Go to the official website to read more guides, and you will be better at it. Here is what I think is the best introduction:
Basic Mage Questions and Answers
Question : What kind of profession is a mage and what are its characteristics
Answer: A mage is a powerful long-range magic profession.
Here is a brief introduction to binary spells (Binary spells) and non-binary spells (Non-binary spells):
1) Definition distinction: like Ice Arrow, Frost Shock Spells that not only cause damage but also have additional effects are binary spells. Spells such as Shadow Bolt and Fireball that only cause damage (even if there is DOT, it is only a damage effect) are non-binary spells.
2) How do binary/non-binary spells deal damage?
Binary spells have an additional modifier that counts your target's resistance to your specific faction's spells. , this system multiplies your hit rate to determine whether binary spells can hit. They have no partial damage (unlike non-binary spells, which have partial resistance (25%, 50%, 75%,), complete resistance, and no resistance at all. , the binary spell either hits or is completely resisted).
Finally, the definition of binary spells is limited to spells without talent enhancement, such as BLZ.
Q: Which race is better for a mage?
Answer: The Alliance has humans, dwarves and draenei to choose from, while the Horde has undead, trolls and blood elves. In addition to different starting status values ??at birth (see the picture below), these races also have different racial skills.
Humanity
1. Self-interest: It is equivalent to a badge. Of course it has a CD. The CD is 2 minutes. It is a very good skill in both PVP and PVE, especially PVP. , you can wear two offensive accessories.
2.3% Spirit: Not very useful.
3. Diplomacy: If you are in TBC, you also know how important reputation is, but in WLK, you need to understand its importance even more, because the 10% increase in acquisition speed is really very useful.
Gnome
1. Arcane resistance, which reduces your chance of being hit by arcane spells by 2%. It has a good effect in PVP, such as countering magicians and so on.
2.1. An escape expert with a CD of 75 minutes, a powerful anti-control skill in PVP. The CD of 1 minute and 45 seconds can save you a lot of badges, and it is also very dominant in the mage civil war.
3. Engineering 15 points allows you to improve your professional skills faster with little impact.
4.5% intelligence is a very good attribute bonus for mages who rely heavily on blue.
Delaenei
The 1.1% spell hit aura is of great significance in both PVP and PVE, especially when you are still wearing PVE equipment to accumulate hits, and it can also be used by teammates. .
2. Naaru's blessing is a very useful healing skill for mages who are not in the healing profession.
3. Jewelry processing is increased by 5 points, allowing you to improve your professional skills faster, with little impact.
4. Shadow resistance reduces your chance of being hit by shadow spells by 2%. It is very effective in PVP, such as against fear, etc.
Trolls
1. With the rise of acceleration in 2.4, trolls with natural acceleration are very dominant, which increases the casting speed by 10% to 30%, which is very powerful.
2. Regeneration, it still maintains a 10% life recovery speed during combat, which is good in both PVP and PVE.
3. Voodoo Step, which shortens the time affected by all movement restriction effects by 15%. It is very useful in PVP.
3. The damage to beasts is increased by 5%, which is not very useful, but is somewhat useful in PVE.
Undead
1. Will of the Undead, removes charm, fear and hypnosis. It is called the strongest anti-control skill in history, and has always been called the two strongest PVP anti-control skills with the dwarf escape expert.
2. Corpse eating and underwater breathing are both good skills in PVP and leveling.
3. Shadow resistance reduces your chance of being hit by shadow spells by 2%. It is very effective in PVP, such as against fear, etc.
Blood Elf
1. Mana diversion, reducing the target's mana. (30 seconds CD)
2. Arcane Torrent, 2 minutes of area silence (8 yards) is a very useful PVP skill. In addition, the BUFF combined with mana diversion can restore mana.
3. Enchanting skills are increased by 10 points, allowing you to improve professional skills faster with little impact.
3. Magic resistance reduces your chance of being hit by all spells by 2%. It is very effective against spell professions and requires no explanation.
Question: What are the attributes or concepts related to mages, and what are their meanings
Answer: There are the following attributes and concepts related to mages:
1 point of stamina provides 10 points of maximum health.
Intelligence: 1 point of intelligence provides a maximum mana value of 15 points. At level 80, 166.67 intelligence points increase the chance of explosion by 1%. 1 point of intelligence increases the chance of explosion by 0.006%.
Spirit: Increases your health recovery rate every 5 seconds in non-combat states, and increases your mana recovery rate every 5 seconds in non-casting states. Increasing 1% spirit will increase natural mana recovery by 1%.
Armor increases your physical damage reduction.
Agility: 1 point of agility increases armor by 2 points.
Explosion level increases your chance of explosion.
[Tips] At level 80, the 45.9 explosion level increases the chance of explosion by 1%. The raw critical damage of all direct damage spells is 150% of non-critical damage. Please refer to the PVE area tips for the critical damage bonus of each talent.
Hit Rating Increases your chance of hitting.
[Tips] At level 80, the 26.23 hit rating increases the hit chance by 1%. What needs to be emphasized here is that WLK's spell hit mechanism has changed from before, and there is no longer a 99% hit limit.
If the target is of the same level as you, the base hit rate is 96%. If the target is 1 level above you: 95%. Level 2: 94%. Level 3: 83% for pve and 87% for pvp. Level 4: pve is 72%, pvp is 80%. Level 5: 61% for pve, 73% for pvp
Haste Level: Increase your casting speed and reduce your attack CD.
[Tips] At level 80, the haste level of 32.78 increases the casting speed by 1%, and the haste level of 1639 can make your GCD reach 1 second.
Dodge Increases your chance of dodging. There is no dodge from behind in PVP, and our mage does not have blocking or parrying attributes.
Toughness can reduce your chance of being critically hit, mana drain effects, damage from critical hits and periodic damage.
[Tips] At level 80, every 81.97 toughness can reduce the chance of being critically hit by 1%, 1% of DOT damage and 2% of damage when being critically hit, and 2% of mana extraction.
Spell Penetration Spell penetration point A is to reduce the target's resistance point A.
Casting Knockback Spellcasting knockback due to damage has been greatly changed in wotlk. Reading spell: Knockback occurs up to two times, each time for 0.5 seconds. Channeling Spells: Each spell cast loses up to 2 channeling times, 25% of the channeling time each time. The talent of resisting knockback has changed from avoiding the probability of knockback to reducing the time of knockback. For example, Burning Soul will change to the following form: reduce the time loss of knockback by 0.175/0.35 seconds (that is, if you are hit, you will be knocked back for 0.15S, and the maximum number of knockbacks will be reduced by 0.175 seconds. 0.3 seconds). For Odan, if there are 3 points of arcane stabilization, then the channeling time will be reduced by 10% after being hit once, and the channeling time will be reduced by 20% after being hit twice, which is one less shot.
The multiplier of critical damage is the superposition of critical damage talents. Incinerate, Ice Shard, and Spell Energy all increase your critical damage multiplier. Some people are confused by this, but once you understand it it's very simple. Without the influence of any talent, a spell critical hit will cause 150% of the normal damage. In other words, the critical hit increases your damage by 50%. This 50% is the base value for calculating the critical hit bonus of the talent, incinerate and spell. Energy increases the critical hit bonus by 50%, half of 50% is 25%, so critical hits increase non-critical hit damage by an additional 25%, resulting in a critical hit that causes 175% of normal damage. Ice shards increase the critical hit bonus by 100%, so critical hits add 50% of non-critical hit damage, and the critical hit multiplier is 200%. All critical strike talents are cumulative, so if you have both Ice Shard and Spell Power, your critical strike multiplier is 225%.
Crit multiplier is based on theoretical calculation needs. We often need to know how much your average damage due to critical hits is equivalent to the increase in your basic damage. It can be calculated using the following formula: 1+critical hits Rate * critical hit multiplier = critical hit multiplier. Critical hit rate is the chance of your spell having a critical hit. For example, if my fireball has a critical hit of 35%, then substitute 0.35. The critical hit multiplier bonus is the multiplier increment of your basic damage that you get from critical hits. Critical hit multiplier bonus = critical hit multiplier -1. The critical hit multiplier can be found in the table above. For example, if the fireball has sky fire, burns out and ignites, the critical hit multiplier bonus is =254.45%-1=1.5445, and your critical hit multiplier is 1+0.35*1.5445=1.540575. If your average flat shot damage is 2500, then in 35% of cases your average fireball damage per shot is 2500 * 1.540575 = 3851.4375. You can use this multiplier with other multipliers such as Fire Power, Playing with Fire, Elemental Curse, etc.
Spell Resistance Resistance is divided into five types: arcane, natural, shadow, fire, and frost, which can resist elemental damage, melee attacks, and various spell attacks of corresponding attributes.
[Tips] In WLK, any damaging spell can be partially resisted. The resistance has been changed to 10% level. Original binary spells such as ice arrows will have partial resistance. In addition, ice arrows will cause additional damage to monsters with negative resistance. Some resistance due to level still exists, facing monsters with a slightly higher level, it is 10%/20%/30%. Against monsters with a higher level than you, it is 60%/70%/80%. Spell penetration has been tested and still cannot eliminate differential resistance.
The damage reduction formula of resistance has also been changed. The resistance effect is =resistance/(level*5+resistance). For level 80 players, you will get 50% damage reduction when you have 400 resistance, and 75% damage reduction when you have 1200 resistance. Whether you can break through 75% damage reduction is unknown, because 1200 resistance does not yet exist in the game. sexual equipment. Now the effect of resistance is no longer increasing returns but diminishing returns. The possibility of partial resistance seems to follow a "two-roll" system. The average resistance is calculated first without rounding. There is a 50% chance of taking the average, a 25% chance of taking the average +10, and a 25% chance of taking the average -10%. After the first "ROLL", the second "ROLL" selects the 2 numbers that are closest to 10% multiples of this number. The probability of each number is equal to 1 - (the difference between each number and the number of the first "ROLL" is the absolute value of the difference). Example: The average damage resistance of a 350-meter heated kang is 46.67%. There is a 50% chance of resisting 46.67%, a 25% chance of resisting 36.67%, and a 25% chance of resisting 56.67%. If the first "ROLL" reaches 36.67, then it must be rounded to 30 or 40. Then the probability of getting 40 is 2/3, and the probability of getting 30 is 1/3. At 350 resistance, the system will produce 30%, 40%, 50% and 60% resistance.
After using a skill, you will not be able to use other skills for a period of time. This period of time is the cooldown of your boss. For mages, the cooldown time of the weapon is 1.5 seconds.
[Tips] Among the skills of the mage that do not have a cooldown, they are: counterattack, calmness, arcane enhancement, rapid cooling, burning, and cold blood.
The control skill diminishing effect causes 100% of the duration when the control skill is used for the first time, only 50% of the duration when used for the second time, and 25% of the duration when used for the third time. After the fourth time, you are immune. If the same type of control skill is not used again for more than 15 seconds, this effect will be reset (reusing it after reset will count as the first time). For mages: ice rings and water elemental ice rings are subject to diminishing effects in PVP.
Threat value Threat value affects the target of a monster's attack. Mastering the threat value of monsters is a required course for an output profession. The related concept is TPS, which is Threat per second.
Spell strength and bonus coefficient Each spell has its own bonus coefficient to determine how much damage bonus this spell gets under a certain spell strength. The bonus coefficient is generally determined by the time of casting or channeling. For DOT, it is based on its action time. The basic formula is as follows: Standard spell: (casting or channeling time)/3.5 Instant spell: 1.5/3.5 AOE spell: (casting or channeling time)/3.5/2 Shield spell: 1.5/3.5*0.855/0.445=80.7%, 0.855/0.445 is the basic SP bonus coefficient DOT for healing spells: duration/15*100% or 20% per tick (for DOT once every 3 seconds).
The low-level spell damage penalty will be 5% SP bonus penalty for each level after learning a spell at level 5-7. After level 20, it will only cause its own basic damage. There are some exceptions to these rules, and certain spell bonuses are penalized by additional slowing or immobilizing effects. Other exceptions simply have bonuses changed due to balance considerations. (Things marked in red are special values)
Q: How do mages generally enchant various parts of the body?
Answer: The neck, waist, and accessories cannot be enchanted, but other parts are generally Different enchanting methods are adopted according to PVP and PVE. In addition, different enchanting methods can be adopted according to personal habits and equipment. There are generally some enchantments as follows:
Head:
PVE enchantment: [Glyph of Power] purchased after worshiping Sha'tar (22 spell damage and 14 spell hit rating) .
PVP Enchantment: Reverence of the Shattered Sun [Glyph of Gladiator] (18 Endurance and 20 Resilience Level).
Resistance enchantment: You can purchase it after respecting each reputation, [Glyph of Arcane Protection] (Sha'tar), [Glyph of Fire Protection] (Fort of Glory/Thalmar), [Glyph of Frost Protection] Text] (Keeper of Time), [Glyph of Shadow Protection] (Slums), [Glyph of Natural Protection] (Cenario Expedition), [Glyph of Colorful Protection] (Slums).
Shoulders:
Worship of the Astrologer: Powerful Orb Inscription (12 points of spell damage, 15 points of spell explosion).
Aldo Worship: Powerful Discipline Inscription (18 points of spell damage, 10 points of spell explosion).
Astrologer's Respect: Powerful Orb Inscription (13 points of spell explosion).
Aldo Respect: Powerful commandment inscription (spell damage 15 points).
Cloak:
PVE enchantment: 20 penetration, cunning (reduces 2% hatred).
PVP enchantment: 20 penetration, 120AC.
Resistance enchantment: 15 fire resistance, 15 natural resistance, 15 shadow resistance, 15 arcane resistance.
Chest:
PVP enchantment: 150 health, all attributes +6, 15 toughness level
PVE enchantment: 150 health, all attributes +6< /p>
Wrist:
PVE enchantment: 15 magic damage, 12 endurance, all attributes +4, 12 intelligence, 30 healing effect (10 magic damage)
PVP enchantment : 15 spell damage, 12 stamina, all attributes +4, 12 intelligence, 30 healing effect (10 spell damage)
Gloves:
PVE enchantment: 15 spell hit rating, 10 spell Explosion level, 20 spell damage
PVP enchantment: 15 spell hit rating, 10 spell explosion level, 20 spell damage, 240 armor
Legs:
< p>Rune magic thread made by tailor (25 resistance, 35 spell damage) [Materials: Rune thread x1, Origin mana x10, Origin void x1]Feet:
PVE enchantment: 12 stamina, boar speed (9 stamina and movement speed increased by 8%), vitality (recovers 4 mana and health every 5 seconds)
PVP enchantment: 12 stamina, boar speed (9 endurance and movement speed increased by 8%), stability (10 hit rating and 10 explosion rating)
Ring:
PVE enchantment: all attributes +4, spell damage 12 points
PVP Enchantment: All attributes +4, spell damage 12 points
Weapon:
40 spell damage
Sun Flame, 50 points Fire and arcane damage
Soul frost, 54 points of frost and shadow damage
Q: What medicine does a mage usually drink?
Answer: Generally there are some of the following medicines :
Flix part:
·Use of Shattrath Super Energy Flax: Increases the damage caused by spells and magical effects by up to 70 points, lasting for 2 hours. Combat and Protection Elixir. This effect persists after death. Can only be used in Storm Keep, Serpent Temple, Caverns of Time: Mount Hyjal, Black Temple, and Sunwell Plateau.
·Flask of Blind Light Use: Increases the damage caused by the player's arcane, holy and natural spells by up to 80 points for 2 hours. This effect continues after death. Combat and Protection Elixir. (Added Shatlast version in 2.4)
·Pure Death Flask Use: Increases the damage caused by the player's shadow, fire and frost spells by up to 80 points for 2 hours. This effect continues after death. Combat and Protection Elixir. (Added Shataster version in 2.4)
·Using the Unstable Elder's Mixture: Increases the player's intelligence by 20 points, stamina by 30 points, and restores 8 mana points every 5 seconds, lasting 2 Hour. You can only maintain one flask effect at a time, and this effect persists after death, but can only be used in the Blade's Edge Highlands and Gruul's Lair.
Poison part:
·Magic Potion Use: Spell damage and healing effect are increased by up to 24 points, and spell critical strike level is increased by 24, lasting for 1 hour. Combat Potion.
·Special Effect Fire Energy Potion Use: Increases your fire spell damage by up to 55 points for 1 hour. Combat Potion.
·Special Effect Frost Energy Potion Use: Increases your frost spell damage by up to 55 points for 1 hour. Combat Potion.
·Strengthening Potion Use: Reduces the magic resistance of your spell target by 30 points for 1 hour. Protection potion.
·Draenei Wisdom Potion Use: Increase intelligence and spirit by 30 points for 1 hour. Protection potion.
·Earth Spirit Potion Use: Block up to 20 points of physical or magical damage for 1 hour. Protection potion.
·Special Effect Demonic Blood Potion Use: Restores 16 mana points every 5 seconds for 1 hour. Protection potion.
·Iron Skin Elixir Use: Increases toughness level by 30 for 1 hour. Protection potion.
·Control Potion Use: Increase all attributes by 15 points for 1 hour. Combat Potion.
·Special Effect Fortitude Potion Use: Increase the maximum health value by 250 points, and restore 10 health points every 5 seconds for 1 hour. Protection potion.
Q: In addition to drinking medicine, what else can I do to improve myself?
Answer: Yes, many maps will have damage-increasing BUFFs that can increase your output damage. In addition to these , your teammates can also give you more powerful abilities. For example, the priest's spirit can sometimes increase your magic damage, and the shaman's bloodlust/heroism and totem can also make you stronger. In addition, it can be improved through the following three methods.
·The battle drum made of leatherworking can increase the attack and casting haste levels of additional party members by 80 points for 30 seconds after use.
·The enchanted [[Super Wizard Oil]] can increase your spell damage by 42 points.
[new]If you are very skilled in NB, you can also use [[Excellent Wizard Oil]] to increase spell damage by up to 36 points and increase spell critical strike rating by 14.
·There are also many cooking delicacies, and there are many that add 20 resistance.
[[Fisherman's Delicious]]30 points of stamina
[[Spicy Crayfish]]30 points of stamina
[[Bone Fish Soup]]20 Explosion level and 20 spirit
[[Burned Lizard]] 23 magic damage and 20 spirit
[[Boiled Blue Fish]] 23 magic damage and 20 spirit
[[Crispy Snake]]23 magic damage and 20 spirit
Q: How does the mage use gems to inlay slots of different colors
Answer: First, the colorful slots Slots, colorful slots will only appear in the head.
Magic energy fluctuation diamond +14 spell damage, 5% coma resistance (effect condition: 3 yellow) - purchased from Daofeng Mountain Sky Guard mission, 160 Apexis fragments
Comments: High damage, mages who hate hammers can choose this one, it is a bit difficult to get.
Swift Skyfire Diamond +12 spell damage, slightly increases movement speed (effect conditions: 2 yellow and 1 red) - Bone Wilderness PvP (purchased at Stone Split Castle, requires 8 ghost fragments)
Comments: The damage is not low, and the movement speed is improved colorfully. If you choose this gem, you can consider changing the speed of the wild boar of the shoes to stable. The 5-resistance immobilization is also very useful for the legal system. It is very easy to get.
The Skyfire Diamond of Destruction has 14 magic explosions, 1% magic reflection (effect conditions: 2 red, 2 blue and 2 yellow) - dropped in the world
Comments: high explosion, 1% The legendary reflection is a good attribute for planting flags at the door and playing on the battlefield. It is not recommended in JJC. It will hardly bring you miracles.
Chaos Skyfire Diamond 12 magic bursts, +3% magic burst damage (effect condition: at least 2 blue) - Shadowmoon Valley Kuska Siren
Comments: Good The magic burst, 3 magic burst damage can make up for the reduction in toughness, it is easy to get, and the effect is significant. < /p>
Comments: Mages with high resistance, stun resistance, and who are always being targeted may consider this.
Insight's Earthstorm Diamond 12 Wisdom, has a certain chance to restore mana after casting (effect conditions: 2 red, 2 blue, 2 yellow) - Sha'tar - Friendly
Comments : 12 wisdom and mana recovery can greatly improve the mage's battery life. The effect can restore 300 at a time and also provide a little magic explosion. It depends on personal preference.
Ember Skyfire Diamond [new] 14 magic damage, +2% intelligence (effect condition: at least 3 red gems required) - Shattered Setting Sun = Reverence
Comments: Good The magic damage, 2% of the intelligence is increased by 10 intelligence according to 500 intelligence. If I really want it to last, I feel like it is better to use the blue one.
After casting the Secret Skyfire Diamond, there is a certain chance that your haste level will be increased by 320 points for 3 seconds. [Requires more blue gems than yellow gems]
Comments: 2.4 Nerf, not recommended.
The following is the body, which is divided into three slots: red, blue and yellow. The purple quality and blue quality gems are listed below. The green quality gems are not listed anymore.
Corresponds to the red slot
Julio's Heart has 14 spell damage [Jewellery processing professional only]
Rune Red Pointed Stone has 12 spell damage
Rune Red Obsidian 12 magic damage (6885 honor points)
Rune Red Obsidian 9 magic damage
Corresponds to the yellow slot
Amber Blood 12 Spell critical strike level [Jewellery processing professional only]
Swift lion's eye stone 10 spell haste level
Soft light lion's eye stone 10 spell critical strike level
Giant Lion's Eye 10 Spell Hit Rating
Arcane Lion's Eye 10 Toughness Rating
Sparkling Lion's Eye 10 Wisdom
Soft Light Delicate Dawnstone 10 Spell Critical Hit The only level equipment with 6885 honor points
Excellent Arcane Dawnstone 10 toughness level (Harran Combat Medal x100)
Arcane Dawnstone 8 toughness level
Swift Dawnstone 8 spell haste rating
Giant Dawnstone 8 spell hit rating
Shining Dawnstone 8 wisdom
Soft Dawnstone 8 spell critical hit rating
Corresponds to the blue slot
Falling Star Stone 18 resistance [Jewellery processing professional only]
Storm Sky Sapphire 13 spell penetration level
Dense Sky Sapphire 15 endurance
Ocean Eye 15 endurance (obtained from 2.4 fishing mission)
Star of Storm Elune 10 spell penetration level
Dense Elune Star 12 resistance
Corresponds to the red or yellow slot, which is an orange-looking gem
Reckless burning stone has 6 spell damage and 5 spell haste level
High energy burning stone Stone 6 spell damage, 5 spell critical strike rating
Secret burning stone 5 spell hit rating, 6 spell damage
High-power exquisite topaz 6 spell damage, 5 spell critical strike rating (8500 Honor Points)
Mysterious Fire White Stone has 6 spell damage, 5 spell penetration
Brilliant Fire White Stone has 6 spell damage, 5 spell hit rating
High Energy Fire White Stone 6 Spell damage, 4 spell critical strike rating
Charged Fire White Stone 6 spell damage, 4 Intelligence
Reckless Topaz 5 spell damage, 4 spell haste rating
Secret Topaz Jade 5 magic damage, 4 magic hit rating
High-power Topaz Jade 5 magic damage, 4 magic critical hit rating
Unstable Topaz Jade 5 magic damage, 4 Intelligence
Corresponding to red or blue slots, it is a purple-looking gem
Blazing Shadowsong Purple Jade 6 magic damage, 7 resistance
Blazing Purple Fluorite 6 magic damage, 6 resistance< /p>
Charged Amethyst 6 magic damage, 6 resistance
Ghost Purple Fluorite 6 magic damage, 4 essence
Hot Night Eye Stone 5 magic damage, 6 resistance
Corresponding to the yellow and blue slots, it is a green-appearing gem
Stable Wave Emerald 5 toughness level, 7 resistance
Strong Wave Emerald 5 spell haste level , 7 resistance
Radiant Wave Jade has 5 spell critical strike level, 6 spell penetration level
Dazzle Wave Jade has 5 intelligence and returns 2 mana every 5 seconds
< p>Radiant Chalcedony has 5 spell critical hit levels, 5 spell penetration levelsShining Chalcedony has 5 spell hit levels, and returns 2 mana every 5 seconds
Rune Carvings Chalcedony has a spell critical strike level of 5 and returns 2 mana every 5 seconds
Eternal Chalcedony has 5 Wisdom and 6 Resistance
The Prophet's Chalcedony has 4 Wisdom and 5 Essence
Bright Chalcedony 5 Spell Hit Rating, 6 Resistance
Flawless Chalcedony 5 Spell Critical Hit Rating, 6 Resistance
Solid Chalcedony 5 Toughness Rating, 6 Resistance
Powerful Water Jade 4 Spell Haste Rating, 6 Resistance
Radiant Water Jade 4 Spell Critical Strike Rating, 5 Spell Penetration Rating
Dazzling Water Jade 4 Wisdom, every 5 seconds Restores 2 mana
Stable Suiyu has 4 toughness levels and 6 resistances
Unstable Suiyu has 4 resistances and 4 spell critical strike levels
Finally: < /p>
[Void Ball] (+4 all resistances) is made by enchantment, and can be red, yellow or blue.
As for which gems to insert, you can decide based on what attributes you need in PVP. It depends on your talents, equipment, personal preferences, etc. I can't recommend it. In terms of PVE, red has 12 damage, orange has 6 damage and 5 acceleration or 10 acceleration (not recommended, 6 damage and 5 acceleration has slightly lower dps but can guarantee dpm), blue has 12 damage (no inlaying bonus) or 6 damage and 7 resistance (requires inlay). Reward), this method can take into account dpm while maximizing dps.
Sorry for the excessive content. In fact, the mage is a profession with high damage and low blood volume