when attacking monsters remotely. , freeze it and then use the fragments
And why not use blizzard? The main frost balls and fragments are core skills. The core skill damage of the equipment and the critical hit damage of the core skill of Destruction Glyph can be taken. The gloves can also produce fragments, frost balls and double +4 skills.
Another problem is that the frost ball can stably add vulnerability to group monsters. Although the fragments can also add vulnerability to group monsters, the effect on group monsters is not that ideal.
At present, there is no authoritative and reliable statement on the calculation of damage increase in this game, but physical vulnerability should be an independent multiplication zone. Whether it can be added to vulnerability has a great impact on damage.
I haven’t tried using blizzards purely for freezing, but it’s probably not impossible. The advantage of blizzards compared to frost balls is that you don’t need to be too precise when shooting, as long as the snow falls on the monster’s head.
When it comes to damage, some people think that ice spells can kill monsters instantly by freezing them, and there is no need to pursue damage.
The problem with this statement is that in actual combat, there is often not such an ideal output space, such as two hood entry monsters stacked together, copy negative affixes forced to move, etc.
And the monster's control decreases. After two consecutive freezes, the third freeze time will be greatly shortened, and it will enter an unstoppable state for a period of time after emerging from the freeze.
Therefore, a very important output indicator is whether you can kill as many monsters as possible within the two freezing periods in actual combat.
-Output, energy power selection....
First of all, in terms of output, the power of the output position includes weapons, necklaces, two rings, and 5 gloves (6 for one hand + off-hand)
First of all, body-penetrating ice (shard penetration) is usually placed on the hand or ring, but now that the higher-ups think it is necessary to consider putting a necklace to increase the number of penetrations and the damage to group monsters.
Then take the Frost Ring Rail in one ring position. The Frost Ball can increase the explosion twice, improving the output and freezing efficiency.
There is also a ring slot for Lunar Eclipse
This is very important. It’s best to get 4 points of energy back at full roll. 3 is probably okay, but it may be more difficult to get. Anyway, I didn’t get the first one until I reached level 78.
Because the basic lucky hit of Frost Ball is very low, only 5%, it may not be easy to maintain full mana by relying on avalanche.
The power of the lunar eclipse can be used against controllable monsters without any other cost reduction or mana recovery entries, and there is no need to look for lucky hits in the equipment entries, so the equipment can be much more flexible.
The flaw is that it is ineffective against bosses that have not broken defense and monsters that are unstoppable.
The remaining weapons and necklaces use two damage-increasing powers. The necklace uses elements to increase the critical hit rate, and the two-handed weapons use control to increase the damage to frozen enemies.
If the main and deputy hands are used, the deputy will take a barrier to increase damage or a barrier to increase damage and so on.
Defense, control power selection....
A must for protecting Wei Neng Xiaochun brother
Shared difficulty power, this effect of controlling the spread is very important. It can freeze the monsters spawned behind your butt when you are dealing damage to the monster in front of you. It can also freeze the monsters next to you when the fragments are concentrated to deal with elite monsters.
In short, the actual combat effect is extremely strong
Bingxin Trousers can provide similar effects, but they need to be triggered by killing frozen monsters. Generally speaking, either Bingxin Trousers and Gongnan Power are brought, or only Gongnan Might Pants are brought in exchange for gold equipment to obtain defense entries.
Wearing only Bing Xin's trousers is not particularly effective.
Stacked armor can often be fully stacked when fighting against a group of monsters. The damage reduction of the armor is considerable.
Currently, I choose this power if I don’t wear Bingxin trousers.
On the one hand, increasing the control duration is equivalent to increasing the output time. On the other hand, the high-level output is not enough or does not hit the frozen monsters. It is easy to reduce the control and force it to be unstoppable. This power can also increase some damage.
-Equipment entries...
There are many opinions on the issue of addition or multiplication of damage terms, and there is no authoritative explanation.
It can only be said based on some relatively certain algorithms and some personal understandings.
It can be determined that the expectation of critical hit and critical hit damage must be 1 + critical hit rate * critical hit damage %, so critical hit can be regarded as an independent multiplication zone
The damage-increasing entry on the breastplate necklace is quite special. After testing, it is the same as the absorber's glyph's healthy damage, and is added directly to the panel.
The two belong to the same multiplication zone. The Absorber Glyph can increase damage by 103% when healthy at full level, so the damage increase entry on the equipment can be included, but the priority is not that high.
It is difficult to test the increased vulnerability to damage. There is a big difference in body perception whether there is vulnerability to damage. In addition, the value of vulnerability in the glyph is very low. There is a high probability that it belongs to an independent multiplication zone.
There is no clear explanation for other frost damage, damage to group control, damage to long and short range, damage to core skills, etc. In terms of values, we will consider them in the same multiplication zone for the time being.
Specific to the selection of entries for each equipment, on the one hand, it has not yet graduated, and on the other hand, BD is also being improved while brushing, so it is difficult to give a definite entry priority.
I can only use my current equipment as a reference and then explain the reasons for my choice.
The helmet has a blue limit for the elementalist power of more than 100 blue. In conjunction with the rare node of the energy storage pool in the elemental summoner peak, there are currently 141 blue in total. Basically, one piece of equipment is enough. It is not impossible to not have it.
The stacked armor that defies power is multiplicative, so the armor entry on the equipment is not bad. It can reduce the cooldown, but it is not necessary in this BD.
Breastplate mainly uses damage reduction entries. The ideal is probably damage reduction + close range damage reduction + long range damage reduction.
The entry for reducing damage when injured is not recommended, because in principle we should keep the Glyph of the Absorber as full as possible, and the damage is below 35% health. Many times at high levels, it is easy to be killed when the health is full, and it is difficult to survive below 35% health. to be beaten
Gloves, output position, critical strike + ice fragment level + frost ball level, ideally you can add a lucky hit to restore mana
If you can't brush the frost ball level well enough, you can change it to another level.
Pants and chest armor are similar, mainly used for damage reduction entries and blood volume.
Personally, I prefer movement speed + movement speed after killing elites. I use dodge to increase movement speed at the base, which improves the efficiency of painting. Moreover, adding movement speed can also make you more flexible in high-level positions.
Skill plus teleport is better, Frost Nova is also fine, it is not necessary, you can also use it to reduce consumption.
Ice armor and fire armor skill levels are not recommended. To be honest, I am very confused about the idea of using the third skill of shoes as graduation. Increasing the ice armor level only increases the shield amount and does not reduce the CD.
The ideal passive skill of the necklace is to add 2 Ice Disaster, Ice Touch and Glass Cannon are almost
There are many other good terms, such as reducing mana consumption, reducing CD, increasing movement speed, and even damage reduction.
Generally speaking, +2 defense skills are not as good as CD reduction, unless you want to save skill points by strengthening certain defense skills.
The main items on the ring are output items, and it is best to have both critical hits. Among other items, priority is given to the vulnerable damage increase in the independent multiplication zone, the critical hit damage increase, and then the other items.
I didn’t build up Lucky Strike Avalanche Mana, so I didn’t find Lucky Strike entries on my equipment.
If you already have a piece of Lucky Strike equipment, you may consider replacing the Lunar Eclipse power with Avalanche +1 and relying on Avalanche to maintain mana.
There is a problem with the lucky avalanche system:
Mana Shield passively consumes mana to reduce damage. If Avalanche is triggered all the time without consuming mana, this passive damage reduction will not be available.
Moreover, the luck system generally needs to occupy one more power slot if it wants to bring good luck power.
-Peak Glyph....
I didn’t find a way to find an optimal solution for the peak version, and the so-called optimal solution may not be suitable for your current level and equipment, so I basically explored it myself, and there may be areas that can be optimized.
Because high-level glyphs provide far higher bonuses when the attributes within the range are clicked than spending the same points to point out some distant rare nodes, so I now take stock of the glyphs and bonus attributes from three passing peaks.
The last point, Meteor Ice, provides a barrier method for killing monsters.
Among mage glyphs, the highest bonuses are generally agility and concentration. The initial version has 39 agility, which is suitable for agility glyphs.
The current level 18 control glyph adds 101.9% damage to control, and an additional 20% independent multiplication to increase damage to freeze.
The Erudite rare node only needs 2 points to get 10% total resistance and 10 intelligence. I think it is worth clicking. If it has shortcomings, it can be removed.
There are currently several factors in choosing the Elemental Summoner in the second game:
There is 54 Willpower near the glyph slot, which is one of the ones with the most Willpower points. The Glyph of Absorber inserted here can provide 103% health damage. As mentioned before, this damage is directly multiplied to the independent damage increase on the panel, so the benefit huge
The glyph slot of Meteor Ice Disk also has 54 Willpower, but the Meteor Ice Legend node must be clicked. If you click both Meteor Ice and the glyph, it will consume too many passing points.
Moreover, when placed on the second peak plate, it can satisfy the attribute bonus of rare nodes and get an additional 4% resistance and 8 mana limit.
If the peak points in the later period are enough to point out more rare nodes, you may consider placing Icy Destiny or Meteoric Ice, which have higher returns from rare nodes, in this position.
Choose cold fate in the third set
If you have too few glyph points for agility, you can choose concentration or intelligence bonus. Currently, the enchantment glyph with intelligence bonus is used. If you have more points later, you may need to calculate whether the reinforcement glyph with concentration bonus will increase the damage. higher
If you change the reinforcement, you need to ensure that the two rare nodes can get extra bonuses. If the attributes are not enough, move this to the second position.
Choose the Immortal Conductor in the fourth game
Only for the passing point glyph and nearby agility attributes, the total agility is 49, and the core skill critical damage is 97% when the points are full.
Changing to Burning Destiny is also 49 agility. If you plan to enchant with Fire Arrow, the rare node of Burning Destiny will have some benefits, otherwise any one will do.
In the fifth game, choose Meteor Ice, click on the legendary node and kill the frozen monster to gain a shield and passing rare points.
If you don’t click enough, first click on the extremely cold side of the road.
At present, there is no map reputation reward for adding points to this pinnacle. You need to be at least level 82 to get a configuration like 4 glyphs and meteor ice.
If you don’t have enough points or the level of the glyph is not enough, you can first go to Meteor Ice to get the legendary nodes and glyphs, and then add an icy fate, for a total of 3 glyphs.
In short, you have to try more on the peak game. As the peak points of the upgrade increase, the optimal method will also change. It is not easy to generalize.
―Actual combat tactics....
To clear the mobs from a distance, you basically need to shoot two frost balls at the beginning to pick up the monsters from a distance. After freezing the monsters, use fragments to output them.
When it has power, the frost ball will fly a fixed distance and then stop and explode twice. It is best to try to make the frost ball stop at the position of the monster group. Therefore, this play method is actually not suitable for the controller. If you use the controller, you can rely on walking. Let's make do with it
If the damage is not enough and the elite monster's control is reduced and forced to be unstoppable, it depends on the remaining monster's health and strength. If there is not much health, you can beat it to death. If there is more health left, it is recommended to go to the next wave monster without fighting.
If you fight an unstoppable monster, you won't get mana back or do any damage. It's better to wait until the status is over before fighting again.
When fighting the boss, replace the Frost Ball skills and enchantments with Frost Bullets. Use Frost Bullets and Frost Nova to break the Boss' defense and then use fragment output. When outputting, remember to have full blood and activate the Ice and Fire Shield to reduce mana consumption and add back mana. Try to ensure mana. If the amount is above 100, the damage will be increased
Please pay attention to the affixes in Nightmare Dungeon. Monsters below 30% health are unblockable affixes. You can hit them on the crushing layer. It is best not to touch them if you want to reach higher levels.
It's also annoying to deal 150% backstab damage with an already fragile body.
If you meet a butcher, you can just put them to death.
These are the answers to the list of Diablo 4 Ice Mage BD. Due to limited time, I couldn’t write everything down. If there is anything you still don’t understand, you can ask in the comment area and I’ll be sure to add it as soon as possible.