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Seething Shore Battleground Guide
来自 Xoteu
[Last Updated]:
2019/01/15
变更日志
补丁:8.1.0
目录
评分:
Introduction
Hey guys, welcome to this Seething Shore Battleground Guide where we will be giving you an overview of the map, the strategy involved and the best compositions to enter with, lastly ending with some quick tips!
Map
First up let’s cover the ins and outs of this map. Seething Shore is map in which both teams compete to mine Azerite veins, with each providing 100 points and the game ending once the first team reaches 1500. Each team spawns on a ship above the map, parachuting down to a base of their choice.
There are 12 spawn locations of Azerite. These are Tower, Tar Pits, Temple, Shipwreck, Bonfire, Tide Pools, Plunge, The Ridge, Overlook, Crash Site, Waterfall, and Ruins.
Out of these 12 spawn locations there can only be 3 up at any one time. The order of this is random, meaning at any one time, any 3 on the map can be up.
To mine a node will take you 7 seconds - damage and spells will interrupt this, however.
Once achieved, a new spawn location will instantly show on the map. There is a 30 second grace period it takes before you are able to mine that new node, giving you ample time to get there.
In order to master this map, you will need to constantly be checking on where the new Azerite is spawning and making sure you are there before the 30 second grace period is over.
Composition
Now that we know the basics of the map, let’s get into compositions. The basic composition for Rated Battlegrounds is 6 DPS, 1 tank and 3 healers.
On this map however, a tank is not required, so we will be aiming for 7 DPS and 3 healers. I’ll cover the strengths of each.
Healers
In Rated Battlegrounds there are currently 3 viable healing specs. These are: Discipline Priest, Mistweaver Monk, and Restoration Shaman.
Discipline Priest - Offers the strongest AoE and throughput healing, but lacks mobility.
Restoration Shaman - Very strong AoE healing and single target healing. They also provide great utility and dispels with
祈雨舞
and
根基图腾
.
Mistweaver Monk - Offers the strongest single target healing in conjunction with the most mobility. Mistweavers are great for spot healing and moving around the map quickly between bases.
Holy Paladin - Offers average single target healing very weak AoE healing. Holy Paladins also offer very strong defensive cooldowns, plus the ability to counter Assassination Rogues and Death Knights with
纯净心灵
.
Restoration Druid - Decent AoE healing, weak single target healing, and are vulnerable to purge. They are also very weak if trained as they would be required to sit in bear form, unable to heal the raid.
Holy Priest - Weak AoE healing, weak overall healing, and low mobility. It brings some very mediocre defensive cooldowns via
希望之光
.
For Seething Shore, I recommend running Discipline Priest, Restoration Shaman, Mistweaver Monk as there aren’t many large scale teamfights and it’s often small scale 3v3 or 4v4 fights. However, any combination of Disc/Resto Shaman/Mistweaver/Holy Paladin/Resto Druid can work.
DPS
For damage dealers, you can bring what you want as Seething Shore doesn’t require any specific DPS in order for you to succeed. RBGs in general require at least one Demon Hunter for its ability to play tank on certain maps. It is also good to have defending classes for other base maps such as Rogues or Mages.
Demon Hunter - Required for most RBG maps due to being the only viable tank. They have strong single target damage, decent cleave, and high mobility. They are great all around and a must-have in every group.
Subtlety/Assassination Rogue - Ability to
潜行
, strong damage, and high lockdown. They are also a requirement for most maps due to their ability to defend well. They are a must-have.
Affliction Warlock - Good spread pressure, high single target damage with
吸取生命
, and great utility for the group with
治疗石
s and
恶魔传送门
. It is recommended to always bring one.
Balance Druid - Great single target damage as well as spread pressure. They also has the best crowd control in the game for rated battlegrounds which is
旋风
. Furthermore, they has great mobility to move around the map.
Arms Warrior - Great at setting up kills with
打磨利刃
, strong single target damage and defensive cooldowns for the raid in the form of
集结呐喊
and
战旗
.
Frost/Fire Mage - Great burst, but low consistent damage. They are also great for setting up kills with
强效炎爆术
and slowing or crowd controlling people looking to move around the map. They also bring
奥术智慧
for the raid.
Marksmanship Hunter - Impressive single target burst but no spread pressure and low consistent damage. Good in coordinated teams who are looking to set up kills.
Shadow Priest - Decently high spread pressure and great at setting up kills with Psyfiend but it lacks single target damage and has very low mobility.
Elemental/Enhancement Shaman - High burst damage but very low consistent and AoE. They bring great utility and high mobility, so they have a place in Rated Battlegrounds.
Death Knight - Brings great AoE spread pressure and high disruption coupled with great slows, however they can be kited quite easily and struggle with mobility when moving around the map.
To have a rounded composition, I recommend playing:
Demon Hunter
Rogue x 2
Mage
Boomkin
Warrior
Warlock
Added to your 3 healers, this gives you the best all around composition for most maps.
Strategy - Setting up for Success
Now that we’ve got our composition and know the basics of the map, let’s get into strategy. When you first get into the map, you’ll be on a zeppelin in the sky above the map and you’ll see 3 spawn locations.
To play around this we’re going to want to contest all 3 bases. This can be done by dividing our team into 3 set groups. We’re going to want one healer in each. As we have 10 players, the extra person is going to be our Demon Hunter. We will get to why later in the guide.
First, our 3 groups are going to want 1 healer in each group and then we’ll split our DPS evenly. We’re going to want to build the best 3v3 compositions available in the composition we are running.
A
B
C
Restoration Shaman
Discipline Priest
Mistweaver Monk
Assassination Rogue
Assassination Rogue
Warrior
Warlock
Mage
Balance Druid
We can name these groups A, B and C. Each one of these groups will be assigned to a specific base once you see where the 3 spawns are. For example, if your map looks like this when you will spawn in:
You can simply tell your team A to go to the west base, team B to the center and team C to the east base. Where the teams go really doesn’t matter, as long as they know which base they should be at.
Now you still have your Demon Hunter. Their job is going to be to go to the center-most base, which is team B’s in this example. The Demon Hunter is going to want to focus the enemy healer with the other two DPS and quickly overwhelm them as you will, in most cases, be 4 DPS up against 1 healer.
After that healer dies, your Demon Hunter is going to quickly go to the next closest base whilst the remainder of your team focuses on finishing the remaining enemy DPS and then mining the Azerite Vein. After obtaining the middle-most Azerite Vein, you will want to disperse your DPS between the two current bases with your healer going to whichever base is under the most pressure.
You’re now on a timer. You have 30 seconds before you need to be at the new spawn, so quickly try to kill the enemy healer and then finish wiping them. Be ready to quickly get into your groups again and contest the new spawns. Have your Demon Hunter constantly floating around the map utilizing their mobility to set up kills on healers once you get to the node.
This strategy heavily relies on your middle-most group winning their node fast. This is why we’ve sent out best 3v3 comp with an aggressive healer there, so bear that in mind.
If at any point your healer dies on a node, you should simply look to give it up and have the DPS try to survive and move to their closest healer.
Sometimes it’s worth giving up far-spawning nodes and sending only one person to spin it in order to win those that spawn closer together. For example, look here:
Sending 3 members of our team all the way down south to overlook would be a waste. It’s much more important winning the large scale teamfight, so if your map looks like this it’s often better to send one Rogue alone simply to delay and slow the enemy team whilst you outnumber them at the two nodes closest together.
With this map being so random it’s often the most coordinated team who wins. This is where our assigned groups and healers come into play. Simply by having players knowing where and who they should be with throughout a game can lead you to victory.
Throughout the game try to have your groups remain the same and contest the new Azerite Veins as they spawn. Make sure to be at nodes spawn points within the 30 seconds grace period before they spawn.
Helpful Tips
There is a Mage who offers Mage food at the starting ship. This can be useful to recover health or mana if a healer isn’t nearby.
You can extend your landing by using the thruster once you jump off the ship, making further away nodes easier to reach.
About the Author
Xot is a 3450 rated Shadow Priest in Arena who also plays for the best Rated Battleground team in the world, peaking at 3300 rating with a 100% win loss and over 300 games played.
Stream
Armory
Discord: Xot#6430
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