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Mythic G'huun Uldir Raid Strategy Guide
来自 FatbossTV
[Last Updated]:
2019/01/06
变更日志
补丁:8.3.7
目录
评分:
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This guide provides tips and strategies for defeating the
戈霍恩
encounter on
Mythic Difficulty
in Uldir. Changes to the fight for Heroic difficulties are listed below in their respective sections, including tips and strategies for dealing with the new mechanics introduced in these difficulties. For LFR, Normal and Heroic difficulties, please
click here
.
戈霍恩
is a lengthy three phase encounter which relies heavily on the raids ability to coordinate themselves to ensure several unique mechanics are dealt with swiftly and safely.
Phase one consists of fighting
千喉之灾
adds as
戈霍恩
attacks the raid from his protective lair. Groups of players must carry
能量矩阵
orbs to a Reorigination Drive to trigger a
重组冲击
to begin phase two.
Phase two has the raid facing
戈霍恩
directly. The group should trigger a
重组冲击
to remove a huge chunk of health from
戈霍恩
's large health pool and get him to 20% to start phase three.
Phase three is a race to the finish, as players need to defeat
戈霍恩
without the assistance of the
重组冲击
s, before the raid is overwhelmed by the ever increasing raid damage.
戈霍恩
is the final boss in Uldir, the first raid in Battle for Azeroth.
Mythic G'huun World Firsts
Loot
For more information on item levels, check out our
Battle for Azeroth Item Level Guide
.
Armor:
Cloth
:
腐化恐兽披肩
,
密闭脓毒腰带
Leather
:
腐败之路皮靴
,
血红神祇法袍
Mail
:
凝结内脏护肩
Plate
:
亵渎实验室之盔
,
鲜血囊肿战靴
Trinkets:
被征服的戈霍恩的触须
Weapons:
Intellect Staff
:
七重流汇,苦痛学识之杖
Gun
:
重组脉冲步枪
Agility Fist Weapon
:
灵巧之手拳刃
Shield
:
净化决心护盾
Mythic Difficulty
Aside from numerical changes, in which the boss has more health and deals more damage, there are several mechanical changes to the
戈霍恩
encounter on Mythic difficulty.
Pre-Raid Setup & Spreadsheet
This encounter requires a large amount of co-ordination before the encounter even begins.
Several groups need to be assigned before the boss should be engaged, ranging from
能量矩阵
(orb) running groups and spread raid position assignments.
Phases one and two are mostly difficult due to the mechanics at play, with phase three testing each players mechanical and output abilities.
Fatboss has created a public spreadsheet with all the required assignments, as well as notes and pictures featured in the guide. Feel free to make a copy and use it to help assign positions and roles for your guild more easily.
Click here to view the Assignment Spreadsheet made by Fatboss
Composition Recommendations
Although there is no set composition requirements for this encounter, there is a few suggestions that we have to help make progression easier.
Warlocks:
Bringing four warlocks is
highly advised
. This is due to the gateways they provide making the orb running job far easier and more consistent.
If four warlocks isn't possible, we still recommend that you bring at least two, as they can provide 1 gateway for each upper platform.
Suggestions on how to deal with having less than four warlocks is covered in the Upper Platforms section of the guide.
Ideal locations regarding orb delivery setup.
Hunter to Reset the Boss:
To reset the boss on the pull, have a hunter auto attack the boss.
Whilst the projectile is in midair, have the hunter feign death before it hits the boss.
The boss will now reset for 25 seconds, giving you time to set up warlock gateways and monk statues/transcendences before the fight begins!
Melee DPS:
Melee DPS are not bad for this encounter when it comes to output. Instead they can cause issues for one another during the last phase when a
腐化之潮
and
恶毒菌株
overlap.
We recommend that you limit the amount of melee to four or five. That being said, it is possible to bring more melee DPS, but they will have to play very well during dangerous overlap points.
"Teleport" Classes:
Classes that have the ability to access the upper platforms without having to go up the ramp is useful, as this increases their uptime on the arena floor significantly.
These "teleport classes" make great "catchers" for upstairs. As a result: having 10 of them is perfect - as there is 10 throwers and 10 catchers assigned for this encounter.
If your composition doesn't allow for this, that is not a major issue. You will simply need to have players run up the ramp and along the path to get to their catching positions. This encounter has been defeated with as few as 6 "teleport" classes.
Classes and the spells they use to achieve the teleport needed are listed below:
Warlocks with
恶魔法阵
Monks with
魂体双分
Druids with
野性冲锋
(to a Monk Statue or a player)
Rogues with
暗影步
(to a player)
Upper Platforms and Orb Running
Avoid moving into the
腐化触须
.
The upper platforms have received several changes that force the entire raid to get involved.
Several
腐化触须
will travel in straight lines on the upper platforms.
This will root any player who touches it, whilst dealing damage to them over 12 seconds.
Players will need to avoid this tendril by simply not running into it.
These
腐化触须
will always path the same way, at the same time for each and every pull.
If a player is caught by a
腐化触须
, they can use a "Blessing of Freedom" style spell to end the root early.
Shortly after picking up the
能量矩阵
from its pedestal, a
矩阵电涌
will slowly move towards the player holding it.
This surge of energy deals lethal damage to all players within 4 yards every 0.5 seconds.
This ability is largely present in the encounter to force players to hand in the orb within a reasonable time.
If the orbs are dealt with correctly, and no player is caught by the
腐化触须
, this mechanic will not make any impact whatsoever.
The
矩阵电涌
slowly chasesthe player holding the orb.
The Reorigination Drive will only be charged if two Power Matrices are deposited within 3 seconds of one another.
Two
能量矩阵
orbs will spawn each time, one on each path.
The raid needs to send two sets of players to deal with each orb hand-in.
They need to communicate with each other to ensure that the orbs are handed in within a 3 second window of each other.
Even though two orbs are handed in, this will still only provide 35 energy to the Reorigination Drive.
As a minimum of four players are needed for each orb set (two players per side), all players need to handle the orb delivery job throughout the fight.
The raid should be assigned into five teams, each with four players.
A total of 3
重组冲击
s will occur throughout the fight.
One in Phase 1 run by Groups 1,2,3
Two blasts in Phase 2 run by Groups 4,5,1 and Groups 2,3,4
Each player within a group should be given a side to run along (either left or right) and assigned a job; either a thrower or a catcher.
Throwers are responsible for picking up the orb from the pedestal and delivering it to the catcher, who is stood halfway along the upper path.
The Catcher is responsible for catching the orb and running it down to the Reorigination Drive to be handed in.
The best players to be catchers are the "teleport" classes listed earlier, as they can reach the middle of the upper path without having to run along it.
Throwers should be a mixture of whoever is remaining.
Each group should have a single healer assigned to it, as to ensure that there will always be 4 healers on the arena floor.
An example of the orb delivery raid assignments.
The standard orb delivery procedure is as follows.
Thrower picks it up as soon as the orb spawns and takes the gateway.
The catcher is already in position, either via teleport or by running up there earlier. They are reducing the size of nearby
蠕行苔藓
es to help with movement.
Thrower throws it to the catcher and then jumps down.
Catcher then takes the second gateway (or runs to the end with movement abilities if there isn't a gatewaye) and gets ready to dunk the orb.
Catcher talks to the other Catcher to ensure they are both ready to deliver. They then dunk the orb and the task is complete.
This procedure can vary at certain points in the encounter.
At some points players may want to delay handing in the orb to better align the blast with a
鲜血盛宴
.
During phase two, players may wish to remain on the upper platforms to dodge an incoming wave.
These particular points are noted at the corresponding section of the guide.
Some guilds opt to have a "Silent" Orb Delivery. See below.
G'huun requires a large amount of communication to defeat, especially in phase two when it comes to soaking the
爆裂囊肿
s.
Some guilds have opted to use a system of macros and weakauras to allow communication between the orb delivery groups without filling up valuable VoIP space.
This system consists of two Weak Auras, and one macro.
Weak Aura 1(
Pastebin Link
) shows an Icon that lets you know that you are the next group to run. Triggered by whisper message "
youre next
". This is case sensitive.
Weak Aura 2 (
Pastebin LInk
) shows an Icon that lets you know that the other Catcher is ready to deliver: Triggered by whisper message "
orb ready
". This is case sensitive.
All players should have Weak Aura 1 and all Catchers should have Weak Aura 2. With both of these Weak Auras installed, all "Catchers" need to make a macro.
This macro needs to be used when the Catcher is ready to deliver the orb.
This macro will whisper the other "Catcher" in their group the phrase "orb ready" - Triggering their weakaura icon and letting them know that the orb is ready to be placed in.
Once each Catcher has used the macro (and seen the icon appear on their screen via the message being sent back), they should immediately place the orb within the Reorigination Drive.
This same macro will also whisper the two players (who are assigned to run the orb next on their particular side) the phrase "youre next".
This is simply to alert those players that they will need to do an orb run soon - once again freeing up VoIP space.
With the image above as a reference, here is what the John's macro would look like.
/w Paul orb ready
/w Harry youre next
/w Tina youre next
Here is what the Paul's macro would look like.
/w John orb ready
/w Helga youre next
/w Wendy youre next
To emphasize, this system is not needed to defeat the boss. It can simply make communication during phase two a lot less hectic when groups want to hand in whilst the
爆裂囊肿
s are being dealt with.
Phase One
Phase 1 is similar to heroic in many ways. The raid fights waves of adds whilst teams work on getting the first blast to trigger.
The adds spawn in very similar positions at very similar times and have no new abilities.
However there are also many differences in phase one on Mythic difficulty.
Don't let the
戈霍恩之嗣
adds reach you!
During phase one,
爆炸腐蚀
is now applied to up to 12 players at once. Upon expiration, only 3
毒性腐化
orbs are spawned, down from 5.
If the
毒性腐化
orb contacts a player, they will gain
爆炸腐蚀
whilst also immediately spawning three new
毒性腐化
orbs.
To prevent the
爆炸腐蚀
from spreading like the plague, the group should spread 5-10 yards from one another when the debuffs are applied.
Players need to be constantly vigilant throughout the phase, as getting hit by a stray
毒性腐化
orb can suddenly cause a new breakout of the debuff.
When dropping off the
爆炸腐蚀
, players should try and let it time out in the area of the room where they are currently, or were previously, fighting the adds.
This is to ensure that areas of the room in which adds are due to spawn will not be coated in goo which will hinder player movement.
Whenever a
千喉之灾
add dies, several
戈霍恩之嗣
adds will emerge from their corpse.
This add will fixate on a random player via
黑暗意图
, gaining movement speed over time until it reaches its target or dies.
Upon reaching their target they will despawn and apply
血之宿主
to them, a 20 second disease dot which spawns two new
戈霍恩之嗣
adds upon removal or expiration.
The amount of
戈霍恩之嗣
adds that spawn from a corpse varies depending on the add.
单眼恐魔
s spawn 2,
黑暗幼体
and Blightspreader Tendrils each spawn 4.
Example of raid movement during phase one.
The raid should avoid gaining the
血之宿主
as much as possible, which can be simple following these tips.
The raid should move as a spread out unit in a counterclockwise path around the edge of the room to help funnel the adds together.
To help the
戈霍恩之嗣
spawn in roughly the same areas, old
单眼恐魔
s should be killed before switching to newer ones.
Have a few members focus mainly on killing the
戈霍恩之嗣
s, such as Hunters with Barrage and Boomkins.
Crowd control spells (such as knockbacks, displacements, slows and stuns) should be used when the group needs to stay within a section of the room for prolonged periods of time, such as the time between add set 2 and 3.
Due to the increased damage
单眼恐魔
s deal with their
折磨
, we recommend that you assign at least 2 interrupts per add throughout the phase.
Note that these adds can be stunned and silenced, which can help lock them out.
The DPS should focus all of their damage into
单眼恐魔
s and
戈霍恩之嗣
s, ignoring the
黑暗幼体
and Blightspreader Tendril for the most part.
The Blightspreader Tendril will still need to be tanked and interrupted by at least 2 (14 second) interrupts.
The
黑暗幼体
should be used by the raid as a way of giving
黑暗交易
debuffs to the raid and any nearby adds. It should not be considered an add that needs to be defeated.
Transition:
重组冲击
Although this phase should be ended as soon as possible, G'huun has a strange property, where the point in which you trigger the first blast in phase one will greatly change his ability order and timings during phase two.
There isn't much of a consensus of what time is the best to transition into phase two, however what nearly everyone agrees upon is that you should be consistent.
If you transition into phase two at the same time every time, the abilities are much more likely to occur in a similar order at a similar time.
Regardless of when you transition, the phase two strategy below will work.
We recommend that you place the last orbs into the drive at 1:26, starting the blast around 1:28.
Do note however, this is just what our guild did to kill it, a better time is likely to exist out there.
Just pick a time and stick to it for the most part.
Phase Two
Phase two is the most logistically difficult phase and is largely different from heroic due to a few mechanical changes.
爆炸腐蚀
is not present in phase two in any form.
The group will need to trigger two blasts, up from one on heroic.
A brand new ability has been added:
爆裂囊肿
.
爆裂囊肿
s
Have two non-debuffed playerssoak each
爆裂囊肿
!
Throughout phase two,
戈霍恩
will spawn three
爆裂囊肿
s approximately every 22-25 seconds.
Each boil explodes after 8 seconds, dealing an initial burst of shadow damage and applying a 30 second shadow damage dot to the two players closest to the boil.
If a player is afflicted with two 30 second dots at any given time, they will become mind controlled until they die.
The raid must split up and ensure that two non-debuffed players stand closest to each
爆裂囊肿
when it explodes, as to prevent anyone from gaining more than one stack of the dot.
This is easy in theory, however difficult in practice due to the random positions in which each boil spawns.
You can easily have three boils spawn in separate corners of the encounter space, or all within 10 yards of each other.
Couple this with the orb runner groups being away from the encounter space when these spawn and this mechanic quickly becomes the most difficult aspect of the encounter during progress.
There are two strategic paths you can take when deciding who to tackle the
爆裂囊肿
.
You can strictly assign six players to each boil set. These players will be responsible for identifying which boil they need to soak as well as ensuring they reach that boil in time.
We strongly recommend that you
do not assign individual players to specific
爆裂囊肿
. This is likely to add tens, if not hundreds, of extra pulls to your progression.
This is mainly due to the high chance of failure, in which one player failing to do their job can cause players to become mind controlled.
Instead, enforce two simple guidelines for the raid to follow:
Simply go for a
爆裂囊肿
soak if you don't have a
爆裂囊肿
debuff.
Try to avoid soaking if you are just about to do an orb run, but if it needs to be soaked... soak it!
Players heading upstairs to deliver orbs will likely be out of range of a healer for a long time. The
爆裂囊肿
debuff alongside the
不洁传染
ticking damage can be lethal unless personal survival cooldowns are used.
Players who soaked before heading upstairs should receive as many healing over time spells as possible before heading up, and should aim to use their own survival abilities to survive.
Players should try and soak the set of boils that spawn 20-30 seconds before they are due to go up, as to have more people available downstairs to soak whilst they are up.
Here is a chart of when it is "ideal" for those groups to soak and when it is not. Just remember, if it needs soaking: soak it. It is likely that you will have to deviate slightly from this chart each pull.
This "free for all" strategy will lead to a decrease in overall raid output.
Fortunately, phase two has a very low overall damage requirement, and what you lose in output will be made up for by having far more consistent pulls due to a larger amount of the raid heading for each set of boils.
Assign the group evenly amongst these areas!
Each player should be assigned to one of three thirds of the room. They should primarily focus their
爆裂囊肿
soaking efforts in this area.
That being said, if there is no
爆裂囊肿
s to soak in this area, or if that boil is covered by other players and another section needs help, they need to be flexible and help out those sections.
The entire
爆裂囊肿
mechanic tests the raids ability to be flexible and to
communicate
quickly with one another. Each time a set of
爆裂囊肿
appear, players should call:
If a certain area needs help.
When a certain boil is covered.
Others to leave a boil if they want to soak it as they are due to go do an orb run soon.
In a situation where players want to stack within a
鲜血盛宴
and a set of
爆裂囊肿
s spawn and will detonate before the
鲜血盛宴
ends, the raid
must
send players out to go and soak.
If you transition at 1:26, ideally this overlap will never occur on the second and fourth
鲜血盛宴
, when all players want to reset.
Boss Positioning and Tank Debuff
Although tanks should actively seek the
爆裂囊肿
s like the rest of the raid, they generally want to keep G'huun in the centre of the encounter space.
This will allow players to always have range on G'huun regardless of where they stand on the arena floor.
Tanks should taunt off of one another when G'huun reaches 4-6 stacks of
腐化滋长
.
During periods in which one of the tanks will be delivering orbs upstairs, the tank downstairs will need to receive focused healing and potentially external cooldowns to survive.
This is especially important when the tank has both the
喋喋不休的恐兽
and G'huun at the same time.
They should ensure that they have enough personal and external defensive cooldowns to survive during this time.
腐化之潮
The raid should aim to minimise the amount of
腐败之血
stacks it gains during this phase.
This is mainly done by simply being spread 5 yards apart from one another when the ability comes in, as to prevent any splash damage from occurring.
This can also be done by remaining upstairs briefly when dealing with the orbs, as whilst upstairs you will avoid the wave*.
Here is a chart of what group can avoid what wave easily throughout phase two.
Chart of which group will ideally avoid each
腐化之潮
.
There is a bug that can sometimes cause a player to be hit by a wave whilst on the upper platform.
A way of minimizing the chances that this will happen is by being on the upper platform at least 5 seconds before the wave is cast.
鲜血盛宴
s
鲜血盛宴
can target any non-tank player on the arena floor.
All arena floor players should stack next to the boss as to ensure that the
鲜血盛宴
is accessible to all players who need to remove their
腐败之血
stacks.
鲜血盛宴
two and four should be used to reset the entire raids
腐败之血
stacks, as you will trigger a
重组冲击
at this point, killing the add regardless of size.
鲜血盛宴
one and three should be used to reset the stacks of groups due to deliver orbs upstairs shortly afterwards.
Here you can find a chart of which players should reset in which
鲜血盛宴
. This should be used as a guideline only, as some players who have very high stacks (6+) may need to reset earlier than they would otherwise as they may just die due to the ticking damage they are taking.
鲜血盛宴
One: Groups 1 & 5
鲜血盛宴
Two: Everybody
鲜血盛宴
Three: Group 4
鲜血盛宴
Four: Everybody
The
喋喋不休的恐兽
that spawn from
鲜血盛宴
1 and 3 need to be killed by the raid.
When it is killed, it will form into a pool of
疫病之地
, reforming back into a
喋喋不休的恐兽
with 80% health after 40 seconds.
This
不可阻挡的腐化
effect will not occur if the
喋喋不休的恐兽
is under the effect of a
重组冲击
.
If the
重组冲击
s are triggered just as the second and fourth
鲜血盛宴
s occur, the adds from
鲜血盛宴
one and three will not resurrect in time and will simply disappear.
The
疫病之地
left behind by add 1 and 3 should be placed against the wall to the north west or north east, as to keep the zone in low traffic areas.
Five
戈霍恩之嗣
adds will spawn from the
喋喋不休的恐兽
as it dies. DPS should quickly crowd control and kill these adds before they can reach any players and begin to spread.
It is important that the first and third
喋喋不休的恐兽
s die before they can cast their
麻痹聒噪
for the third time, as this will likely cause the healers to fall behind.
重组冲击
s
重组冲击
s each deal 25% of the bosses max hp over their duration, equalling a total of 50% damage to the boss over the course of the phase.
This leaves the raid to deal the final 30% across the phase, largely by having a few DPS utilise the extra damage the boss takes during the first blast by using cooldowns there.
That being said, if damage is lacking on the
喋喋不休的恐兽
, these cooldowns should be used on the add instead.
During the
重组冲击
s, the raid should stack up next to the boss, but at least 10 yards away from the newly spawned
喋喋不休的恐兽
, as it will still spawn the
戈霍恩之嗣
when it is stunned.
The players who just handed in the orb may need to receive healing quickly to survive their journey back to the rest of the raid. A single healer should travel towards each player to ensure that they survive.
Transition 2
Upon receiving the fourth
鲜血盛宴
, the group should trigger the third and final blast.
All players should attempt to reset their
腐败之血
stacks in this
鲜血盛宴
as to enter the last phase with as few stacks as possible.
Life Grips and movement abilities may want to be used here to ensure that as many people can reset as possible.
The DPS should not have to use cooldowns on this final blast to get the boss down to 20% health. Instead they should be saving these cooldowns for the beginning of phase three.
Before the final tick of the blast, the raid should all move over to one side of the room ready to bait the
坍缩
.
坍缩
Phase
坍缩
consists of three detonation areas. The first two detonation areas will be on the location of a randomly seelct player and the third will be placed directly in the middle of the room.
The raid should stack up to bait the first detonation. As it appears, the entire group should move 30-40 yards away from its epicentre to another set stack location.
This should be repeated for the second
坍缩
. Players should use movement abilities, including warlock gateways, to ensure that this distance is achieved by everyone.
After the second
坍缩
, the raid should remain stacked up to allow healers to top the raid ready for the third and final hit.
After this last hit, the raid should quickly spread around the room, ready for phase three.
Phase Three
Phase Three relies on excellent output from both DPS and healers, as well as great personal play - specifically when it comes to dealing with mutliple mechanics simultaneously that test players ability to move in ways that will not only save themselves, but their allies as well.
爆炸腐蚀
returns in this phase, but is only applied to a single player.
Similarly to heroic, this player needs to move away from the raid to allow the debuff to expire in low traffic areas.
腐化之潮
,
戈霍恩的凝视
and
恶毒菌株
s occur at different times in comparison to heroic.
This is most notable as they no longer occur in the
恶毒菌株
s ->
戈霍恩的凝视
->
腐化之潮
rotation, instead they're timers will interweave throughout the phase in a set way.
There is no grand strategy when it comes to dealing with these mechanics, aside from just having each player deal with each ability as it occurs: spread on the wave, look away for the gaze, be in the safe zones during the growths.
That being said, having a spread raid will help in this task greatly.
Split the raid evenly amongst these locations.
The raid should be separated into five separate groups, each of which are assigned to stand one area of the room as much as possible.
When forming these groups, try and spread melee players between the groups as much as possible, whilst also assigning one healer to each group.
These groups will occasionally merge, especially when dealing with the
恶毒菌株
s.
All players just need to be
considerate with their positioning by leaving space for extra players to enter their safe zones
and by
returning back to their allocated area of the room after the mechanic has concluded
.
To add additional difficulty to this phase,
爆裂囊肿
s will spawn throughout every 20-25 seconds.
Although you have far more eligible soakers during this phase, as no players are on the upper platforms, these can be difficult to soak.
This is mainly due to the time in which they spawn, as this can occur during a
恶毒菌株
spell, leaving the Boils directly in the hazardous areas.
Unfortunately, there is no grand strategy for this mechanic either.
Players need to simply communicate quickly if they need assistance, and all players must be willing to head over to boils that are not within their assigned area and help out.
The most hazardous part of soaking boils during this phase is when they burst around the same time another mechanic occurs.
Having the raid leader call out incoming mechanics before they happen can help players keep a grasp on what they need to do to survive the combination of mechanics.
Below is a chart detailing each
爆裂囊肿
spawn and what is likely to occur during these times.
As soon as the raid enters phase three, the group should Bloodlust, use second potions and blast DPS cooldowns into the boss to bring him down as soon as possible.
As long as everyone remains composed and plans their movement for each incoming mechanic before they occur, the raid should not struggle in this phase.
The boss should be defeated before the sixth
爆裂囊肿
s spawn: roughly 2 minutes into the phase.
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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:
它还维护WoW的一个插件
Wowhead Looter
, 在您游戏时采集数据!
它将
采集所得数据
上传至Wowhead,保证数据库时刻掌握最新信息!
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。
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。