004 Death Retardation Tank

[Blood Remnant]: Guard skill. When you trigger the power of blood, 4 blood remnants appear in the order behind you, each of which sucks 10% of the damage you have taken, and returns to you after a certain amount of time, stacking 20 times. The 1st Blood Remnant will return 10% of the absorbed damage every 2 seconds, the 2nd Blood Remnant will return 10% of the absorbed damage every 5 seconds, the 3rd Blood Remnant will return 10% of the absorbed damage every 8 seconds, and the 4th Blood Remnant will return 10% of the absorbed damage every 11 seconds. Blood Remnant can only return up to 5 stacks of stacked damage per Blood Remnant at a time, and all Blood Remnants will not return more than 16% of your maximum health at any one time. Skills need to be activated, after which you can't use the healing light on yourself, and your Angel Guardian and God's Shield will share a 4-minute cooldown.

For the 3 skills that come with Frostmourn, White Bear feels like it's a new tank mode. You can see the effect of the Blood Remnant when it is activated. If the White Bear of the Divine Talent can't use the healing light on himself, the Angel Guard and the God's Shield can only use one of them, and there's no need to ask, it's a Death Knight without a Spirit Strike.

The effect of Blood Remnant on the tank is that 40% of the damage taken is blocked, and it will happen slowly. This sluggish damage is more complicated to calculate, if it is calculated by a boss regular normal attack, the white bear is 40% free from damage each time, and it will slowly add up to the next return of damage, because each blood remnant returns a maximum of 5 groups of damage in the interval time, that is to say, 5% of the normal attack, and 4 blood remnants return up to 20% of the damage after each attack, that is, the white bear can take up to 80% of the damage of the normal attack.

80% damage, which may seem like a lot, but if you count sluggish events, it's rare that this maximization is possible. Unless the White Bear stacks enough damage to return 1% of Normal Attack in the fourth 11-second round, if all 5 stacks stack at the same time, it must be after 55 seconds. Generally speaking, at this time, the white bear basically crushes the sluggish damage or transfers away. So, basically, the damage taken by the white bear is about 65% to 72% each time, which is equivalent to the white bear having a small shield wall at all times.

It is important to consider that when the white bear is in position, this sluggish damage continues. However, the damage caused by sluggish damage is between 5% and 12% of the boss's normal attack damage, and it is difficult to die if there is a healing. Sluggish injuries can relieve the pressure of healing and avoid taking damage all at once and taking damage at a time continuously.

This is a new tank mode, and the White Bear's assessment of this tank mode is the Slow Tank. It is very operable and can be handled. In White Bear's opinion, the Death Slow Tank has a great advantage over bosses with high normal attacks and skill burst damage, so that it will not be caused by excessive healing pressure or insufficient upper health points.

As you can imagine, if a boss slashes at you with a flat move and asks you for 40% of your health, you can only resist 2 attacks in a row at most. Healing requires multiple healings to quickly increase your health before you take damage, but in a team, more healing means less output, and the end result is that the healing consumes too much mana and destroys the group. If you encounter a perverted boss who cuts off more than 50% of your health, it will be even more tragic. The Slow Tank can share the damage of each attack, others can resist 2 flat slashes, and the Slow Tank can resist 3 or 4 times. This greatly relieves the stress of the treatment and triggers more sustained recovery effects to occur.

Especially in the face of the boss burst phase and the final dying stage, the Death Delay Tank has a great advantage. Because the skill of the white bear is an activation skill, it is very convenient for the white bear to change its form when resisting the boss. If both the Angel Guard and the God's Shield are cooldown, it is easy to activate.

[Blood Crush]: Crush skill. Instantly shatters all remnants of blood behind you, avoiding the effects of Slow Damage. Blood remnants will reappear after shattering. CD time: 25 seconds, consumption: 2 light sources, 2 dark sources

The Blood Crush skill seems to be very powerful, but it is very sad compared to the fact that the White Bear does not have the cost of healing the Holy Light. The main thing is that the consumption is relatively strict, 2 light sources and 2 dark sources, which affects the output of the white bear. The cooldown is 25 seconds, which doesn't seem like a long time and can be used continuously. But if you encounter a boss with a fast attack speed, this skill will come very slowly. If it is said that the White Bear has changed from a Sacred Tank to a Death Retardation Tank, the recovery and injury protection effects are quite a loss.

Blood Crush is also used to shatter all Blood Remnants, deactivating them when they don't get Slow damage. As long as the Death Retardation Tank has zài Delay damage, it cannot cancel the activation state of the Blood Remnant, which needs to be noted. It can be said that this is also a transfer skill.

The tank's mission is to protect or reduce damage to teammates while keeping them alive as much as possible. The Death Retardation Tank does just that, but at the cost of shattering the Slow damage effect, it costs 4 Divinity Strikes and 25 healing lights. This cost is relatively large, so the Death Delay Tank can only be converted at a certain stage of the boss, and cannot last the entire battle, otherwise the income will be greatly reduced. If the white bear wants to take the mode of main tan and support, he can consider the whole death delay.

[Vampire Transfer]: Transfer skill. One of your Blood Remnants will transform into a Vampire and jump at a random teammate, deflecting sluggish damage back behind you. CD time: 8 seconds, cost: 50 energy

This skill has a short cooldown and consumes energy, so it can be used continuously. This skill should be used immediately after the boss opens the ultimate, transferring the sluggish damage of the first Blood Remnant, so that the damage taken by the white bear will not be too high. This skill can selectively transfer sluggish damage, which can be said to be a disintegrating "blood crush" skill. You can keep transferring sluggish damage for a short period of time, but not for a long time, especially if you encounter bosses with continuous AOE damage, you can't do it too often, otherwise it will increase the pressure on the team's healing and may cause teammates to fall to the ground due to sluggish damage.

Vampire Transfer This skill must be paid attention to in the selection, when encountering a concentrated fire attack boss, continue to transfer the 1st blood remnant, and when encountering continuous AOE damage boss, transfer the 4th blood remnant. Consider shifting the 2nd Blood Remnant and the 3rd Blood Remnant when considering the Concentrated Fire Attack and AOE Damage Duration. This doesn't seem to have much of an impact, but if handled properly, it can turn into more sluggish damage and reduce the use of "Blood Crush".

Vampire transfers also take into account the number of stacks of each Blood Remnant, and as with the Blood Remnant in different locations, it depends on the maximum number of stacks that team members can withstand and the upper limit of their own. BECAUSE THE TRANSFERRED BLOOD REMNANT DOES NOT HAVE A LIMITING EFFECT, IT IS EQUIVALENT TO A CONTINUOUS DEBUFF, AND THE NUMBER OF STACKS OR THE SHORT INTERVAL WILL AFFECT THE PLAYER'S OUTPUT. AS A DEBUFF, THIS CAN BE DISPELLED.

It's also important to note that the Death Tank can designate the Blood Remnant to turn into a vampire, but it doesn't control who the vampire will transfer damage to. If you want to transfer to a teammate repeatedly, you need to dispel.

The Death Retardation Tank is a good use of the Blood Charge and Blood Shield effects, and it will have a good effect if used together. Conversely, for the Slow Death Tank, Life Protection only works when the stack of Powerful Fire Gathering and Slow Damage stacks is high, and in most cases it does not work.

The Death Replyptic Tank has more Continuous Healing Skill Effects, which gives more time to the Blood-Charged Buffer, and the Blood Shield Restoration Effect, Damage Immunity and Physical Damage Immunity will have a lot of room to play. If the White Bear turns to the Slow Tank, the Blood Charge effect is now equivalent to giving the White Bear double health. The Blood Shield restores 10% of your health, which is the most beneficial effect and is much higher than the 4% HP of the Dragon's Heart Dodge.

Driving a Slow Tank with Frost Sorrow is basically very difficult to die. With the side effects of the White Bear's other equipment and his skills, it is now possible to resist even the boss of the Demon King level.

The change to Bloodfrost Sorrow brings a new tank mode that is more powerful than any of White Bear's gear. For the benefits brought by this skill, the white bear really can't predict. Now, the White Bear needs to do more to exert the effect of Blood Frost's Sorrow, and with the effect of the Holy Light Dragon Ring, this has to cooperate with each other. The ascension of Bloodfrost Sorrow is a challenge for White Bear.

Death Retardation Tank mode is not only available with Divine Talents, but also with Plague and Thunderstorm talents. Because of the storage of this model, the three talents of the white bear can be used as a tank, and the benefits are different. The Thunderstorm talent is a strong burst output, and the Plague talent is a double tan and a vampire recovery.

The Thunderstorm talent is biased towards violent output, and the survivability in Slow Death mode cannot be compared to the Divine Talent and the Plague Talent. For the Divine Talent and the Plague Talent Slow Tank mode, it is not necessarily that the Holy Talent is strong. The biggest feature of the divine talent is that healing the Holy Light does not trigger the public CD time, and it cannot be used on oneself in Death Reprieve, this skill is more used for healing and alleviating the sluggish damage caused by the vampire's transfer to teammates. The plague talent is different, the shadow damage caused by the evil world strike can restore fù health, and it is very perverted after stacking light and darkness for 5 layers, and if you trigger the vampire blood effect that destroys the miè dragon ring, the benefit is much higher. In the case of a monoclonal antibody boss, the Plague Tank is equivalent to a Death Knight with a sluggish effect. And under the plague talent, the white bear also has a bone dragon as a support. Of course, when you are under the divine talent, you can open 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!

"In the future, you can try to resist the boss of the demon king level!"