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One of the different classes that can be played as in Diablo Immortal is called the Crusader. Crusaders use abilities with a religious focus to deal damage to enemies within melee range, while at the same time bestowing a variety of helpful buffs on their allies that benefit the entire party. These buffs are cumulative, so the party as a whole benefits from the Crusader's use of these abilities. If the concept of a holy warrior appeals to you, or if you simply want to deal some of the most devastating Area of Effect damage in the game, the Crusader is an excellent choice to take into consideration.
Crusader Strengths
Because Crusaders have the highest overall movement speed of all the classes in Diablo Immortal, it is in your best interest to play as one if you intend to take on the role of the tank for the group you are a part of while engaging in gameplay. You will be able to temporarily gain an advantage in speed thanks to the Crusader skill Draw and Quarter, which will also allow you to pull up to eight enemies behind you as you ride a celestial warhorse. This ability will only be available to while you are riding a celestial warhorse. This skill allows the Crusaders to easily reposition their character, as well as reposition their enemies for maximum area-of-effect damage. In addition, this skill allows the Crusaders to reposition their enemies.
The Crusader's unrelenting area-of-effect attacks will cause their victims to disintegrate if they are not strong enough. Despite the fact that a live game like Diablo Immortal is always subject to change, the consensus among players is that the Crusader is going to be the best class for dealing damage to multiple targets at once.
The Crusader has the ability to bestow a number of incredible benefits upon allies when they are participating in cooperative play. The superior ability, Conjuration of Light, makes all members of your party immune to damage for three seconds. This is a significant advantage. When the party is taking significant damage during a crucial part of a boss fight, this can be extremely helpful in restoring some of that health. Due to its speed, defensive abilities, and wide variety of stuns and interrupts, the Crusader is a class that can be considered a nuisance when it comes to player versus player (PvP) combat.
Crusader Weaknesses
Draw and Quarter are responsible for the majority of the Crusader's movement ability, but they also leave the Crusader vulnerable to a counter from bosses or other players in PvP if their character is stunned or slowed while riding the horse. Draw and Quarter are responsible for the majority of the Crusader's movement ability. This is due to the fact that Draw and Quarter grant the Crusader the ability to move freely within the horse's quarters. If you misjudge the timing of when to use this ability, there is a possibility that you will not be able to escape the close combat range in time.
If you make a string of mistakes in rapid succession, you will discover that in addition to Draw and Quarter, the Crusader possesses a number of other abilities that, once activated, have significant cooldown periods. You will have the impression that you are contributing extra weight to your group as a result of this.
Crusaders have the highest area-of-effect (AoE) damage of any class, but their damage to a single target is among the lowest in the game. As a consequence of this, using a Crusader as your primary weapon during certain boss battles might not be the most effective strategy.
Crusaders, thanks to their high level of mobility, are frequently relied upon by the other members of the party to take on the role of scout. If you allow yourself to become distracted by something else, you run the risk of overextending yourself and becoming separated from the other members of your group.
The Crusader's Statistics and Characteristics Are Given Priority.
No matter what class you play, you should place the utmost importance on increasing both your Offense Rating and your Defense Rating above all other attributes. Each point that is invested in a primary attribute (Strength, Fortitude, Vitality, and Willpower, respectively) results in an increase of one point in both the Offense Rating and the Defense Rating. Intelligence is not considered a primary attribute.
The Primary Aspect's Position in the Pecking Order
Strength. In addition to the previously mentioned boosts to both your Offense Rating and your Defense Rating, this item also provides an additional +4 damage per point.
Fortitude is also essential due to the fact that it not only acts as armor but can also penetrate other forms of protection. If you have Armor Penetration, you will have a higher chance of scoring a critical hit, but the effect of having this ability will become less significant as the game progresses.
If you want to make it all the way to the end of the game, you won't just need to focus on increasing your Vitality; you'll also need to work on increasing the attributes that deal damage. Every point put into your Vitality gives you an additional three lives.
The strength of one's will has a direct correlation to one's overall potency as well as resistance. Potency extends the amount of time that your damaging effects remain active on an opponent for a longer period of time than Resistance does, which shortens the amount of time that your damaging effects remain active on an opponent. It is possible to make effective use of it in a build that places a high priority on bleeding as well as other debuffs.
Intelligence. This is the Primary stat in which the Crusader excels least of all the classes. It does not provide any other benefits aside from adding one point to either the Offense Rating or the Defense Rating, but that is the only change it makes.
The importance of the Special Attribute's Priority
When compared to special attributes, primary attributes almost invariably come out on top due to the boosts they provide to a character's offensive and defensive ratings. If you are forced to pick one distinguishing characteristic over another, the following is a list of the factors you should consider in descending order of importance:
Players who engage in PvP will also want to factor in damage dealt to other players. A number of the player's statistics, including Critical Hit Chance, Critical Hit Damage, Movement Speed, Cooldown Reduction, and All Damage Increased, will be modified as a result of the change.
Crusader Skills
Your character's class skills in Diablo Immortal determine how much damage they deal to foes as well as how well they protect themselves and their allies from death. However, in action role-playing games (ARPGs) like Diablo, your character can typically only use a certain number of skills at any given time, even though the Crusader and all other classes have access to a large number of skills. This means that in order to create a build that is suitable for the way you prefer to play the game, you will need to pick and choose which skills to use.
When creating a Build in Diablo Immortal, players have the option of selecting one Primary Attack and up to four additional skills to add to their character. As you progress through the levels, the power of your abilities will increase, and you will unlock the ability to swap out those abilities for others when you are not actively engaged in combat.
When you equip specific pieces of gear, such as Awakened Legendaries, Legendary gems, or Charms, particular skills have the potential to gain additional power or go through other transformations.
In Diablo Immortal, a portion of the Ultimate bar will be filled up whenever you use a skill from your Primary Attack tree. Your Primary Attack will receive a temporary boost whenever you use an Ultimate Ability, which you will be able to access once the Ulitmate bar has been filled up to its full capacity. During the time that Primary Attacks are being used, there will be no delay in effect. After the allotted time has passed, the Ultimate bar will be depleted, and diablo immortal item will have to begin the process of filling it back up again.
All of your abilities other than your Primary Attacks will have a cooldown, which means that you won't be able to use them again until a predetermined amount of time has elapsed since you last used them. Primary Attacks are exempt from this rule.
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