World of Warcraft 7.0 Paladin professional changes introduced

  
World of Warcraft 7.0 information film legion of the Paladin career changes at a glance. This World of Warcraft 7.0 information film corps has made some very big changes to all occupations, among which the Paladin has a displacement skill, which also makes the players who once spit the Paladin's legs short, and the following system is very small. Edited for everyone to bring the World of Warcraft 7.0 information film legion to the Paladin professional changes at a glance.
Sacred Talents The Holy Paladin has the same strong beliefs as the priests. These devout knights have been studying the sacred teachings throughout the church, but after choosing to become the ally's holy light, they have put on the armor of justice. , picked up the sacred weapon. Sacred Heart is a life of justice, even if it is innocent and heroic. The Holy Paladin is only for the purpose of eradicating evil in his life, and they are dedicated to helping like-minded friends without asking for reward. The truth and virtue of the Light give them the power to resurrect. In times of crisis, they are better able to put their lives and deaths away, and sacrifice themselves to preserve the overall situation. Holy Light: 2.0% Mana, 40 yd range, 2.5 sec cast time. Recovering moderate health for allies, the cast time is slightly longer but the effect is quite good. Flash of Light: 4.0% Mana, 40 yd range, 1.5 sec cast time. Restores moderate health for allies, casting time is short but consumed relatively high. Light of the Martyr: 2.5% mana, 40 yards range, instant. Quickly restore moderate health to allies at the expense of some of their health. Can't use it for yourself. Light of dawn: 4.0% mana, 1.5 seconds cast time, 12 seconds cooldown. Releases the healing wave to the forward cone, recovering moderate health for up to 5 injured ally within 15 yards. Holy Shock: 1.5% mana, 40 yards range, instant, 10 sec cooldown. Immediately launch a Holy Shock on the target, inflicting a certain amount of Holy damage on the enemy or a mere health of the ally. The critical strike rate of the Holy Shock is twice the normal critical strike rate. Holy Light Infusion: Passive. After the Holy Shock strikes, it will reduce the cast time or increase the amount of the the the the the the the next Holy Light Mark: 0.5% mana, 60 yards range, instant, 3 sec cooldown. Cast the Holy Light Mark to allies. When your treatment is applied to other squads or team members, it will also restore health to the target of the Holy Light, the value of up to 50% of the amount of healing. 40% of the mana is returned when the Holy Light of the Lesser Lesser Less Less Less Less Less Less Less Less Less Less Less Less Less Mastery: Lightbringer: Increases the amount of healing by up to 30% (and benefit from the probabilities of standard equipment) when approaching the target. In addition, in order to let everyone have a general understanding of the talent configuration based on core skills, here is a new talent of sacred specialization as an example: the bright messenger logo: passive. Mastery: The bonus of the Lightbringer increased by 24%. In addition, you will increase your healing amount based on the distance you have or the Holy Light Mark you cast (take the closest distance). Protective talent The sword is three feet high and the shield is square. The anti-Knight holds a sharp weapon in one hand and performs a cruel trial; with a solid shield, it protects the good and the good. They are strong and determined, and they are different from the ones who bathe the light of grace and the incarnation of the Holy Light. These respected guardians are dedicated to guarding the Holy Light and every corner of its light, in every battle. Don't hesitate to dedicate yourself, only the divine light will last forever. Justice Shield Strike: Melee range, instant, 12 seconds back charge, 3 layers of charge. Use the Shield to quickly slam the enemy, dealing a lot of Holy damage and reducing damage taken by 25% of the character for the next in Guardian Light: Instant, 15 sec cooldown. Summons the Light and restores itself to a health value equal to 50% of your health. Multifaceted defense: Passive. After your automatic attack critical strike, you can gain a layer of recharge effect on the Shield of the Right Lesser Lesser Mastery: Divine Barrier: Increases the damage reduction of the Shield of the Shield by 10% (to benefit from the proficiency of standard equipment), and increases the melee attack block rate by 20% (benefit from the proficiency of standard equipment). Increases attack power by 20% (benefits from proficiency in standard equipment). Avenger's Shield: 30 yard range, instant, 15 sec cooldown. Throw the shield at the enemy, causing a lot of Holy damage, interrupting the target and casting it for 3 seconds, then hopping to attack two nearby enemies. Improve the effect of the next right shield or guardian light, an increase of 20%. Hammer of Justice: Melee range, instant, 3 seconds back charge, 2 layers of charge. Hammer the current target, causing physical damage. If you stand in the offering, the Hammer of Justice will also form a light wave that will cause a small amount of Holy damage to all targets within 8 yards. Grand Crusaders: Passive. When you escape a melee attack or use the Hammer of Justice, you have a 15% chance to cool the cooldown of your next Avengers Shield. Trial: 30 yards range, instant, 6 seconds cooldown. Judging the enemy, causing a lot of divine damage. Dedication: Instant, 9 second cooldown. Put holy energy into the land under your feet, causing a lot of Holy damage to the target within 9 seconds. In addition, in order to let everyone have a general understanding of the talent configuration based on core skills, here is a new talent for protection specialization: Blessing Hammer: Instant, 3 seconds back charge, 2 layers charge. The Hammer of Blessings surrounds the Paladin and deals a certain amount of Holy damage to nearby enemies. Replace the hammer of justice. Disciplinary talents believe in the Holy Light, the white head is not awkward. There are always a lot of obsessive and pious people in the paladin, who are self-proclaimed executors of the Light and punish those who dare to disregard the holy law. These paladins punish evil and promote good, except violence. They have absolute faith in the divine order. Their minds are as indestructible as the flesh. In order to make the light of the Holy Light full of harmony and tranquility, the Paladin will be punished and will fight at all. Crusader Strike: Melee range, instant, 4.5 sec cooldown. Attacks between the moments, causing moderate physical damage and producing a sacred energy. Sword of Justice: 12 yards range, instant, 12 seconds cooldown. Use the sword of justice to strike the enemy, causing a lot of Holy damage and producing 2 layers of divine energy. Trial: 30 yards range, instant, 12 seconds cooldown. Trial of the enemy, causing moderate Holy damage, and the ability of the ability to generate or consume the Holy Energy increases the damage of the target by 30% for 6 sec. The Templar's ruling: 3 Divine energy, melee range, instant. A powerful weapon attack caused a huge amount of Holy damage. Holy Storm: 3 Divine energy, instant. A sacred energy whirlwind attack that deals a lot of Holy damage to all enemies within 8 yards. Conviction: Passive. Your Crusade Strike and the Sword of Justice have a 20% chance to gain an additional level of Sanctuary. Mastery: The Hand of the Light: Your Crusaders' Strike, the Sword of Justice, the Divine Storm, and the Templar's ruling will inflict 45% (to benefit from the proficiency of standard equipment) additional Holy damage. In addition, in order to let everyone have a general understanding of the talent configuration based on core skills, here is a new talent for protection specialization: Losa force: 30 yards range, instant, 30 seconds cooling time. Throw the Blade of Light to the target area, and then launch the ability again to transfer the Paladin to the blade and cause a certain amount of Holy damage to nearby enemies. Replace the hand of the nuisance.
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