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Arms Warrior Rotations and Strategies for Arena PvP - Shadowlands 9.2(已归档)
来自 Joefernandes123
[Last Updated]:
2022/05/18
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补丁:9.2.0
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Welcome to Wowhead's Arms Warrior Arena PvP Guide, up to date for 9.2! In this section of the guide, we cover effective strategies for Arms Warriors in PvP, including mobility strategies, Storm Bolt usage in PvP, and some common mistakes that Arms Warriors make (so that you can avoid making them yourself). Strategy is crucial for winning arenas, so knowing how to use your mobility and your stun will prove useful. We also cover ideal rotations for Arms Warriors in PvP, such as a basic single damage rotation, burst damage rotation, and multi-target rotation. Although PvP isn't necessarily rotation-based, it is useful to know how to output as much damage as you can (when it is possible to do so).
About the Author
Joe ‘Joefernandes’ Fernandes was a European and BlizzCon Champion in 2015, is a multi Rank 1 Warrior, and is currently a commentator for WoW PvP Esports. Find him here:
Twitter
Twitch
WoW Armory
Discord:
Joefernandes#8863
Overview 9.2
Talents & Racials 9.2
Rotations & Strategy 9.2
Gear 9.2
Covenants 9.2
Macros & Addons 9.2
Important Cooldowns for Arms Warriors in PvP
This section focuses on the important abilities and how to use them properly, going over the Offensive, Defensive, and Utility cooldowns. Using these well can turn the tides of the game, allowing you to carry your team to victory!
Offensive
打磨利刃
打磨利刃
is one of the best offensive cooldowns an Arms Warrior has, which is mainly used to reduce heals on your target. This is super effective against cooldowns such as
石木树皮
, or simply used as part of a crowd control chain to try and force defensive cooldowns from your opponent. Note that this does
NOT
work on absorption effects, such as
真言术:盾
and
作茧缚命
.
灭战者
灭战者
is your main offensive cooldown that you will use often in order to gain big pressure. You'll want to use this as often as possible whilst you can connect a lot of damage to your target too, making good use of this offensive cooldown.
天神下凡
天神下凡
gives a ton of extra burst damage on a relatively low cooldown. You could also wait to use it as a root-breaker, against compositions with plenty of root effects. Pairing this with
灭战者
will increase your damage further, usually resulting in getting defensive cooldowns, required you have good up-time and crowd control on the enemy healer. Bear in mind that you could also bait out peels or defensive cooldowns with
天神下凡
and then use
灭战者
after to deal more damage, since
灭战者
is a stronger offensive cooldown in terms of burst damage output.
风暴之锤
风暴之锤
Is excellent for allowing you to lockdown a target and burst them down by yourself or with your teammates! Typically when using this offensively, you'll use it on your kill target, getting into Battle Stance and popping
灭战者
and maybe
天神下凡
to deal big burst damage onto your target. You could also use it as a form of crowd control on enemy healers to stop their heals from going off.
碎裂投掷
The return of
碎裂投掷
is another welcome sight, being excellent against the likes of Paladins and Mages, allowing you to demolish
圣盾术
or
寒冰屏障
. It also has a damaging element too, making it even more useful to use as a damage cooldown into absorbs. You could use this against
作茧缚命
,
血肉铸造
s or commonly into a Warlock's
黑暗契约
allowing you to burst through these huge absorbs, giving you a ton of damage that could obliterate your opponent!
横扫攻击
When damaging a target that's close to another target (which could be another player or even a useful pet, such as a Hunter's pet), then you should be using
横扫攻击
to gain additional pressure. This will allow you to easily spread your damage, provided the second target remains within range. Be careful though as this could break crowd control, so be mindful when using it!
战神
Be aware when speccing into
战神
as it will make your
冲锋
deal extra damage, which will become more powerful when popping offensive cooldowns. That being said, you will probably still use Charge as a means of reaching your target, rather than for damage, unless you plan on trying to deal as much burst damage as possible.
Defensive
法术反射
法术反射
has great potential in arena games. If used well, you can deflect incoming burst pressure or you can reflect crowd control, allowing you to swing the momentum of a game in your favour. When feeling confident with this spell, you could start using Spell Reflection on instant crowd control spells if you can predict them (e.g.
制裁之锤
,
禁锢
,
冰冻陷阱
, etc).
缴械
缴械
is incredibly powerful against nearly all melee classes (not effective against Windwalkers or Feral Druids). It will negate most melee abilities, including pressure as well as important crowd control tools. Lasting for 6 seconds, this is a highly effective way of reducing pressure when using it against enemy offensive cooldowns or during offensive setups from the enemy team.
风暴之锤
Even though this can be used offensively, quite often you may find yourself needing to use this defensively as well, if you're struggling to live. This can be done by stunning enemy DPS targets during their offensive cooldowns, reducing their pressure. It can also be done by stopping crowd control chains that can't be interrupted, being able to stop a casted crowd control spell on your healer. This may arise for example against Mages, whom could Shimmer away to try and land a
变形术
on your healer, being unable to use Pummel on them, so you could use Storm Bolt instead to stop it!
决斗
决斗
is excellent for reducing high pressure on one of your teammates. You can reduce an enemy's incoming pressure by a ton with this ability (typically during their offensive cooldowns). Remember, this will also nerf your damage on other targets if you're trying to pressure them.
援护
I was ecstatic for the return of
援护
and it's more powerful than ever, allowing you to Intervene ALL melee and ranged attacks for 3 seconds provided your allied target remains within 10 yards of you! Simply using it on a partner that's taking a ton of melee/ranged damage will direct the melee/ranged pressure on you (note: this doesn't work against Magic damage). The best time to use this is during scary offensive cooldowns from the enemy team, or/and when they have stunned one of your partners. Be careful using this on your partners if they're hugging a pillar or wall, as there is a bug with Intervene that will make it fail if you use it on partners against terrain like this. That being said, it's unlikely to happen often but it does tend to happen once in a while.
剑在人在
I was glad to see
剑在人在
receiving a buff in Shadowlands making it a 1.5 minute cooldown (with
坚韧守卫
), which matters A LOT. Many offensive cooldowns are of a 2 minute duration (such as
黑暗灵魂:动荡
,
复仇之怒
,
宿敌
and
燃烧
to name a few). This allows for an easier trade if you want to survive these cooldowns with more ease. However, it may not always be necessary to trade
剑在人在
like this. Sometimes you want to use it as a life saver, which could be the case against melee cleaves. Against casters you'll not have this luxury as it's less effective, but you could use it like a damage reduction cooldown against caster cleaves if you need to.
集结呐喊
集结呐喊
is an essential team cooldown, used to save someone's life. Basically you want to use it to try and prevent a death most of the time, but it could also be used to save other defensive cooldowns used from your partners. It has the benefit of effects such as
治疗石
giving more healing due to this buff.
Utility
刺耳怒吼
This reworked version of
刺耳怒吼
is a nice addition to Arms, as
断筋
can sometimes be difficult to maintain all the time.
刺耳怒吼
can be used as a better gap closer, allowing you to catch up to targets, provided they don't have freedom effects for it. It could also be used to peel targets off your partners, allowing them to kite for a short duration.
破胆怒吼
Arms has always had access to
破胆怒吼
, which can be used for both peeling and aggressive needs. Using it to peel offensive cooldowns or an offensive setup from the enemy team can be a good use of it if you are lacking other peeling tools. Playing aggressively with it usually involves crowd controlling the enemy healer, chained with other crowd control effects from your teammates. You could even initiate this yourself, with a
风暴之锤
into an
破胆怒吼
on the enemy healer whilst slaying a DPS target.
Defensive Fear:
Offensive Fear:
援护
Say if your partner is close to the enemy target of your choice and you want to save your
冲锋
or
英勇飞跃
for a later time, you could use
援护
on your partner to catch up to them instead. I'd say this is quite a rare circumstance as you want to mainly use
援护
for its peeling strength in general, but this could be a popular way to catch over caster cleaves because caster damage ignores the effect of Intervene.
战旗
战旗
can be quite a versatile ability. Most of the time, it is used defensively in order to break up crowd control chains (typically on your healer) so that you can reduce the effectiveness of your opponents chain crowd control. You could also use it for offensive measures, reducing crowd control on yourselves whilst looking to try and land a kill, which could be the difference between killing them or not. Using it simply for the movement speed effect could be a nice way, especially in 2v2, of catching up to targets if you don't need the crowd control reduction.
剑刃风暴
剑刃风暴
is another highly versatile spell. Even though this is mainly used for damage in multi-target situations, it also has a lot of other uses. Since it immunes you from crowd control effects, you could use it to immune incoming CC that you know can't be dispelled or is about to happen, if it will be of use. You can also use this spell as a mobility cooldown, negating snares and roots on yourself, or allowing you to catch up to other targets that are snared.
Effective Strategies for Arms Warriors in PvP
Having knowledge of how your class functions, which abilities to use when and where are important when playing any class in general. It’s another thing to have effective strategies in an arena match, which will be a big decider on winning or losing matchups. To help with that, I’ll be going over the basics of things you should know.
Target Choice
Throughout an arena game, you will have a good idea of which target or targets you want to pressure with you and your teammates. As a Warrior, you will usually choose the target that susceptible to your physical damage, ideally being one that you can connect to quite easily. This allows you to build your pressure up as the passive pressure of Arms is powerful, so
more uptime = more pressure
.
That being said, there may be times when your target kites far back or away from you, meaning you cannot follow them. In these situations, you have 2 choices: to pursue them or to swap targets. Both are dependable given the situation and the more you play, the more you'll figure this out as it can vary on the composition you or your opponent plays.
Here is an example as WPS vs Demon Hunter/Balance Druid/
Healer
:
Typically the Balance Druid is the main kill target and is tunnelled down in this matchup. With CC chains on the healer and big damage on the Moonkin, you can take them down as long as you're connecting well.
Here is another example against the same composition, however we swap our strategy due to the enemy Shaman being exposed with no trinket and in a vulnerable position. We swap to them with offensive cooldowns and connect pressure, allowing us to take them down rapidly. This could easily be done on the Demon Hunter as well if they have no trinkets or lack of strong defensive cooldowns.
It's important that you read the game as it happens and understand your win conditions, which in turn will help you with your target choices most of the time!
Mobility
Using mobility properly and efficiently are vital aspects of playing an Arms Warrior. The standard mobility cooldowns available are
冲锋
,
英勇飞跃
, and
死亡裁决
(when
猝死
procs or your enemy is in
斩杀
range). You want to try to save these mobility cooldowns in order to connect to your targets properly, as some targets could be harder to keep up on if you waste mobility.
A good example is a Mage as they have two
闪现术
s to deal with. Most of the time I see Warriors run in and charge straight away, which a Mage can Blink away from. After Heroic Leaping to try to connect again, the Mage will use their second Blink, completely kiting you and putting all your mobility cooldowns to waste. However, if it were the other way (forcing the Mage to use their Blink first), then you could achieve up-time on the Mage - forcing their mobility then catching up with them, giving you more opportunities to connect and create more pressure!
If you can force your opponents mobility cooldown before using your own, then it should be easier to connect to most targets. Another important aspect, as mentioned earlier, is making sure you
断筋
your targets so they don’t kite you as easily. Ideally you should have this snare up as close to 100% up-time as possible on your target, even using it on other nearby targets to hinder them more. Practice making use of your mobility and Hamstring usages in order to have better uptime in an arena game.
Here's an example chasing a Survival Hunter, whom can be tricky to keep up to, if you don't play well with your mobility:
Peeling at the Right Time
Arms Warriors have a huge arsenal of defensive cooldowns that when used well, could save your partners life and even their defensive cooldown usage. As such it's important to use your defensive abilities (as explained above) in a timely manner in order to significantly reduce the pressure of the enemy teams offensive setup. I'll explain a few examples of this to give you a clear image of when it is a good time to use your peeling spells.
When using
决斗
, you want to use it on the enemy target that is dealing the highest damage at this point in time, as soon as possible. For example, if a Mage pops
燃烧
and is bursting down your partners, you should use
决斗
instantly to reduce their pressure during this offensive cooldown.
援护
is extremely powerful but using it properly is important as it now only lasts 3 seconds on your partner. The easiest and best way to use this is simply on your partner that's taking heavy fire from offensive cooldowns, or is stunned and unable to kite/avoid the damage themselves. However, sometimes you could use this to deny crowd control on your partners as well, commonly when your healer is being put into a
致盲
>
闷棍
crowd control chain. Timing your
援护
could be hard but when done well, you could deny this crowd control chain, allowing your healer to be free.
战旗
is another tricky one to use as you have to time it extremely well against teams that are ready for it. Using it to reduce crowd control is optimal to peel a setup from the enemy team. Against good teams, you'll have to not only time it well to reduce incoming crowd control, but you may have to position the Banner out of line-of-sight from enemy players to guarantee it not instantly dying. Since
战旗
is a 30 yard range, you still have to be careful to make sure your partners are in its radius as well. When ready to do so, you then will use War Banner
just
before another crowd control hits your partner. Be careful though as there's a small delay with using
战旗
, which can be frustrating.
Another ability where timing is critical is with the use of
集结呐喊
. This is your life-saver cooldown but if used poorly, you may watch your partner die as
集结呐喊
falls off your partner. Treat it as an AoE
宇宙角斗士的纹章
which can be used to make sure your partner isn't going to die during high pressure scenarios. Using this well all the time can require practice and experience, as well as communication with teammates to make sure you don't overlap it unnecessarily. For the less experienced, a nice rule-of-thumb to have when using it could be whenever you or your partners drop below
20% HP
, denying most Execute like mechanics from finishing off your partners.
Here's an example of peels being used against Arms Warrior + Ret Paladin +
Healer
. It doesn't need to be used exactly as shown here, however you will still need to react appropriately to the enemy teams offensive cooldowns and setups in order to survive them effectively:
Here's an example against RMP, using a few defensives to diffuse an offensive setup:
Remember peeling with your cooldowns can be situational, depending on your team's survivability as well as your own. As long as you peel the offensive setups to survive, using as little defensive cooldowns as possible, then that is the ideal way to peel as an Arms Warrior!
Single Damage Rotation for PvP
This remains vital as you want to output as much damage as possible. Arms Warriors provide a lot of it and it is the basis of this spec, so maximizing damage is a must! One thing that’s of the utmost importance in PvP is the use of
断筋
. Hamstring is needed to snare the target you are on so you have great uptime on them. Without this, you will get kited easily and end up wasting mobility cooldowns, which could mean you will get kited further. This is the bane of a Warrior, since all your damage is in melee range so it's critical to maintain your Hamstring. Don’t let it fall off to the best of your ability and prioritize it over damaging spells if it's needed to connect to your target!
Now that I’ve rambled on about Hamstring, let's talk about how the damage prioritization will look like for an Arms Warrior:
断筋
(Keep your target snared, through you or your partners!)
致死打击
(Activating
致死之伤
+
精通:重伤
)
撕裂
(Outside of the
巨人打击
window, if talented)
斩杀
when
猝死
procs
压制
(also buffs Mortal Strike)
致死打击
(If
致死之伤
+
精通:重伤
are already active)
猛击
(as filler)
Note:
As a Venthyr Warrior, your rotation mainly stays the same with a couple of changes. Firstly, you will
NOT
play with
撕裂
as a Venthyr Warrior, having access to
判罪
and thus not needing it. Secondly, the use of
判罪
can change slightly in priority depending on the health of your target, as well as the armor type of your opponent.
For instance, if your target is at 81% HP and you have sufficient rage (around 60), then using
判罪
>
致死打击
could be warranted so that you don't miss out on using
判罪
whilst they are above 80% HP.
As for armor types, most of the time against leather or cloth wearers the priority will be the same. However against plate targets or mail targets with higher armor (e.g. Elemental/Restoration Shamans) then
判罪
will hit harder than
致死打击
, making it more of a priority. However, make sure to still prioritize
致死打击
if your target doesn't have
致死之伤
+
精通:重伤
up, as using Condemn without your Deep Wounds up will be quite a big DPS loss!
Burst Damage Rotation for PvP
Note:
When bursting down a target, it's common to not use
ALL
your offensive cooldowns at once. Typically you split up your offensive cooldown, but you can use them at the same time, depending on the situation. If wanting to create maximum pressure, then you can go for it, but if you know that you will most likely just force defensive cooldowns, using only one of these offensive cooldowns will make it a better exchange for you. For example, if you use
天神下凡
and a Disc Priest answers with
全神贯注
, then using additional offensive cooldowns would only be a waste because
全神贯注
would be enough to keep the enemy team alive through all your offensive cooldowns (assuming the Priest is not in crowd control).
Before you initiate your burst damage, not only do you want your main offensive cooldowns ready but you also want to make sure you have certain buffs and debuffs up already. Ideally you will have 2 charges of
压制
so your
致死打击
can deal maximum damage. You could also further buff this with
打磨利刃
if you want maximum pressure, which could be nice anyway to reduce any healing in general. You also want to have
断筋
,
重伤
, and
撕裂
(If talented) so you don't have to waste time keeping these up during your burst damage.
The main offensive cooldowns used for bursting will be
天神下凡
,
灭战者
,
晋升堡垒之矛
and sometimes
剑刃风暴
. The key to guarantee using these well is by stunning your target to lock them in place, so you can use your
风暴之锤
or another stun from your partners to lock your target in place.
晋升堡垒之矛
will be another excellent way to lockdown 1 or multiple targets in place, if you want to burst them down here as well!
Once your target is locked in place with debuffs ready, then you want to unleash your offensive cooldowns in this order if you choose to use them:
天神下凡
灭战者
剑刃风暴
(during the Colossus Smash debuff, if you want to burst 2+ targets or be immune to crowd control during your burst)
斩杀
(when
猝死
procs or if HP% allows you to use it)
致死打击
压制
猛击
Again, you can use the first 4 abilities at different times and not use them all at the same time, in order to split your offensive cooldowns up to have more pressure against certain compositions!
Here's a few burst damage examples, showing how much pressure you can deal as an Arms Warrior:
Multi-Target Rotation for PvP
Your two-target rotation will result in the same priority, however you’ll want to use
横扫攻击
before you burst. This will do incredible damage to your off-target as well as your main target, and is very easy to use. Make sure to spread your
致死之伤
to 2 targets if it can be easily applied. If playing with
撕裂
then you could look to spread this to both targets as well in order to give you a bit more DPS, if you're looking to deal maximum cleave pressure!
Common Mistakes Arms Warriors Make
Wasting Mobility
Outside of Venthyr's
死亡裁决
, Arms Warriors have access to
冲锋
and
英勇飞跃
as their main mobility cooldowns. Against most classes you'll want to use these mobility cooldowns well, otherwise it can result in you being kited, dealing less damage and making it more difficult to land kills. Examples of this can be at the start of games, using
冲锋
instantly to get off damage, which could mean you get easily kited later on. Another example could be using
英勇飞跃
to connect on a Monk after they roll, then they could easily teleport away, making you unable to connect to them for a long time! A rule of thumb against any class or player that is kiting you well, try to hold onto your mobility cooldowns, using them ideally after the enemy player uses their mobility cooldown, matching it! An example of this is when a Mage uses
闪光术
, meaning you can easily Charge them after they use this, reconnecting instantly and making it difficult for them to kite you! If you're against a class that can kite you easily, then the other rule of thumb could be to simply change targets. There's no point chasing a target if they end up kiting you anyway, so by swapping targets you'll keep both your pressure and mobility cooldowns as well!
Not Prioritizing
断筋
Keeping up snares is an essential way to maximize up-time on elusive targets, as well as reduce the mobility of enemy players being able to chase your own teammates. Countless times I've seen Warriors do the following:
not keep up
断筋
> end up getting kited > have to use
冲锋
or
英勇飞跃
to re-connect > enemy target uses their mobility CD's to kite away > end up getting kited for a long time
. As you can see, this all stemmed from
断筋
not being kept up, so try to get in the habit of keeping this snare up as much as you can. Luckily, we now have
刺耳怒吼
as a back-up in case your hamstring fades, but this could be put to better use in other situations.
Stance Dancing Min-Maxing
Even though it's relatively easy to be in the right stance at the right time, a lot of people tend to either be in
防御姿态
too much or too little, which can make the difference in any arena game. Of course you want to be in Battle Stance to help deal more damage, especially with your burst cooldowns, whilst going into Defensive Stance when you need to reduce pressure. Tracking enemy players offensive cooldowns and whether you are on Stun DR (diminishing returns) will be an excellent way to know if you are prone to being a swap target or not, allowing you to reign free outside of Defensive Stance if the enemy team can't do anything about it!
缴械
ing whilst
缴械
ed
If I could pin-point the biggest mistake I see when I face other Warriors as a Warrior myself, it's this one! Albeit, even I fall pray to doing this sometimes but just because it's the only ability you can use whilst disarmed, doesn't mean that you should use it!
缴械
targets when they are popping offensive cooldowns or if you are at heavy risk of dying without the use of it. Typically in a Warrior vs Warrior matchup, you should mainly be using Disarm on
灭战者
windows to reduce their pressure!
Using Too Many Defensive Cooldowns at Once
Whilst Arms Warriors have a ton of defensive cooldowns to use to survive, many Warriors end up using too many of them to survive one setup, resulting in not having any defensive cooldowns for the next setup! You may have to be very aware and active for this but it will help increase your survivability if you use as little defensive cooldowns as possible in order to survive! That being said, some obvious 'trades' with defensive cooldowns can be warranted and usually not have any downside to. An example here could be against a Fire Mage when they pop
燃烧
, you could use
剑在人在
in order to reduce the pressure from this cooldown!
Arms Warrior Tips and Tricks
Outplaying with
援护
!
Say if a Mage is casting
变形术
on you and their partner Rogue is hitting your partner, by casting
援护
on that partner, the Rogue will most likely break your sheep! When feeling more comfortable with using
援护
at a high level, if you're able to read your opponents gameplay well, you could even look to outplay them on important abilities with clever use of
援护
! You could pre-emptively Intervene physical stuns on your partners, such as
肾击
or
风暴之锤
. You can even Intervene
ALL
physical melee interrupt effects, allowing your caster or healer to free cast during times of need! If feeling lucky and confident, you could even use Intervene on other crowd control, such as
致盲
on your healer.
Other ways to increase the power of intervene is by using it in conjunction with other defensive abilities to reduce pressure on yourself. One that you can do nearly all the time is using
无视苦痛
with it, so that you can reduce some of the pressure you will take when currently intervening your partners. Another use (which doesn't get used nearly enough) is with
盾牌格挡
. This can be used when needing to heavily reduce physical damage on yourself and not looking to try and counter pressure in the meantime. You can even pair this with
剑在人在
in order to heavily reduce big offensive cooldown pressure from the enemy melee!
Offensive
缴械
s
Although this PvP talent is mostly used defensively, you could use it offensively in some situations. Using it on a Death Knights,
缴械
ing them to stop their
灵界打击
s, negating a ton of healing. You can also stop the usage of
剑在人在
against Arms Warriors, allowing you to kill them if that's the only defensive cooldown standing in your way.
剑刃风暴
ing crowd control
AND
putting it on DR
剑刃风暴
can be much more than just a damaging tool, having the unique effect of making you immune to crowd control in its duration. That means you could prevent
肾击
s,
变形术
s and any other form of crowd control on yourself from happening. More importantly, if you time your
剑刃风暴
instantly as the crowd control lands, you'll end up
breaking
the crowd control with your Bladestorm, which still puts you on diminishing returns of the crowd control, making it even more difficult for enemy players to reduce your pressure.
Track Diminishing Returns for Stuns and Offensive Cooldowns
As mentioned earlier, this will be an excellent way to make the biggest use out of your stance dancing, allowing you to maximize the amount of pressure you do. It's also increasingly easier to get yourself into defensive stance just before you get stunned due to looking at the diminishing return on yourself! It will help you track the game more often, allowing you to play around defensive cooldowns with more ease. Not only will it be easier to get into defensive stance yourself, but it will also be easier for you to peel in a timely manner, being one of the Arms Warrior's greatest strengths. So track all the big offensive cooldowns you can in order to deal with them well!
Getting used to your entire arsenal can make you carry a lot of games as an Arms Warrior, due to your powerful defensive toolkit, as well as being able to pressure well with your big passive pressure. Knowing what abilities to play around in an arena game, as well as making the best use of EVERY ability you have access to, will make you excel from a good Arms Warrior into an excellent one!
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评论
评论来自
fizlor
A note on common mistakes - overlapping bladestorm with sweeping strikes: when paired with the unhinged legendary it might actually be good to line these up together as of time of writing the mortal strikes from unhinged benefit from sweeping (as do the procs from mortal combo).
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