004 Slow Tank
[Blood Shadow]: Guarding skills. You trigger the power of blood, and 4 blood shadows appear in the back order. Each blood shadow absorbs 10% of the damage for you, and it must return to you after time, which can be superimposed with 20 layers. The first blood shadow will return 10% of the absorption damage every 2 seconds, the second blood shadow will return 10% of the absorption damage every 5 seconds, the third blood shadow will return 10% of the absorption damage every 8 seconds, and the fourth blood shadow will return 10% of the absorption damage every 11 seconds. Blood shadows are independent of each other every time they return damage. Each blood shadow can only return up to 5 sets of superimposed damage at the same time, and all blood shadows will not return damage at the same time than 16% of your maximum health. The skill needs to be activated. After activation, you can't use the healing light for yourself. Your angel guard and God's shield will share a 4-minute cooling time.
For the three skills attached to Frost Sorrow, the white bear feels that this is a new tank mode. It can be seen from the effect after the activation of the blood shadow alone. If the white bear with divine talent can't use the healing light for himself, the angel guard and the shield of God can only use one of them. Needless to ask, it is a death knight without a spiritual attack.
The effect of blood remnants attached to the tank is that 40% of the damage suffered at that time is resisted, and it will occur slowly in the next step. This slow damage is more complicated to calculate. If it is calculated by a BOSS conventional ordinary attack, the white bear will be 40% free of damage each time, and it will be slowly superimposed when the damage is returned next, because each blood shadow can return up to 5 groups of damage at intervals, that is to say, 5% of ordinary attacks, 4 fresh Blood Shadow returns up to 20% of the damage after each attack, that is to say, the white bear can withstand up to 80% of the damage from ordinary attacks.
80% of the damage seems to be a lot, but if the sluggish event is calculated, this kind of maximization is rarely possible. Unless the white bear's superimposed return damage is enough, calculated by returning 1% of the damage of the ordinary attack in the fourth round of 11 seconds, if the 5 groups are superimposed 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. Therefore, basically, the damage suffered by the white bear is about 65% to 72% at a time, which is equivalent to a small shield wall at all times.
What needs to be considered is that when the white bear is in position, the slow damage continues. However, the damage caused by slow damage is between 5% and 12% of the normal attack damage of BOSS, and it is difficult to die with treatment. Slow damage can relieve treatment pressure and avoid one-time injury and continuous single injury for walking.
This is a new tank mode, and White Bear's evaluation of this tank mode is a dead-dead tank. The operability is very strong. In the view of the white bear, the death slow tank has a great advantage over ordinary attacks and BOSS with high skill outbreak damage, so that it will not be turned upside down due to too much healing pressure or insufficient upper limit of health.
It can be imagined that if a boss cuts you 40% of your health with one move, you can only resist 2 attacks in a row at most. In order to quickly pull up your health before you take damage, you need multiple treatments. However, in a team, more healing means less output. The final result is that the duration is too long, resulting in excessive consumption of the magic value of the healing and the destruction of the group. If you meet a perverted boss who cuts down more than 50% of his health, it will be even more sad. The death slow tank can share the damage of each attack, others can resist 2 flat slashes, and the dead slow tank can resist 3 or 4 times. This greatly links the pressure of treatment and triggers more continuous recovery effects.
Especially in the face of the BOSS outbreak stage and the final dying struggle stage, the death slow tank has great advantages. Because the white bear is an activation skill, it is very convenient for the white bear to change its form when fighting against BOSS. If the angel guard and the shield of God are cooled down, it is convenient to activate it.
[Blood Smash]: Smashing skill. Immediately smash all the blood shadows behind you to avoid the effect of slow damage. After the blood is shattered, it will reappear. CD time: 25 seconds, consumption: 2 light sources, 2 dark sources
The skill of blood crushing looks very powerful, but it is very sad compared with the cost of the white bear not treating the holy light. The most important thing is that the consumption is relatively serious, with 2 light sources and 2 dark sources, which seriously affects the output of the white bear. The cooling time is 25 seconds, which doesn't look long and can be used continuously. But if you encounter a boss with a relatively fast attack speed, this skill comes slowly. If the White Bear has changed from a sacred tank to a death tank, the recovery and injury-free effect is quite disadvantageous.
Another function of the blood crushing skill is to smash all blood shadows and cancel the activation state when there is no slow damage. As long as the slow-moving tank has slow damage, it cannot cancel the activation state of the blood shadow, which 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 injury or reduce teammates' injury, while ensuring their survival as much as possible. The death slow tank does this, but the price of smashing slow damage is to contribute 4 divine strikes and 25 healing lights. This payment is relatively large, so the slow tank can only be converted at a certain stage of the BOSS and cannot continue the whole battle, otherwise the income will be greatly reduced. If the white bear wants to take the mode of master and assistance, he can consider the whole process.
[Vampire Transfer]: Transfer skills. One of your blood shadows will turn into a vampire, randomly jump to a teammate, transfer the slow damage and return to your back. CD time: 8 seconds, consumption: 50 energy
This skill has a short cooling time and consumes energy, which can be used continuously. This skill should be used immediately after the BOSS's big move to transfer the slow damage of the first blood shadow, so that the next damage suffered by the white bear will not be too high. This skill can selectively transfer slow damage, which can be said to be a decomposition-type "blood crushing" skill. In a short period of time, slow damage can be continuously transferred, but it can't be long. In particular, the boss who encounters continuous AOE damage should not be too frequent, otherwise it will increase the pressure of team treatment and may cause teammates to fall to the ground due to slow damage.
Pay attention to the selection of the vampire transfer skill. If you encounter a fire attack, the BOSS will continue to transfer the first blood shadow, and if you encounter a continuous AOE damage BOSS transfer the fourth blood shadow. Consider transferring the second blood shadow and the third blood shadow when considering the fire attack and the persistence of AOE damage. This doesn't seem to have much impact, but if it is handled well, it can turn into more slow damage and reduce the use of "blood smash".
Vampire transfer should also consider the number of layers superimposed by each blood shadow. Just like choosing to transfer blood shadows in different positions, it depends on the upper limit of the number of superimposed layers that teammates can withstand and consider the upper limit that they can bear. Because the transferred blood shadow has no limit effect, which is equivalent to a continuous DEBUFF. There are more layers of overlays, or a short interval will affect the player's output. As DEBUFF, this can be dispersed.
Another thing to note is that the death slow tank can specify the blood shadow to become a vampire, but it can't control who the vampire will transfer the damage to. If it is repeatedly transferred to a teammate, it needs to be dispersed.
The death slow tank gives full play to the effect of blood filling and blood shield. If it is used together, it will have a good effect. On the contrary, for the death slow tank, life protection can only work when the powerful fire collection skill and the number of slow damage superimposed layers are high, and in most cases it does not work.
The death slow tank plays more continuous recovery skill effects, which brings more time to the buffer of blood filling. The blood shield recovery effect, injury-free effect and full-free physical damage-free effect will have a lot of room to play. If the white bear turns to death and slows the tank, the current blood filling effect is equivalent to giving the white bear double health. Blood Shield can restore 10% of the health value, which is the most profitable, which is much higher than the 4% health value of the Dragon's dodge.
It's basically hard to die when driving a slow-down tank with the sadness of frost. With the accompanying effects and his technology of White Bear's other equipment, it is now possible to resist even the boss of the demon king level.
The sad change of blood frost brings a new tank mode, which is stronger than the effect attached to any white bear's equipment. The white bear really can't predict the benefits brought by this skill. Now, the white bear needs to do more operations to give full play to the sad effect of blood cream, plus the effect of the Holy Light Dragon Ring, which has to cooperate with each other. The rise of the sadness of blood frost is a challenge for the white bear.
The death retarding tank mode can not only be used under the divine talent, but also the plague talent and thunderstorm talent. Because of this mode, the white bear's three talents can be used as tanks, and the income effect is different. The talent of thunderstorm is a strong outbreak output, and the talent of plague is double tan and blood sucking recovery.
Thunder talent is biased towards violent output, and the survival ability in death mode cannot be compared with divine talent and plague talent. For the death slow tank mode of sacred talent and plague talent, it is not necessarily a strong sacred talent. The biggest feature of the divine talent is that the healing of the holy light does not trigger the public CD time, and it cannot be used for yourself in slow mode. This skill is more used for healing to relieve the slow damage caused by vampire transfer to teammates. The plague talent is different. The shadow damage caused by the attack of the evil world can restore health. After superimposing 5 layers of light and darkness, it is very abnormal. If it triggers the blood effect of the vampire that destroys the dragon ring, the income will be much higher. If it is a monoclonal antibody boss, the plague tank is equivalent to a death knight with a slow effect. And under the talent of the plague, the white bear also has a skull dragon as an auxiliary. Of course, under the sacred talent, the black knight and 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!
"You can try to fight against the demon king-level boss in the future!"