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How to get Proven Assailant on a mage: Warlords of Draenor edition
来自 Etuliela
[Last Updated]:
2017/03/10
补丁:6.1.0
评分:4.8/5
(
9
投票)
I have written this guide due to the scarcity of mage-specific information I was able to find when I first set out to do the WoD Proving Grounds on my mage. This guide is the result of my own trial and error. Please note that switching to arcane to do Proving Grounds was the first time I actually played arcane in WoD, so my strats may not necessarily be optimal- but they worked for me up to wave 44.
Some interesting statistics: at the time of writing this guide, there are 331 mages in the world who have reached wave 30 in the WoD proving grounds. In contrast, 2823 paladins and 1733 death knights have done the same thing. This is not intended to discourage you, but if all you want to do is get the Proven Assailant title as painlessly as possible, you may be better off doing it on another class. (That said, maybe don't try on a lock- only 281 of them have managed it.)
The basics
Spec
Talents
Glyphs
Addons
Gear
Consumables
When to lust?
General playstyle tips
Step-by-step guide
Acknowledgements
If you already know what the Proving Grounds is all about you can skip this part.
What's all this Proving Grounds stuff about, anyway?
Blizz first introduced the Proving Grounds in MoP as a source of extra achievements and a way for players to test their skill in a solo environment. There are different Proving Grounds scenarios for dps, healer and tank specs. You start off at bronze difficulty- when you clear it you unlock silver, and when you clear silver, you unlock gold. When you clear gold, you unlock endless difficulty... which, as its name suggests, goes on forever.
Why should I do the Proving Grounds?
In WoD Blizz decided to implement a requirement of completing at least silver before players can queue for heroic dungeons. Apart from that, you earn achievements for completing bronze, silver, gold, endless 10, endless 20 and endless 30. You also earn a title at endless 30. For dps that title is
the Proven Assailant
. There are no further achievements/titles available after this. Although Blizz has not implemented any official leaderboards, an unofficial version can be found on
WoWProgress
.
Proving Grounds achievements:
Proving Yourself: Bronze Damage
Proving Yourself: Silver Damage
Proving Yourself: Gold Damage
Proving Yourself: Endless Damage (Wave 10)
Proving Yourself: Endless Damage (Wave 20)
Proving Yourself: Endless Damage (Wave 30)
That's a total of shiny achievement points! Om nom nom...
How do I get into the Proving Grounds?
Talk to the guy standing behind the command table in your garrison. This option is only available to level 100 players.
Please note that due to WoD changes the Proving Grounds now scale with *your* ilvl instead of the other way around. This means that it is possible that different specs will be more viable than others at different levels of gear. With gear around ilvl 645 I struggled to get past the first few waves of endless as frost- I found it far easier as arcane. This guide only deals with how to play arcane in the Proving Grounds, as that is what I used.
If you are unfamiliar with playing arcane in WoD, I would suggest reading the
MMO Champion mage forum sticky
to get a basic idea on how it works.
This guide assumes that you know at least some of the basics of playing arcane.
This is me when I first switched to arcane in WoD.
I've only listed relevant talents here. Your choices for tiers 2, 3 and 4 will not affect your gameplay inside the Proving Grounds.
Tier 1 -
Ice Floes
Your next Mage spell can be cast while moving. Castable while another spell is in progress and unaffected by global cooldown. Max 3 charges.
Tier 5 -
Supernova
Causes a pulse of arcane energy around the target enemy or ally, dealing (190% of Spell power) Arcane damage to all enemies within 8 yards, and knocking them upward. A primary enemy target will take 100% increased damage. Max 2 charges. Replaces Frost Nova.
Tier 6 -
Incanter's Flow
Magical energy flows through you while in combat, building up to 20% increased damage and then diminishing down to 4% increased damage, cycling every 10 sec.
Tier 7 -
Prismatic Crystal
Conjures a prismatic crystal at the target location, which is attackable by only the Mage, and takes 30% additional damage. When the crystal takes damage, it instantly releases a burst of energy dealing that damage, split evenly between all enemies within 8 yards.
Major glyphs:
These glyphs were chosen to maximise AoE and mobility.
Glyph of Cone of Cold
Increases the damage done by Cone of Cold by 200%.
Glyph of Arcane Explosion
Increases the radius of your Arcane Explosion by 5 yards.
Glyph of Rapid Displacement
Blink now has 2 charges, gaining a charge every 15 sec, but no longer frees the caster from stuns and bonds.
It doesn't really matter what minor glyphs you use.
I strongly recommend getting some sort of addon to track your stacks of
Incanter's flow
, as to maximise dps you should use
Supernova
at 5 stacks.
If you have
WeakAuras
, you can use this simple tracker:
dCZccaGEQG2Ls02OsAUufZwu3ur1Tvs7KI2lA3QA)eWpPcnmj63sAOev1GvKgovGdsipwHJPsNJGwivILsuXIvHLlYdjQYtHwgH65ahMstvWKjktN0fvc)vPCzPUUkAJcLptKntHTtG6Jev60GMgv13Pk9mj8jHkJwrmEcKtkKBrf11uQopvQXrf5BkkVwOQ5LbIqIrV2jd7O9enQpWJOdygQU3MBL6TOFyFTtarhGA6qH1NiGO4LLlfUuiXvIYikJbIg1xrOdBAk2NyQLG1p42bnr4O(eZvRmgiEc6Tr2ca0fIj7OzG46zwHmqLkr1M7xzGia(s5MMxNiUEMviduPsCKTaadebWxk3eNlsUlOsmvZndexpZkKbQujEc6n1M7xPlujQjOKuNyG4BxBad08sm6h2x7uCabMglx9sLkrVqz6eAwusuqoAyaALX2VI3lfx4Flk9lUcV0Wz)DI)5AibLK6eGMxIqzenBVcm9EjoPHstuAwus0TJggGwzSz(7cNDle67u5(mxl2PHZ(UseO2r8a5xHVsuElmdlKdvIwgig9d7RDkoGatJLREjg9ANmSJ2t0O(apIoGzO6EBUvQ3I(H91obeDaQPdfwFQefmnV(IlPsc
I also strongly recommend getting something to clearly display your current mana percentage, as this is so vital for optimising your play as arcane. I personally use
Player Mana Percent
.
Aim to get at least 630 gear in every slot. Get as much
mastery
as you can, followed by haste.
Ideally you should get at least one trinket with an
on-use proc
- it's important to have the extra burst when you need it. I've written this guide assuming you have at least one of these.
The following
DO NOT work
in proving grounds: socketed gems, tier bonuses, legendary ring procs.
If anyone is curious, the gear set I used for endless 30 was ilvl 647 with 1853 mastery (not including gems) and 556 haste unbuffed.
Use mastery enchants. If you are serious about this, go for the best- when you're pushing through endless, every little bit counts.
Slot
Enchant
Stats
Mats
Neck
Enchant Neck - Gift of Mastery
75 mastery
Temporal Crystal
x 4,
Sorcerous Earth
x 3
Back
Enchant Cloak - Gift of Mastery
100 mastery and 10% movement speed increase
Temporal Crystal
x 4,
Sorcerous Water
x 3
Finger
Enchant Ring - Gift of Mastery
50 mastery
Temporal Crystal
x 4,
Sorcerous Air
x 3
Weapon
Enchant Weapon - Mark of Bleeding Hollow
Permanently enchants a melee weapon to sometimes increase mastery by 500 for 12 sec.
Temporal Crystal
x 15,
Sorcerous Air
x 10
Even whilst learning, I would recommend flasking and using 100 mastery food. When you are starting to get close, I would strongly recommend going the extra mile for the 125 mastery food.
Note that augment runes and dps potions
CANNOT
be used in the Proving Grounds.
125 mastery food
Sleeper Sushi
Mats:
Fat Sleeper Flesh
x 12,
Crescent Saberfish Flesh
100 mastery food
Savage feast
Obtained from Level 2+ Barn meat work orders - probably the cheapest option out there due to oversupply.
Sleeper Surprise
Mats:
Braised Riverbeast
x5,
Fat Sleeper Cakes
x5,
Starflower
x1 (makes at least 4 depending on cooking skill)
Legion Chili
Obtained from the rare garrison mission
The Burning Crusade.
250 intellect flask
Greater Draenic Intellect Flask
Mats:
Alchemical Catalyst
x5,
Draenic Intellect Flask
x5,
Sorcerous Fire
x 1 (makes 5)
Hogging a feast all to myself. They're cheap, ok?!?!
For every ten waves there will be two
Berserking
buffs on the ground for you to use. The first spawns at the start of wave 4 and the second at the start of wave 6. Don't forget you also have
Time Warp
, which means that you can essentially lust during 3 out of every 10 waves. Note that the
Berserking
buffs only last for 30s whereas
Time Warp
lasts for 40s.
I would recommend using
Time Warp
during wave 9 and the
Berserking
buffs in waves 7 and 10. There's no point using
Time Warp
during wave 10 because you only get 20s of solid dps time on the
Large Illusionary Sha
due to its
Protection Shield
.
Although I have heard players could save up more than two
Berserking
buffs at a time in MoP, I have tested this in the WoD Proving Grounds and this is no longer possible.
When kiting
Amber Globules
into mobs, focus your dps on other mobs as much as possible before the
Amber Globule
hits its target. There's no point wasting dps on a mob that's going to die quickly once it's trapped.
Try to enter each new wave with 4
Arcane Charges
. On later waves this will be quite easy, however on earlier waves you may want to keep one mob alive just so you can use it to refresh your charges before they expire.
If you cast
Slow
on a banana-tosser then use
Ice Floes
to get right on top of it, it should be moving slowly enough that you won't need to use ice floes for your next 1-2 casts.
Timing
Supernova
: if you hit supernova just before
Incanter's Flow
ticks from 4 to 5 stacks, it should be at 5 stacks by the time supernova actually hits the mob. If you hit
Supernova
again immediately after the first, you should be able to *just* squeeze it in at 5 stacks, too.
You may notice that there is a delay between your
Arcane Missiles
cast finishing and the missiles actually hitting your target. Don't wait to see how much they hit for- once your cast finishes, keep on dpsing!
You really shouldn't be getting hit by any of the
Amber Globules
. However, if you do make a mistake and end up trapped, you can
Ice block
to remove it, then cancel your
Ice block
and keep going.
Err... please don't do this.
This is best used in conjunction with
perculia
's
Proving Grounds guide
, which has maps showing the location and number of mobs in each wave. There is also a
Beastiary
section if you need to refresh your memory on what the different mobs do. Although it was written in MoP, the mobs and positioning are unchanged in WoD.
Cooldowns:
None
This wave is easy. Done right, you should easily have 20-30s to spare. Sometimes I feel that my strat for this wave is a bit clumsy, so feel free to experiment and see what works for you.
Start off in the centre of the room.
DPS one of the
Large Illusionary Amber-Weavers
. You should be able to get off around 4 casts before the
Amber Globules
start getting close to you.
Blink
away and run behind another
Large Illusionary Amber-Weaver
whilst using
Ice Floes
to dps it.
You may need to use
Ice Floes
again to avoid the new
Amber Globule
it casts.
When the second
Large Illusionary Amber-Weaver
is dead,
Blink
back to the middle.
Finish off the first
Large Illusionary Amber-Weaver
if it is not already dead.
Use the
Small Illusionary Varmints
as a shield to soak any
Amber Globules
that are coming for you.
Kill the final
Large Illusionary Amber-Weaver
, making sure that the
Small Illusionary Varmints
soak the last
Amber Globule
that it casts.
You should have plenty of time left before the next wave- you can leave a few
Small Illusionary Varmints
on low health to refresh your
Arcane Charges
if necessary.
(You may not need to do this during wave 1, but on later repetitions of this wave it is strongly advised.)
Cooldowns:
Arcane Power
+ trinket
The dps requirement on this wave is a little tighter, but there's still room for variation in strat. Sometimes when I accidentally killed the
Small Illusionary Amber-Weaver
early I found that ignoring the
Amber Globule
mechanic was actually faster than trying to kite them into the mobs.
You should start off this wave standing behind one of the
Large Illusionary Guardians
so that the
Small Illusionary Amber-Weaver
's
Amber Globule
will hit it.
Pop your trinket and
Arcane Power
.
Kill the
Small Illusionary Mystic
first (this should be quick if you have 4
Arcane Charges
up from the previous wave). Don't forget to interrupt
Heal Illusion
!
Start running toward the centre when the
Amber Globule
hits the first
Large Illusionary Guardian
, using
Ice Floes
to dps it.
When the first
Large Illusionary Guardian
is dead,
Blink
over to the other guardian.
(Note: If you travel in a straight line from one guardian to the next, the amber weaver will most likely get trapped when its second globule reverses direction. This is not helpful if you want more globules to help dps the other mobs down faster. Also, by moving into the centre you can kite a globule into the banshee if it spawns whilst you are still there.)
Kill the
Small Illusionary Banshee
when it spawns.
Wait for the
Small Illusionary Amber-Weaver
to cast another
Amber Globule
, then kill it.
Let the
Amber Globule
hit the last
Large Illusionary Guardian
and then kill it.
If dps is tight you can treat this wave as a burn phase. If you do this you'll probably end up with enough time to use
Evocation
just before the end of the wave. You shouldn't need it again until wave 5. Also, wave 3 is pretty chilled out so you don't need to worry about losing your
Arcane Charges
.
Cooldowns:
None
This is by far the most relaxing wave- it honestly doesn't matter what order you kill stuff in.
Begin by standing slightly off-centre whilst facing the centre, as this is where all the mobs will spawn.
Cone of Cold
as soon as the mobs spawn.
If
Supernova
is off cooldown, use it on one of the
Large Illusionary Banana-Tossers
whilst they are still in the centre.
Run around whilst spamming
Arcane Explosion
. (This prevents you from getting the
Bananastorm
debuff from the
Large Illusionary Banana-Tossers
)
Run around using
Ice Floes
to kill one of the
Large Illusionary Banana-Tossers
. (You can't stand still for this, even if you are in one of the banana-tosser's circles, because the other banana-tosser's
Bananastorm
debuff will still affect you.)
Continue running around and spamming
Arcane Explosion
/
Cone of Cold
on the centre adds until
Ice Floes
comes off cooldown.
Use
Ice Floes
to kill the other
Large Illusionary Banana-Tosser
.
Keep a few
Large Illusionary Varmints
at low health to refresh your 4
Arcane Charges
- you'll need them for the next wave.
You may not need this, but if you are having trouble with the
Large Illusionary Banana-Tossers
you can
Slow
or
Cone of Cold
them to reduce their movement speed.
Cooldowns:
Arcane Power
+ trinket
How quickly you clear this wave depends on RNG with the direction the
Large Illusionary Guardians
face when they are buffed with
Defend
.
Start off standing on the outer circle. You should be standing near or behind one of the
Large Illusionary Guardians
when they spawn.
Pop
Arcane Power
and your trinket.
Quickly target the second-closest
Large Illusionary Guardian
and cast one
Arcane Blast
before it finishes its cast of
Defend
.
Make sure you are positioned so that the
Large Illusionary Amber-Weaver
's
Amber Globule
will hit the
Large Illusionary Guardian
you are next to. Use
Ice Floes
if you need to move for this- you don't have time to stop dpsing.
After your first two casts, you should have had enough time to identify if one of the
Large Illusionary Guardians
to your left or right is facing away from you in a position that allows you to dps it whilst still kiting the orb into the guardian you are next to.
If you are in a position to dps one of the left or right
Large Illusionary Guardians
, do so. Otherwise, dps the guardian you are next to if you can hit it from your current position. If RNG is against you and you cannot do any of these things, try to pre-cast an
Arcane Blast
so that it hits your guardian as soon as it becomes trapped.
As soon as your
Large Illusionary Guardian
is trapped, run to the next guardian whilst using
Ice Floes
to dps the trapped guardian.
Rinse and repeat the above strategy.
Don't forget to switch to the
Small Illusionary Banshee
that spawns at 30s.
When there is one
Large Illusionary Guardian
left, wait for the
Large Illusionary Amber-Weaver
to cast another
Amber Globule
.
Kill the
Large Illusionary Amber-Weaver
, then the last
Large Illusionary Guardian
. (Position yourself so the
Amber Globule
hits it.)
Cooldowns:
Arcane Power
+
Prismatic Crystal
Try to conserve mana throughout the early stages of this wave- you have plenty of time to kill the mobs. Aim to enter the burn phase (when the
Small Illusionary Sha
's
Protection Shield
drops in the last 20s) with 4
Arcane Charges
, full mana and at least one charge of
Supernova
. Use
Evocation
if you need to.
Polymorph
the
Small Illusionary Banana-Tosser
.
Kill the
Small Illusionary Mystic
(interrupt
Heal Illusion
).
Kill the
Small Illusionary Banana-Tosser
, using
Ice Floes
if necessary.
Kill the
Small Illusionary Banshee
that spawns at 30s.
If you don't have 4
Arcane Charges
, dps the
Small Illusionary Sha
until you do. Until its
Protection Shield
drops at 20s, only dps it to refresh your
Arcane Charges
.
Pop
Arcane Power
at 22s and
Prismatic Crystal
at 21s. Immediately pre-cast
Arcane Blast
, aiming for it to hit the
Small Illusionary Sha
as soon as its
Protection Shield
drops.
Spam
Arcane Blast
on the
Small Illusionary Sha
, and use any charges of
Supernova
when
Incanter's Flow
reaches 5 stacks.
(It should die with about 10s to spare, which will give you some time to regain mana even without
Evocation
.)
Cooldowns:
Trinket
I don't consider this wave to be quite as tight as wave 4, but the difficulty begins to ramp up from here.
Start this wave in the centre of the room.
Immediately cast
Arcane Explosion
to refresh the duration on your
Arcane Charges
.
Polymorph
one of the
Large Illusionary Mystics
(it doesn't matter which).
Pop your trinket and spam
Arcane Blast
on the other
Large Illusionary Mystic
(don't forget to interrupt
Heal Illusion
).
Spam
Arcane Explosion
/
Cone of Cold
on the
Large Illusionary Varmints
in the middle whilst waiting for
Counterspell
to come off cooldown.
(Be careful that your
Arcane Explosion
does not break the remaining
Large Illusionary Mystic
's
Polymorph
- stand on the far side of the varmints to make sure.)
Use
Evocation
at some point whilst waiting for
Counterspell
to come off cooldown. Try to build up 4
Arcane Charges
on the
Large Illusionary Varmints
after this.
1s before
Counterspell
's cooldown is up, start casting
Arcane Blast
on the remaining
Large Illusionary Mystic
.
Kill the
Large Illusionary Mystic
, interrupting
Heal Illusion
as necessary.
Finish off any remaining
Large Illusionary Varmints
.
Note that if you do not
Polymorph
one of the
Large Illusionary Mystics
it will start to heal before your
Counterspell
comes off cooldown.
Cooldowns:
Berserking
Kill the
Large Illusionary Banana-Tosser
as quickly as you can. You could also
Polymorph
it, but you run the risk of the poly breaking later on- if that happens, you're probably stuffed.
You should run over one of the
Berserking
buffs on the ground 1s before this wave starts.
Immediately
Polymorph
the closest
Large Illusionary Amber-Weaver
.
Use
Ice Floes
to quickly kill the
Large Illusionary Banana-Tosser
.
Position yourself so that the other
Large Illusionary Amber-Weaver
's
Amber Globules
hit the
Large Illusionary Guardians
. Similar to wave 4, try to dps other guardians whilst waiting for the globule to hit the guardian you are standing next to. If this is not possible, dps the
Large Illusionary Amber-Weaver
. If you have no other guardians to dps, it's ok to kill the amber-weaver as you can then break the other amber-weaver's
Polymorph
to spawn more
Amber Globules
.
Kill all the guardians in this manner, then kill any remaining amber-weavers.
Cooldowns:
Arcane Power
+
Prismatic Crystal
+ trinket
I recommend killing the
Large Illusionary Mystic
first. If you
Polymorph
it and go for the
Large Illusionary Slayers
first (which was my original strat) you will run into problems trying to kill the mystic when you get the two
Large Illusionary Banshee
spawns near the end of the wave. You will likely be somewhat low on mana entering this wave- use
Evocation
when you can.
Ideally you should enter this wave with 4
Arcane Charges
- if you don't, build up 4 charges on the
Large Illusionary Mystic
(interrupt
Heal Illusion
when necessary).
As soon as you have 4
Arcane Charges
, pop
Arcane Power
, your trinket and put your
Prismatic Crystal
down next to the mystic.
Burn the
Prismatic Crystal
until the mystic is dead (use
Supernova
at 5 stacks of
Incanter's Flow
if possible). If you entered the wave with 4
Arcane Charges
you'll have to be ready to quickly switch to the mystic to interrupt its
Heal Illusion
.
Try to conserve mana when dpsing both
Large Illusionary Slayers
, but be ready to switch to the
Large Illusionary Banshees
ASAP when they spawn at 45s, 30s and 25s.
Cooldowns:
Time Warp
I consider this to be the toughest wave out of all of them. You can't pop *everything* here though, because you still need to save something for the next wave. Similar to wave 7, I recommend killing the
Large Illusionary Banana-Tosser
first to be safe.
If you have time, pop
Time Warp
1s before this wave starts, otherwise pop it as soon as you start dpsing.
Polymorph
the
Large Illusionary Banana-Tosser
(it will start off in the centre of the room).
Use
Ice Floes
to dps one of the
Large Illusionary Slayers
whilst positioning the
Amber Globule
to hit the
Large Illusionary Banana-Tosser
.
Kill the
Large Illusionary Banana-Tosser
once it is trapped.
Position yourself near the
Large Illusionary Guardian
so that the next
Amber Globule
will hit it.
Whilst waiting for the
Amber Globule
to hit the guardian, kill both
Large Illusionary Slayers
.
Kill the
Large Illusionary Banshee
when it spawns at 30s.
Kill the
Large Illusionary Guardian
once it is trapped.
Kill the
Large Illusionary Amber-Weaver
(if it casts another
Amber Globule
, blink to the other side of it so it gets trapped instead).
Cooldowns:
Berserking
+
Arcane Power
+
Prismatic Crystal
+ trinket
Compared to the previous waves, this wave is pretty relaxing. Until the
Large Illusionary Sha
's
Protection Shield
drops at 20s there's not much to do. Use
Evocation
if you need to. Dps the
Large Illusionary Sha
only to build up 4
Arcane Charges
or to prevent them from falling off. Make sure you enter the final 20s with full mana, 4
Arcane Charges
, 2
Supernovas
and all of your cooldowns.
Pick up the
Berserking
buff at around 25s.
Pop
Arcane Power
and your trinket at 22s.
Put down your
Prismatic Crystal
at 21s.
Start casting
Arcane Blast
if the
Large Illusionary Sha
's
Protection Shield
is not yet down (by the time you finish the cast the shield should be down).
Spam
Arcane Blast
on your
Prismatic Crystal
.
Use both
Supernovas
when
Incanter's Flow
is at 5 stacks.
During higher waves the
Prismatic Crystal
will fade before the
Large Illusionary Sha
is dead, so be ready to quickly switch target to the sha when the crystal disappears.
After this wave you will be given a short reprieve before the next cycle begins.
perculia
for writing the
Proving Grounds guide
which I referenced here. Also for writing the guide
Proven Assailant for Rogues: Strategy and Gear
which inspired me to make one for mages, too!
SquireKel
, whose
Guide Writing for Dummies
helped this dummy make this guide look spiffy.
asakawa
and all other contributors to the thread
Undisplayed BBCode available to regular users
which I also heavily referenced for the formatting of this guide.
Filipe Romin
who designed the free font I used for the section headers,
High Tide
.
And finally... thanks to
you
, the reader, for taking the time to look at this guide. If you have any questions, comments or corrections please feel free to post.
All the best in your Proving Grounds adventures!
~*~
Edits
21/3/15
Removed the following:
Whilst editing this guide I noticed that
perculia
's guide
Proven Assailant for Rogues: Strategy and Gear
mentions that one does NOT, in fact, have to use up both
Berserking
buffs every 10 waves, and in fact one can save them for much later, even having up to 3-4 buffs saved up at one time. I haven't tried this myself, but I reckon it's definitely worth a shot!
I tested this myself, it is no longer possible to save up the berserking buffs like this. Any new buffs that spawn will replace the old ones. // Edited the section regarding spec to mention the possible effect of different gear levels on the most optimal spec.
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评论
评论来自
mrneko
thanks, excellent guide!
评论来自
heixia
Thank you SOOOO much! I did this as a frost mage with the food buffs and it worked! If i hadn't read this I would still be doing it! Thanks again!
评论来自
1525723
Thank you so much for this article. I have not even moved onto this stage, but your description of flasks, food, and enchants gave me just the boost in Silver Proving Grounds as an Arcane Mage that I finally got through it on the second try with time to spare (I've been working on it for months.) I was so happy I was shaking. I am truly grateful. Thank you so much.
评论来自
Necromanic
Just knowing that it's the same 10 waves repeating over and over again has given me hope I may end up with this one day!
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我们用 Wowhead 客户端保证数据库的及时更新,向您提供额外的有趣的功能!
两大目的:
您可以用它追踪完成的任务、配方、坐骑、伙伴宠物以及头衔!
您还在等什么?立即 下载客户端 整装待发吧。