Players with less experience in the game may have such a question after playing for a period of time - why is there no problem with my hardware collocation (including attributes, ornaments, orange suits, spirit guides, outfits, etc.), and the output cycle is also very skilled through wooden stakes, but the data of the great secret realm has always had a bottleneck that is difficult to break through.
This is because in addition to ensuring qualified hardware configuration and understanding the basic output cycle of their own specialization, in general, they also need to pay attention to the following three aspects:
The operation of the output resource
Timing of use of burst skills
Handling of special cases
Most DPS classes need to use battle resources to cast high-quality skills, such as destruction requires the consumption of "soul fragments" to cast fire rain and chaos arrows, elemental sa needs to consume "vortex value" to cast seismic and seismic strikes; some classes have more than one combat resource, such as cat de has "energy" and "combo points", evil DK needs to pay attention to "rune energy, runes, wounds", but the essence is not much different from the former.
Therefore, if the resources that "affect the number of high-quality skill castings" are counted, skills with cooldown such as "Fire Rush" of Fire And "Aiming and Shooting" of Shooting Hunter can also be regarded as a kind of "combat resources".
The embarrassing situation that novices often encounter is that at the beginning of some key battles, there is a lack of combat resources, and a lot of time needs to be wasted to regain these resources, and when they have enough to cast the first wave of high-quality skill resources, the veterans may have cast 2 or even 3 rounds of high-quality skills than they do, so even if the novices have little problem when practicing on the stakes, they will be thrown away as soon as the actual combat data is reached.
Roughly speaking, the operation of combat resources needs to achieve the following 3 points.
First, focus on the duration of combat resources. Many combat resources will gradually return to zero in the state of escape from the battle, such as the "anger" of the warrior and the "true qi" of the wind monk; of course, some combat resources will be filled when they leave the war, such as the "energy" of cat virtue and thieves, the "fire rush" of the fire method, and the "rune" of DK; and some combat resources will return to a "balance value" after the battle, such as the soul fragment of the warlock will be classified into 3 pieces after the battle.
So what the player needs to do is to estimate the time interval between the current battle and the next battle, if there is no battle for a long time, long enough to make your combat resources zero or return to the "balance value", then all the resources should be wiped out in the current battle, and if the dungeon rhythm is quite tight, the interval between the two battles is very short, then in the closing stage of the current battle, you can consider playing more so-called "fill skills" to accumulate resources for the next battle.
For example, as a destroyer in the Crimson Abyss to fight the old one behind the heart monster, in the heart energy monster health volume is about to die, you should consider playing "burning embers", because after the heart monster is destroyed, it will soon start to fight the group of monsters in the corridor of the university prison, and it will be more comfortable to start with sufficient fragments; and if it is the battle of the several soft mud monsters in front of the boss in the dwarf area of the other world, ending with "Havoc + Chaos Arrow XN" will make your data look better. Because after hitting the soft mud, you and your teammates still have to walk a considerable distance to start the Milhouses' battle, and during this time, no matter how much fragment you have, you will return to "3", even if it is not very meaningful to save the pieces in advance.
In addition, some specializations can use the relevant mechanisms of battle resources to further optimize their output - for example, although the True Qi of the Wind Monk will decrease with time after the battle, it can be maintained through the "Card CD with 'Flower Transfer'"" technique; the Destruction Technique can use the fragment's "Quick Return 3" mechanism to brush the cooldown time of the Hellfire when you leave the war (provided that you enable "Big Brother Orange"), and so on.
Second, reserve combat resources according to the different stages of the battle. Especially during Brutal Week, the same BOSS battle may also need to choose to reserve and pour resources according to the stage of the battle. A relatively simple example is the promotion of the Tower No. 3, the Xianlin Mist No. 1, the other realm of the tail king and other battles, the first two bosses have a vulnerable stage (the tower No. 3 will enter the vulnerable when recovering the heart energy ball, this time you need to ensure that you have the explosive skill in your hand; the old one of the fairy forest mist is that when the xianmu spirit is hit to 20%, the humanoid monster will be suppressed and vulnerable; the tail king of the other world needs to ensure that his output can kill the afterimage after the turntable), Of course, these are all relatively obvious boss battle stage divisions. If you don't keep the resources in advance, even if you leave skills for the vulnerable stage, such as Hellfire or Demon Tyrant, it will be difficult to play, because many burst skills will not provide a lot of resources in an instant - imagine that you have no fragments or only a separate Hellfire in the vulnerable stage of Xianlin Old 1; only 2 pieces, no core, the dog is still on the CD, only one Demon Tyrant, so what's the point?
In fact, from the perspective of resource expenditure, many BOSS battles also have inconspicuous "stage divisions", and these stages are sometimes suitable for accumulating resources and some are suitable for pouring resources. For example, the No. 3 boss of the Crimson Abyss (the one who needs to eat the yellow ball on the ground), the combat environment is relatively bad, and there are not many opportunities for the French system to stand on the pile in situ to read the note, so I personally divide this battle into 2 stages - the short standing pile stage after the end of the floor skill and the mobile battle stage that begins when the ball is released, and many boss battles can also be divided in this way, such as the tail king of the psychic tide. For this type of battle, the output strategy is different according to the class, which may not be consistent with the "standard output loop", for example, as a destruction technique that enables "Big Brother Orange", I will try to empty the resources when I can stand on the pile, so that I can play a few more chaos arrows when the output environment is good, and the second can accelerate the CD refresh time of hellfire; and for the element Sa that enables the Night Covenant Orange, the "Standing Pile Stage" in addition to using the skills of the long CD according to the output priority, I'll choose to save more vortex values (but not let the vortex values overflow) to ensure that I can hit a big earthquake during the mobile battle.
Third, the invalid DPS is "turned into treasure". There may be some special scenes in the quest that may seem meaningless, but if used properly, it can effectively boost your DPS.
To give a few simple examples, for example, the Wither's Death Spider BOSS will have a mob that can open the shield before, the shield is a steel bar, which can only be interrupted by hard control, if all the hard controls of the team are on the CD, it can only wait for the shield to end, in this case, I will choose brainless embers or lightning arrows until the end of the shield, because although the monsters in the shield bear less damage, the resources provided after the skill hit are still the same as the original, in this case, saving resources and supplementing dots are good choices. Similarly, there is the No. 2 of the Fairy Forest Mist, when in the twin stage, I will choose to hang up the boss with havoc when the doppelgänger has a low health, and then brush a few more fragments out, so that you can enter the main stage with more fragments, and the element Sa can appropriately attach more flaming shocks to some of the twins, which can increase the chance of triggering the instantaneous lava burst.
The above examples are just throwing bricks and stones, you can be flexible in actual combat, in short, use some details to increase the efficiency of resource acquisition.
There is very little to say in this part.
The first is "Burst skills don't leave brainless to the BOSS", especially during tough weeks. Because many of the mobs in The Tough Week are more threatening than the boss (mainly because the pressure on T is too great), for example, when there is no Grian in the team, the wave of Mobs in front of Tower 2 is basically going to burst out, otherwise the pressure on T is really too big...
Of course, the outbreak skill is not to be used for brainless card CDs, when to open the outbreak one is to need a plug-in to monitor the teammate's outbreak skill, but this is not enough; another point is that you need to quickly evaluate the DPS level of your teammates after the start of the fight, such as the teammate level is more general, you need multiple outbreaks to overlap to deal with a wave of difficult weird, if the teammate is a big guy, you can consider the outbreak and stagger him. Many of the first wave of monsters in the dungeon can be seen in the depth of teammates, such as atonement, other realms, channeling, theater mobs with bosses and so on.
Of course, sometimes the first wave of monsters can directly break up the team... However, thinking about the benefits, long pain is not as good as short pain.
Many classes have functional skills that can help your team, and adjusting the timing of these skills actually has an impact on DPS.
For example, the destruction of the game is a little very insecure when playing the passer-by game - do not know the T's boss opening habits, to be more specific is "I don't know if he likes to rush to the boss's face to open the monster, or like to use the long-range skill to pull the boss to a certain position to open the monster", because of this uncertainty, resulting in the destruction of the player can not use the "catastrophe" to start, some players may choose to "sacrifice" to start for safety, theoretically this will have a negative impact on the output, some people will choose" The "Embers" start or directly "Hellfire" to move the sequence of "Cataclysm" backwards, but if you insist on nitpicking, the Embers will lose the damage bonus of a spirit guide on the target without sacrifice, and the direct Hellfire may also waste the damage caused by the Hellfire because of T's way of pulling monsters, and the Hellfire cannot attack the target at the first time.
When playing passers-by, I will choose "weakness curse" or "language curse" to start, and then pick up other output skills, a GGC time is enough to fix the boss, and at the same time bring some benefits to the team.
Second, in some cases, you can use the damage reduction skill to win yourself output space. After determining 2 points, you can try this technique:
After opening the damage reduction, the eating skill will not die
The skill you eat doesn't have a negative status
You can turn on your own damage reduction and then hard top the floor skill to hit the output, for example, the most typical is the demon magic in the concussion week, in the demon tyrant's laying period out of the concussion, what to do at this time? It is often necessary to open the indestructible hard top, because in addition to the insufficiency, it can also prevent the reading bar from being interrupted. (Similar examples also include DK playing wither old 1 when the acceleration of anti-hit flying, in addition, DK open acceleration can also help teammates step on the wind and thunder)
Finally, in some cases, it is necessary to make up dots in advance, because it can be expected that the BOSS may enter a state where it cannot be filled DOT in the near future. For example, when she starts to prepare to enter the flying stage, I will first make up for her DOT such as sacrifice and flame shock, and then hit some resources as much as possible, so that the boss will continue to eat damage with DOT after the day (some DOT can also add resources to you), and at the same time, when the BOSS goes to the ground, you can also have some resources, not to "start from scratch".