1. Since you have a powerful PVP mage to accompany you, it's agreed that I will give you a FB here.
First of all, I suggest that I fight monsters to 10 level, and then go to Death Mine to upgrade to 15 level. During this period, it is not recommended to form a team. Even if you form a team, you must not form a player with a higher level than you. Although the grade gap is too big to strengthen your experience, with the increase of the gap, you will find that he is robbing you of more and more experience.
15-20 went to prison, this is the first Frank FB, and Sambora is completely FB, and the experience is very fast. During this period, it is suggested to group some players who are lower than yourself (the lower the better), so that you will find that your share of experience has become very large, and these players who are much lower than you are the legendary experience babies. Note that it is best to experience the baby for each FB group in the future. You can only go to prison five times an hour, and after five times there will be an explosion. At this time, we can only wait for a while to continue FB.
Level 20-36 bloodletting monastery. I hereby declare that it is not recommended to go to the blood monastery after level 25. The reasons are as follows: bloody churches, armories and libraries. When skills are allocated, they will not explode, and the efficiency is far higher than that of prisons.
Level 36-45 goes to Zulfarak, and many players pull two strokes. I suggest pulling a wave of monsters in the pool area so that the brush won't explode.
Level 45-55 to Stansom. Generally, the mage can pull the monster out with two strokes. Note: I suggest collecting money after killing monsters, which can effectively prolong the time and prevent STSM from exploding, because it is really depressing.
Level 55-70 needs to be crushed, which can be said to be a paradise for upgrading. It is strange that the infinite brush has no trouble of bursting at all. Note: Don't group any players, because Broken is different from other copies, and there is no experience here. One more person will lose about 100 experience. You can go straight to 70 here.
The above is my own personal experience with trumpet, about 80 hours to 70 hours.
2. Master 2.PVP is much more powerful. First of all, talk about the mage. In fact, the mage has been a very powerful profession since ancient times. His huge calculation and tight sense of rhythm determine the unshakable position of this profession in WOW. But it is precisely because of the large amount of computation and the lack of very significant BT skills that some people have said it is weak before. In fact, to be honest, no matter how many rumors there are before, the mage is simply the king of WOW in my eyes. This version of the mage has been enhanced to an almost perfect level. Arcane method is simple and easy to use. With a little operation, almost all players with general consciousness can do sm, but the future is not very good and their self-protection ability is very limited. Relatively speaking, skating is a challenging occupation. An excellent skating method can be said to be invincible. The explosion of a skating method can make any profession disabled. Its flexibility and anti-control ability can't be compared with most professions, but its powerful control ability under the embellishment of ice blood, swiftness and ice ring talent is simply beyond compare with any profession. Coupled with the short CD and the cold ice shield refrigerator, the current ice method is simply a masterpiece in the eyes of every old player, but the amount of operation is huge and it takes a long time to hone.
Let's talk about Dede. As far as this version is concerned, it is the trough of small D. Seriously, small D is really not good and has limited control. When he plays, he will change back to human form. Flexibility is average, and there is no skill that can be freed after being stunned; Its fatal wound is still not enough to explode After opening the red man, it is only a biting skill without CD, but its ultimate effect is still an output, without the suppression effect of the mage instantly turning people into disabilities. Moreover, the operation is cumbersome, and the amount of operation is not proportional to the effect achieved. So I recommend playing the mage, especially the ice method. Although it is not easy to play in depth, you will experience the unique killing pleasure of ice skating after you really become a high-level player.
3. I'm sorry about this question, because I haven't practiced in all majors, but my major in mining+engineering is still quite profitable. When mining in Nageland, I used the air valve of the project to suck air once, and the mined ore can be made into a scenic spot. The market is not small, and these two majors hardly need to go to the big FB to draw pictures, so the money comes quickly, and you can earn a card in the slowest 20 hours. If you are lucky, you can get one in 8 hours. However, the fastest way for a mage to make money is to bring FB, especially a broken one, with a steady income of 800G an hour, and it doesn't need much operation, but some of it is to eat equipment.
That's a good question. This question alone is worth 200 points! And this question is exactly the same as the supplementary question of the landlord. In the final analysis, it is how to play the mage deeply. Let me answer the landlord's question.
To be honest, skating is a very profound major, and you can't finish writing for three days and three nights about the skill connection, routine change and coping methods of each major. In my opinion, this profession is like a book, which needs to be excavated and studied by others all the time, but if we simply sum up the true meaning of skating, we can say one word: survival and explosion. As mentioned above, explosion is the most powerful and effective weapon in skating. It can be said that skating wins 70% as long as it blows an explosion, but the key is how to blow the explosion, how to minimize the damage to oneself when there is an explosion, and how to control the opponent without being controlled by one's own flexibility. This is not simply clear, but requires players to spend a lot of time exploring and feeling in actual combat.
Let's talk about the arena. On the one hand, the arena performs well because the players have good personal consciousness, and the sense of cooperation is secondary. If you want to be a master of JJC, you must have an irresistible domineering attitude! For a mage, you should be able to create an overwhelming explosion when necessary, control the overall situation with strong field control ability, and crack the opponent's urgent fire with strong survivability, flexibility and anti-control ability. This will not only make everyone on the other side dare not ignore you, dare not stare at you all the time, and dare not take you as an emergency target for fear of wasting DPS. At this time, you will find that JJC has become very handy, and you can even play whatever you want. This is what a mage should have in the arena. And if you reach such a level that every opponent is disgusted, it means that you are already a master in the arena.
Hehe, I talked a lot at once and played alone for an hour. One last word for you.
Mage is an art! ! ~~