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Overview of Stats for Burning Crusade Classic
来自 Simonize
[Last Updated]:
2022/03/21
变更日志
补丁:1.12.2
目录
评分:2.9/5
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13
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评分:2.9/5
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In the Burning Crusade there are some changes to the stats and attributes found on gear. Many of the old stats that you know from Classic have been converted from an absolute percent (1% critical strike chance, 2% hit chance, etc.) to a
rating
which gives more or less benefit to your character depending on your character's level. In addition to this change, there have been several new stats added to gear in Burning Crusade.
New Stats Coming in The Burning Crusade
The new keywords that you'll find on gear in The Burning Crusade are Expertise, Haste, Armor Penetration, and Resilience.
Expertise
In Burning Crusade, Expertise Rating takes the place of Weapon Skill from Classic and it's a lot simpler this time around. The more Expertise that you have the less likely enemies will be to dodge or parry your attacks. Enemies cannot parry attacks that come from behind, so if you attack from behind the target you don't have to worry about the parry component.
A boss enemy has a 6.5% base chance to dodge your attacks. This is entirely removed with 103 Expertise Rating.
When attacking from the front of a boss enemy, the boss has a 14% chance to parry your attacks. This is entirely removed by standing behind the boss or getting 221 Expertise Rating.
Haste
Haste is a new stat that comes in two varieties: Haste Rating and Spell Haste Rating. Haste Rating increases your melee and ranged attack speed. Spell Haste Rating is a separate stat that increases your casting speed for spells. There were a few effects in Classic that gave you bulk haste such as
蜘蛛之吻
and
思维加速宝石
, but it is a much more incremental stat found on gear in Burning Crusade.
At level 70, 15.8 Haste Rating at level 70 grants 1% haste, and 15.8 Spell Haste Rating increases casting speed by 1%
Armor Penetration
In Classic we had Items such as
削骨之刃
and
虫群卫士徽章
or talents like
that had special effects to let you avoid a flat amount of the enemy's armor. In Burning Crusade we have passive Armor Penetration on many different pieces of equipment that will allow you to ignore some of your target's armor.
Resilience
Resilience is a new stat that is primarily found on PvP gear and is best suited for use in the Arena or in Battlegrounds. Resilience reduces your chance to receive a critical strike from an enemy, and reduces the damage you receive from critical strikes when they do occur.
At level 70, 39.4 Resilience Rating reduces your chance to be Crit by 1%, and reduces your damage taken from Critical Strikes by 2%
Gem Sockets
Much of the armor and weapons found in Burning Crusade will have colored sockets and socket bonuses. You can put special gems made by the new
Jewelcrafting
profession into these sockets. The gems provide bonuses like Strength, Intellect, or Critical Strike Rating and if you match all the colored sockets with appropriately colored gems, you get additional benefit from the socket bonus as well.
Primary Stats
In the Burning Crusade, we still have the same five primary stats: Strength, Agility, Intellect, Stamina and Spirit. At level 70, these stats effect each class slightly differently than they did at level 60.
Strength
Strength increases your melee attack power, and how much damage you can block with a Shield.
Druids, Paladins, Shaman and Warriors gain
2 melee Attack Power
per point of Strength.
Hunters, Mages, Priests, Rogues and Warlocks gain
1 melee Attack Power
per point of Strength.
Paladins, Shaman and Warriors with a Shield equipped have a chance to
block 1 Damage for every 20 points of Strength
.
Agility
Agility increases ranged and melee attack power for some classes, increases Armor rating, increases Dodge chance, and increases your Critical Strike chance when attacking with a weapon.
Rogues, Hunters, and Warriors gain
1 ranged Attack Power
per point of Agility.
Druids in
猎豹形态
, Hunters and Rogues gain
1 melee Attack Power
per point of Agility.
You gain
2 Armor
for every point of Agility.
You gain Critical Strike Chance at varying rates, depending on your class:
Paladins, Druids, and Shamans receive 1% Critical Strike Chance for every
25 points of Agility
.
Rogues and Hunters receive 1% Critical Strike Chance for every
40 points of Agility
.
Warriors receive 1% Critical Strike Chance for every
33 points of Agility
.
You gain dodge chance depending on your class:.
Druids receive
1% Dodge for every 14.7 points of Agility
.
Rogues receive
1% Dodge for every 20 points of Agility
.
Hunters, Shamans, and Paladins receive
1% Dodge for every 25 points of Agility
.
Warriors receive
1% Dodge for every 30 points of Agility
.
Intellect
Intellect increases your maximum mana for mana-using classes, increases your chance to score a Critical Strike with spells, and contributes to mana regeneration. For Warlocks, it will also increase their pets' Intellect and mana.
You gain
15 maximum mana for each point of Intellect
.
You gain Spell Critical Strike chance at varying rates, depending on your class:
Warlocks receive
1% Spell Critical Strike chance for every 81.9 points of intellect
.
Druids receive
1% Spell Critical Strike chance for every 79.4 points of intellect
.
Shamans receive
1% Spell Critical Strike chance for every 78.1 points of intellect
.
Mages receive
1% Spell Critical Strike chance for every 81 points of intellect
.
Priests receive
1% Spell Critical Strike chance for every 80 points of intellect
.
Paladins receive
1% Spell Critical Strike chance for every 79.4 points of intellect
.
Stamina
Stamina increases your maximum Health. For Hunters and Warlocks, Stamina also increases their pets' Stamina (and thus, Health).
You gain 10 Health for every point of Stamina.
Thanks to
耐久
, Tauren characters gain 10.5 Health for every point of Stamina.
Spirit
Spirit increases Health regeneration while out of combat and increases mana regeneration while not casting spells. As there are many ways to regenerate Health, Spirit is usually picked as a way to regenerate mana more often.
Mana begins to regenerate via Spirit only when you have not cast any spells that cost mana for 5 seconds. This is to referred to as the "Five Second Rule".
After not casting spells that cost mana for 5 seconds, you will begin to regenerate mana every 2 seconds based on your Intellect and Spirit.
The Mana regeneration for a level 70 character every 2 seconds is given by the following formula:
Mana Regen Per 2 Seconds = + 0.002
Many classes have talents or abilities that allow some percentage of their mana regeneration to continue while casting spells.
What Classes Benefit from Each Stat?
Most classes prefer to prioritize two or three of the primary stats, and have little or no use for the other two or three stats.
Druids: Balance and Restoration Druids benefit the most from Intellect and Spirit, while Feral Druids benefit from both Strength and Agility.
Balance and Restoration Druids receive mana and Spell Critical Strike chance from Intellect.
Intellect and Spirit together contribute to your mana regeneration.
Feral Druids receive 2 melee Attack Power per point of Strength.
Feral Druids receive 1 melee Attack Power per point of Agility while in
猎豹形态
only. They also receive Dodge Chance and Critical Strike Chance from Agility.
Hunters benefit the most from Agility.
Hunters receive 1 ranged Attack Power per point of Agility. They also receive Dodge Chance and Critical Strike Chance from Agility.
In case you're forced into a close combat situation, you also gain 1 melee Attack Power per point of Agility.
Mages benefit the most from Intellect and Spirit.
You gain Mana and Spell Critical Strike Chance from Intellect.
Intellect and Spirit together contribute to your mana regeneration.
Paladins: Holy Paladins benefit the most from Intellect and Spirit, while Retribution benefit the most from Strength.
Holy Paladins receive Mana and Spell Critical Strike from Intellect.
Intellect and Spirit together contribute to your mana regeneration.
Protection and Retribution Paladins receive 2 melee Attack Power per point of Strength. They also benefit from Intellect as a way to gain more chance of landing a spell critical strike.
Paladins with a Shield equipped have a chance to block 1 damage for every 20 points of Strength.
Priests benefit the most from Intellect and Spirit.
You gain mana and Spell Critical Strike Chance from Intellect.
Intellect and Spirit together contribute to your mana regeneration.
Rogues benefit from both Strength and Agility, but their better stat overall is Agility.
Rogues receive 1 melee Attack Power per point of Strength.
Rogues receive 1 melee Attack Power per point of Agility. They also receive Critical Strike and Dodge Chance with Agility.
Shaman: Elemental and Restoration Shaman benefit the most from Intellect and Spirit, while Enhancement Shaman benefit from both Strength and Agility.
Elemental and Restoration Shaman receive mana and Spell Critical Strike chance from Intellect.
Intellect and Spirit together contribute to your mana regeneration.
Enhancement Shaman receive 2 melee Attack Power per point of Strength.
Enhancement Shaman receive Critical Strike and Dodge Chance with Agility.
Warlocks benefit the most from Intellect and Spirit.
You gain mana and Spell Critical Strike Chance from Intellect.
Intellect and Spirit together contribute to your mana regeneration.
Your pets also gain mana and Spell Critical Strike Chance with Intellect.
Warlocks can also benefit from stamina, more so than other casters, due to their ability to convert health into mana (
)
Warriors benefit the most from Strength and Agility for the offensive benefits of both and the defensive benefits of Agility.
Warriors gain 2 melee Attack Power per point of Strength.
Warriors with a Shield equipped have a chance to block 1 damage for every 20 points of Strength.
Warriors also gain Armor, Critical Strike and Dodge Chance from Agility.
Physical Damage Stats
In The Burning Crusade, many of the old physical damage stats such as Attack Power, Critical Strike, and Hit are still around. In additional to the old stats, there are new and exciting stats such as Haste, Expertise, and Armor Penetration to add to the mix.
Attack Power
Attack Power increases your base melee damage per second by 1 point for every 14 Attack Power. If your weapon is 2.6 speed this means 14 attack power adds 2.6 damage per attack (before talents, armor, critical strike, or other modifiers). If your weapon is 1.8 speed this means 14 attack power adds 1.8 damage per attack. In both cases 14 attack power increases base damage
per second
by 1.
You can gain Attack Power with either Strength or Agility depending on your class, or with raw Attack Power as a stat provided by certain pieces of gear.
Critical Strike Rating
Critical Strike Rating increases your chance to strike a critical hit with physical attacks against an enemy. A critical hit with a physical attack deals double its normal damage, and some talents or effects can increase critical damage even further.
At level 70, 22.1 Critical Strike Rating Increases your chance to land a Critical Strike by 1%
Hit Rating
All attacks have a chance to miss an enemy of a similar or higher level. Hit Rating is a stat that exists to reduce your chance to miss when attacking enemies. The amount of Hit Chance needed to not miss any attacks is called the "Hit Cap".
At level 70, 15.8 Hit Rating increases your chance to Hit by 1%
Against level 70 targets, you need a total of
5% Hit Chance
to never miss.
Dual Wielders need
24% Hit Chance
to never miss on every single auto-attack.
Against level 73 (or Boss level) targets, you need a total of
9% Hit Chance
to never miss a target.
Dual Wielders need
28% Hit Chance
to never miss on every single auto-attack.
Haste Rating
Haste Rating increases the frequency of your auto attacks and auto shots for hunters by reducing the delay between each weapon swing or shot.
At level 70, 15.8 Haste Rating Increases the frequency of your auto attacks by 1%
Armor Penetration
Armor penetration is a very valuable stat for physical damage dealers in Burning Crusade. Many raid debuffs provide you with armor penetration already, and you can gain more from your equipment. Save for a few special exceptions, raid bosses have either 6200 or 7700 armor in Burning Crusade. Knowing how much armor the boss has after the normal debuffs is important because there is no benefit to reducing a target below 0 armor.
with
: -3075 Armor
: -610 Armor
: -800 Armor
The typical raid armor debuffs total to -4485 armor, leaving 1715 armor on a 6200 base armor boss, or 3215 armor on a 7700 base armor boss before you consider armor penetration from items. Because of how armor converts to damage mitigation, each point of armor penetration is more valuable the closer the target is to having 0 armor - but then totally useless beyond that point. This means items with armor penetration are generally better against 6200 armor bosses and generally worse against 7700 armor bosses.
The formula for percentage of a level 70 player's physical damage output mitigated based on the armor of their target is:
Percentage of Physical Damage Mitigated = Armor / (Armor + 10557.5)
Caster Stats
There are a few changes that come with Burning Crusade for spell-based classes and their stats.
Spell Power
Spell Power increases the damage or healing of all of your spells.
Some sources of Spell Power only apply to damaging spells for particular schools of magic. Elemental Spell Damage like that found on
冰霜暗纹长袍
only increases damaging spells of particular schools of magic.
Different spells will benefit differently from your spell power. Each spell has its own
coefficient
which determines what percentage of your spell power gets added to that spell's damage. Typically spells with longer cast times receive a larger percentage of your spell power as bonus damage.
Healing Power
Healing Power increases how much your healing spells will heal your target. Most items that provide Healing Power also provide about one third of that bonus as spell power, to also increase your offensive spell damage.
Spell Critical Strike Rating
Spell Critical Strike increases your chance to strike a critical hit with spells. A critical spell hit deals 1.5 times a spell's normal damage.
At level 70, 22.1 Spell Critical Strike Rating increases your chance to land a Critical Strike with a Spell by 1%
Many specializations have talents to increase how much a Spell Critical hits for, up to double of a spell's normal damage.
You can increase your Spell Critical Strike chance with Intellect, or with raw Spell Critical Strike Rating provided by certain pieces of gear.
Spell Hit Rating
All spells have a chance to miss an enemy of similar or higher level. When a spell "misses" an enemy it is called a "resist." Spell Hit Chance reduces the chance that your spells are resisted by enemies. The maximum amount of spell hit that you can benefit from is called the Spell Hit Cap. Unlike physical Hit Chance, you cannot completely eliminate spell resists by getting enough bonus Spell Hit Chance - an enemy will always have at least 1% chance to resist any spell.
At level 70, 12.6 Spell Hit Rating increases your chance to Hit with Spells by 1%
Against level 70 targets, you need 3% increased spell hit chance or 38 Spell Hit Rating to reduce the resist chance to 1%.
Against level 73 (or Boss level) targets, you need 16% increased spell hit chance or 202 Spell Hit Rating to reduce the resist chance to 1%.
Spell Haste Rating
Spell Haste Rating increases the rate at which you can cast spells by reducing the cast time of your spells by a percentage. Spell Haste Rating also reduces the global cooldown for all of your spells.
At level 70, 15.8 Spell Haste Rating decreases the cast time of your spells by 1%
Your spell cast time can be calculated by the following formula:
Hasted Cast Time = Base Cast Time / (1 + ( Spell Haste Rating / 1577 ) )
Your improved global cooldown can be calculated from the above formula as if it were a spell with 1.5 second base cast time. The global cooldown cannot be reduced below 1 second.
Mana Per 5 Seconds
This stat will regenerate a certain amount of mana every 5 seconds, regardless if you have recently cast a spell or not.
Spell Penetration
Spell Penetration reduces the target's resistances to your spells. It works differently from Spell Hit, as it only works on targets with resistances and will not reduce a target's resistance below zero.
In PvE, most targets have an innate resistance to spells that cannot be countered by Spell Penetration or any other stat. Very few bosses actually have extra resistances that can be countered by Spell Penetration.
Due to many bosses not having additional spell resistances, Spell Penetration is only situationally useful in PvE.
Mitigation Stats
These stats exist to help you reduce incoming damage. While most of them are useful only for tanks, some of them can be useful for all classes depending on the situation.
Resistances
Resistances are a stat meant to mitigate incoming magical damage. Increasing your resistance to a school of magic increases your chance to partially resist spell damage from that school of magic and gives a chance to fully resist a spell and all of it's effects.
There are five types of spell resistances in Burning Crusade: Fire Resistance, Frost Resistance, Arcane Resistance, Nature Resistance and Shadow Resistance.
Resistance is a very situational stat. While it is useless for most encounters, a few encounters require a significant amount of resistance.
Shadow Resistance is useful for players fighting
莎赫拉丝主母
in
黑暗神殿
.
The Resistance Cap is
365
, for 75% reduced spell damage against spell casts of that school from a level 73 (boss) enemy.
A player's average mitigation of spell damage from a Level 73 enemy is given by the following formula:
Percentage Mitigation = ( 0.75 * ( Resistance / 365 ) ) - ( 3 / 16 ) * MAX
Defense Skill
Defense Skill helps prevent incoming physical damage by increasing your chance to parry, dodge, and block incoming attacks as well as increases the enemy's chance to miss and reducing their chance to land a critical strike against you. Defense Skill can be leveled up to 350 innately, and additional Defense Skill can be gained by using items that grant bonus Defense Rating.
At level 70, 2.4 Defense Rating will increase your Defense skill by 1
Every point of Defense Skill gives 0.04% dodge, 0.04% parry, 0.04% block, 0.04% reduced chance to be hit, 0.04% reduced chance to be critically hit.
At 350 Defense, you still have a chance of being critically hit or crushed by a Boss (level 73) mob. Tanks can increase their Defense Skill to avoid this.
At level 70, you need
490
Defense Skill to avoid being critically hit by level 73 mobs. This requires a fully leveled 350 innate Defense Skill, and an additional 336 Defense Rating from gear.
This may be difficult to reach and focusing gear with Defense Rating may leave your gear lacking in other important tank stats. Consider striking a balance between Stamina, Armor, Defense Rating, Agility, and threat generation stats like Hit Rating, Critical Strike Rating, and Strength.
Armor
Armor reduces how much physical damage you take whenever a player or monster hits you.
There are four types of Armor that players can equip. From the weakest (least amount of Armor) to the strongest (most amount of Armor):
Cloth - Mage, Priest, Warlock
Leather - Druid, Rogue
Mail - Hunter, Shaman
Plate - Paladin, Warrior
Additionally, Paladins, Shaman and Warrior can equip Shields, an off-hand slot that further increases their Armor.
Although Paladins and Warriors have more innate Armor thanks to their ability to equip Plate Armor and Shields, Druids in Bear Form receive a significant percentage bonus to their armor from their
spell.
Mitigation from armor is not allowed to exceed 75%. This makes the Armor cap against level 73 (or Boss) mob
35,880
. The Armor Cap against a level 70 mobs (or player) is
31,672
. Having any more armor than this will not further reduce your damage taken.
Dodge
Dodge increases the chance to completely avoid a physical attack.
At Level 70, 18.9 Dodge Rating increases your chance to Dodge by 1%
Dodge can be gained with Agility for all classes, as well as raw DodgeRating in select pieces of gear.
One point of Defense Skill adds 0.04% chance to Dodge.
Night Elves have a innate 1% increased chance to Dodge thanks to
迅捷
.
You're only able to Dodge an attack when you are facing your attacker.
Parry
Parry increases the chance to completely avoid a physical attack. A successful Parry completely negates an incoming attack.
At level 70, 23.6 Parry Rating increases your chance to Parry by 1%
Only Hunters, Paladins, Rogues, and Warriors can parry attacks. Enhancement Shaman have a talent that also allows them to Parry attacks.
One point of Defense Skill increases the chance to parry by 0.04%
When an enemy monster parries a player's attack, the monster attacks 40% faster for its next attack.
You're only able to Parry an attack when you are facing your attacker.
Block
When a Paladin, Warrior or Shaman have a Shield equipped, they gain a chance to Block incoming physical attacks. A blocked attack is not entirely mitigated like a dodge or parry, but instead has it's damage reduced by a flat amount.
At Level 70, 7.9 Block Rating increases your chance to Block by 1%
Block Rating increases the chance of you blocking an attack, on top of the base amount of 5%.
You're only able to Block an attack when facing your attacker.
While Block Rating increases the chance to block, Block Value increases the amount of damage reduced each time a Block occurs. Shields have an innate Block Value which can be increased by gaining Block Value from other items or by increasing your Strength. 20 Strength provides 1 Block Value.
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评论
评论来自
valepu
Hunters in TBC gain only 1 RAP per point of agility, that's why items that previosly had agility and were used mostly by hunters (like tier sets or the eye of nerub) have their agi lowered and got added attack power
评论来自
Savine
Rogues, Hunters, Druids, and Shamans receive 1% Critical Strike Chance for every 40 points of Agility.
Is this correct? A rather big change for druids that have 1 crit for every 20 agi today.
评论来自
kakalak
At level 70, you need 490 Defense Rating to avoid being critically hit by level 73 mobs. This requires a fully leveled 350 innate Defense, and an additional 140 Defense Rating from gear. --> You need 490 Defense Skill not Rating. If 2.4 def rating to skill calculation is true then what you use (490-350)*2.4 as a base if your class has flat defense skill talents you reduce that from 490.
At level 70, 5.92 Armor Penetration Rating Ignores 1% Armor - There is no armor penetration rating in tbc, its only flat armor penetration.This is probably wowhead error also cause they also put armor penetration rating in item search it should be flat armor penetration. Example :
锯齿利刃项圈
I also believe there is a diminishing returns on this stat. That needs to be checked.
Hunters gain 2 ranged Attack Power per point of Agility.- Its 1 to 1.
Paladins, Shaman and Warriors with a Shield equipped have a chance to block 1 Damage for every 20 points of Strength. - Its every 2 str gives 1 block value not 20.
Please do not copy paste your old guide from classic or add random stats without fact checking. People gonna see and probably gonna use it. Please edit all these errors.
评论来自
wingo667
From top to bottom:
New Stats
- Expertise - the Dodge cap is 6.5%, the Parry cap is assumed to be 14%; 15.8 Expertise rating grants 4 Expertise or 1% less Dodge/Parry
- Armor Penetration rating doesn't exist yet, it's a flat "ignore X of your opponent's armor", scaling progressively
Primary Stats
- Agility:
- - Hunters gain 1 (not 2) RAP per point of Agility
- - Shamans receive 1% Critical Strike Chance for 25 (not 40) points of Agility
- - Warriors receive 1% Dodge for 30 (not 25) points of Agility
- Spirit/Intellect:
- - Mana regeneration was changed in 2.4, to ~ 0,0466 * Spirit * SQRT(Intellect) for all classes (a huge buff for Priests, Druids, and - to a lesser extent - Mages)
What Classes Benefit from Each Stat
- Hunters receive 1 (not 2) RAP per point of Agility
Opinion: this section is mostly redundant, and often wrong ("Priests benefit the most from intellect", "Tanks want to stack agility").
Weapon Stats
- The dual wield hit cap is thought to be 28% (not 25%)
- Weapon skill doesn't exist as a stat anymore
Mitigation Stats
- Resistances is referencing pre-TBC encounters, which seems a bit off
- Defense intermixes Defense and Defense Rating - crit cap is 5.6% = 140 Defense ~ 332 Defense Rating
- The enemy's chance to dodge is 0.1% per point of weapon skill, in PVE, but this doesn't belong here, anyhow
- The Agility to Dodge ratio table is for Vanilla, not TBC
- Parry rating is 23.6 (not 31.5) for 1% Parry Chance, this was changed ("25% less") in Patch 2.1, and might even be lower (EJ's warrior compendium says 22.4)
评论来自
Intervencion
It's also good to mention that
强化精灵之火
effectively makes Hit Rating Cap 6% for certain classes/specs. Bring a Boomkin to your raid! (Remember that Hunters ranged attacks don't count as spell attacks but ranged attacks)
评论来自
Alyrea
Holy paladins do not benefit from spirit.
评论来自
Machette131
Do we have any numbers that show hit rating required for heroic content?
评论来自
breaker581
"Against level 70 targets, you need a total of 5% Hit Chance to never miss."
This is incorrect. I have missed other 70 targets in PvP using my special attacks, at well over 5% crit. I'm not talking about auto attacks, but abilities. This has happened more than once, many times actually. If I had to fathom a guess, I would say you need at least 6% to not miss special attacks in PvP against a same level target.
评论来自
max8126
Warlocks benefit the most from Intellect and Spirit.
?
Spirit? Seriously? Did you even take a look at
any
lock tier gear?
评论来自
emrus
The paladin spell critical strike chance per intellect appears to be incorrect, it should be 80 intellect for each 1% spell critical strike chance.
I tested this from Black Temple PTR with multiple values of Intellect. Here are the extremes:
83 Intellect gives 4.37% spell critical strike chance
955 Intellect gives 15.27% spell critical strike chance.
This gives spell critical strike chance = 3.34% + 1%/80 * Intellect
评论来自
silentstryder
Under the Expertise Section,
Please add how much Expertise Rating = 1 Expertise skill.
I think 4 Expertise Rating = 1 Expertise Skill
评论来自
Lomkail
Any Chance we could get a Guide like this for WotLK?
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