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PTR
10.2.7
PTR
10.2.6
Beta
Battle for Azeroth Protection Warrior Changes
来自 Anshlun
[Last Updated]:
2018/07/28
变更日志
补丁:8.0.1
目录
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In Battle for Azeroth, Protection Warriors have received many different changes, ranging from Talent changes to Gameplay and Rotational changes.
While there are many new abilities and spells, there are also returning ones, previously removed during pruning. On top of those spells, the legacy from Legion lives on with different
legendary effects and artifact traits
returning in BfA as talents, baked into the core spec, or are now
azerite traits
, the BfA version of artifact traits. Gameplay changes are also happening, as some abilities and spells that could be used together with others are now
added to the GCD
.
Some Legion systems got reworked, like Honor talents, now active while questing with
War Mode
turned on, which also grants bonuses, like 10% extra experience while leveling.
In this overview, we'll highlight all class abilities, as well as new, changed, or removed talents. Grey to green text indicate changes between
Legion
and the current version of
Battle for Azeroth
; more information can be found by going to the Changelog within the relevant spell page. Keep in mind that information is largely derived from the tooltips, so typographical errors may be intentional to match.
Some notable overall changes:
Arcane Torrent and Every Man for Himself changed
.
Two of the strongest racial effects have received changes in BfA, with
奥术洪流
receiving a new effect and added to the GCD and
生存意志
having its cooldown increased.
The majority of class cooldowns have been added to the GCD
.
Abilities that are in the Global Cooldown, or GCD, cannot be used at the same time, meaning you must wait for the default GCD, 1.5s reduced by haste, until you can use your next ability.
Before BfA, many abilities were called "off-GCD" as you could two or more of them at the same time, even in the same button macro. For BfA, Blizzard started to reduce to amount of abilities in this state.
All melee abilities now scale with both Attack Power and Weapon Damage
.
The actual ability damage formula for all non-casters has changed, and now all those abilities use both weapon damage and attack power, even abilities like
盾牌猛击
or
凛风冲击
.
This appears to be intended to create a better balance between classes, rather than some favoring weapons heavily (
战士
), while others hardly at all (
武僧
).
Bleed and Poison ticks now scale with Haste
.
Bleeds and poisons from
猎人
,
潜行者
, and
战士
were the only over time effects not affected by haste, which is being changed in Battle for Azeroth.
Battle for Azeroth has a huge stat and ilvl squish.
Battle for Azeroth implements the second stat squish for World of Warcraft, two expansions after the
Warlords of Draenor Squish
.
Unlike Warlords, Battle for Azeroth will also have an item level squish, changing the item level previously found on classic items as well.
See what changed in each specific build with our datamining blogs:
26970 Class Changes - July 2nd
26936 Class Changes - June 27th
26926 Class Changes - June 26th
26903 Class Changes - June 22nd
26871 Class Changes - June 19th
26812 Class Changes - June 12th
26788 Class Changes - June 9th
26734 Class Changes - May 31st
26707 Class Changes - May 24th
26624 Class Changes - May 15th
26567 Class Changes - May 8th
26522 Class Changes - April 30th
26476 Class Changes - Apr 20th
26433 Class Changes - Apr 13th
26367 Class Changes - Apr 3rd
26031 Class Changes - Mar 27th
26287 Class Changes - Mar 22nd
26231 Class Changes - Mar 14th
26175 Class Changes - Mar 6th
26131 Class Changes - Feb 27th
26095 Class Changes - Feb 22nd
26032 Class Changes - Feb 13th
26010 Class Changes - Feb 9th
25976 Class Changes - Feb 6th
25902 Class Changes - Jan 25th
Check out all Battle for Azeroth changes for every class and specialization!
All Class Changes
Death Knight Changes
Demon Hunter Changes
Druid Changes
Hunter Changes
Mage Changes
Monk Changes
Paladin Changes
Priest Changes
Rogue Changes
Shaman Changes
Warlock Changes
Warrior Changes
Protection Warrior Changes from Legion to BfA
Protection Warriors have undergone radical changes in the 8.0 pre-patch.
无视苦痛
has been redesigned, and now costs a fixed 40 Rage, instead of a scaling range of Rage costs. It absorbs 50% of all damage taken, up to 350% of attack power. It still stacks with itself and scales with Versatility, but it is now on the global cooldown (GCD), making it a much less valuable defensive tool overall, and no longer a button that will be spammed like crazy.
Rage generation has been greatly decreased.
盾牌猛击
now only generates 15 Rage, down from 20.
灭绝者
no longer generates Rage, and Protection Warriors no longer generate Rage from damage taken. Instead, they generate 2 Rage per auto-attack and 3 Rage for every enemy auto-attack that is not dodged or parried (with a 1-second internal cooldown).
Rage costs have increased, as well.
盾牌格挡
’s cost has been doubled, up to 30 Rage.
Protection Warriors now gain increased armor equal to 40% of their Strength. This makes Strength a more valuable defensive stat and greatly increases their passive mitigation.
灭绝者
’s chance to reset
盾牌猛击
is reduced, from 30% to 20%. It is no longer the de facto talent in its tier, although it can be useful in large-scale AoE situations with frequent free
复仇
casts.
Protection Warrior’s defenses have been made more passive. Their defensive toolkit makes a greater emphasis on mitigating incoming damage, rather than absorbing it via
无视苦痛
.
The offensive is mostly the same, but with
无视苦痛
as on-GCD skill and
灭绝者
becoming an occasional choice instead of the go-to talent, the rotation is significantly more cramped.
无视苦痛
is not usually a high-value global, but it can usually replace a
毁灭打击
cast without serious negative repercussions.
Impact of Losing the Protection Warrior Artifact?
Most of the benefits from the Protection Warrior artifact were passive increases, and while some of them contributed heavily to damage output or damage reduction, none of them altered how you used your abilities and played the class. Warriors play differently, but losing the artifact isn’t why! Warrior has also gained strong passive damage reduction value in the pre-patch, and while the artifact’s passive benefits added up to a lot, the changes help offset that loss.
奈萨里奥之怒
, the Protection Warrior active ability, was a potent defensive cooldown against predictable sources of blockable damage. Because it was on-GCD and lasted a mere 3 seconds, it was generally used only to block enormous boss damage hits, such as Argus’ scythe attack.
Abilities that are in the Global Cooldown, or GCD, cannot be used at the same time, meaning you must wait for the default GCD, 1.5s reduced by haste, or 1s for energy users, until you can use your next ability. Before BfA, many abilities were called "off-GCD" as you could two or more of them at the same time, even in the same button macro. For BfA, Blizzard started to reduce to amount of abilities in this state. For Prot Warriors the affected abilities by these changes are:
拦截
0.5s GCD
挫志怒吼
1.5s GCD
无视苦痛
1.5s GCD
集结呐喊
1.5s GCD
天神下凡
1.5s GCD
Returning Artifact Traits and Legendary Effects
In Battle for Azeroth, many artifact traits and legendary effects from Legion are turned into talents and baseline abilities. It is known that we will lose our Artifacts
in a future event
. To add to that, we've also discovered that Legion legendaries
won't work past level 115
. To learn more, check out
our full article about returning effects in Battle for Azeroth
.
The artifact trait
奈萨里奥之雷
likely inspired the talent
惩罚
and the azerite trait
无情报复
.
普瑞达兹,萨瓦里克的杰作
effect became the new azerite trait
回声防护
.
Blizzard Direct Feedback
I wanted to add to the analysis of protection warriors discussion by looking at some of the mathematics of our baseline 110 mitigation, especially in relation to druids as they are another primarily mitigation based tank. Most of the discussions on these forums have been primarily qualitative analysis; disliking the general feel or flow of the class, and/or commenting on the various talent lines. The goal of this post is to present a numerical overview of our mitigation as it stands on the beta (build 26530), because I think from a mitigation standpoint we are significantly weaker than other mitigation based tanks (namely guardian druid).
Assumptions:
Baseline 110 warrior and druid on BFA Beta
Build 26530
Warrior Stats:
Baseline Physical Mitigation: 47.49%
Dodge + Parry: 23.13%
Block Chance: 29.46%
Critical Block Chance: 39.60%
Block Fraction: 30%
Effective Warrior Mitigation
If one then calculates the average damage taken (reducing the incoming DPS by the P/D chance and then adding in block and mitigation), the baseline warrior health takes 35.51% of the incoming physical damage. If we add on 100% uptime on Bolster as we already have too much rage, this becomes 31.54%. Thus, with bolster the average mitigation of a protection warrior is 68.46%.
No Bolster: 64.49% effective mitigation
Bolster: 68.46% effective mitigation
Another calculation worth doing is our damage reduction in our active mitigation (shield block). This gives us 100% chance to block and at 110 baseline a 69.06% chance to critically block. Thus the results are as follows:
No Bolster: 80.07% effective mitigation
Bolster: 82.30% effective mitigation
If we then amortize the active mitigation calculation by assuming 33% uptime (6s with 18s recharge), the average mitigation of a protection warrior is as follows:
No Bolster: 69.69% effective mitigation
Bolster: 73.07% effective mitigation
This does not take into consideration the change in any additional cooldowns, this is merely a base mitigation calculation.
Effective Druid Mitigation:
It's worth comparing this against a baseline druid on the beta who can maintain 100% uptime on IF (ironfur). We'll look at 100% uptime 0, 1, and 2 stacks of IF. The baseline druid has 21% dodge.
No Ironfur: 52.42% effective mitigation
1 Stack IF: 60.90% effective mitigation
2 Stack IF: 66.43% effective mitigation
Assuming a druid can keep 100% uptime on 2 stacks of IF, the protection warrior with 100% bolster uptime (easily maintained) manages 2.03% higher mitigation without the use of shield block. With consistent shield block usage this gap increases to 6.64% higher mitigation.
Disclaimer: this is sort of analysis is necessarily rough--beyond these basic estimates, talents and many other things will affect mitigation and overall tank performance in any given context.
Disclaimer 2: I didn't review your calculations or assumptions, but the approach seems reasonable.
Even based on your own conclusions, you're greatly downplaying the Warrior's mitigation advantage in your example. "Only 6.64%" is a very large difference when the Druid is only taking 33.57% of incoming damage in the first place. The Warrior (who's taking 26.93% of incoming damage) is taking 19.8% less damage than a Druid. 19.8% is a very large mitigation advantage--it amounts to a 25% increase in effective health, which is very close to the 29% higher health the Druid has in your example.
Blizzard
The value of block now passively increases as you get more and more gear, most notably from shield. Block as a mechanic still scales somewhat linearly throughout the expansion, instead of double dipping with the increased survivability from having higher armor contribution on top of it.
This is the right idea. Since there have been a lot of questions about this--
Block seeming to decrease when you gain armor is mostly an artifact of how we're currently presenting it on the character sheet (which might be worth revisiting). I'll keep using
正义盾击
as the example since it's a large temporary armor change.
Block now uses similar scaling to armor itself, for the reasons mentioned in my other post (briefly--it's more gear-driven and makes upgrades matter, and allows content to be tuned around higher block values as you proceed further into the game). When you gain a massive amount of armor from
正义盾击
, you're now at a higher point on the armor DR curve. So adding a fixed amount of armor, which is essentially what block is doing, translates to a lower %.
This is no different from how gaining a buff for X armor would appear to add less mitigation (as a %) if you had
正义盾击
up--i.e. the way armor as worked for the whole history of WoW. Block just happens to be called out as its own % on the character sheet, so this is more visible. In all cases, gaining more armor will further reduce damage from both blocked and unblocked hits.
We of course could make abilities like
正义盾击
increase block value as well as armor, so the "block %" stayed similar. But I'm not sure that's what you'd actually want from a gameplay or balance perspective. That's basically saying we'd give block more value during the time when you're already protected by
正义盾击
. That's the opposite of the usual desire (it would increase damage variance). Letting armor DR work using its natural mechanics, causing an effect like block to have more % value when you have lower armor, seems better.
Summing up, I hope that clarifies a bit more what's going on, and so far I think the biggest outstanding question is whether there's a clearer way to present the block information on the character sheet.
--------
The first direction we're likely exploring for Brewmaster is to make Stagger the mechanic that is driven by Agility, and ultimately make sure it has similar scaling to the armor-based mechanics on the other tanks. This would not necessitate any large player-facing changes to how
醉拳
works or how you use it.
--------
Also, an upcoming alpha build will have a reduced % on all the effects that translate primary stat to armor. They're too high right now because a recent change reduced armor values across the game and didn't change those abilities to conform. It's just a math fix, when it happens.
Blizzard
We are looking at a change to Block (for all classes), where it would not share DR with your base armor. This won't be in the next build though.
The next build will slightly increase the value of the
奉献
effect from
精通:神圣壁垒
. There's a disadvantage to having the mastery split between two effects, where each is weaker than it otherwise would be. But we also want to be careful with making
奉献
's damage reduction too strong, where the damage swing in stepping in/out of it might be uncomfortable again.
General Warrior Changes
Spells
NEW
战斗怒吼
Increases the Strength and AgilityAttack Power of all raid and party members within 100 yards by 10% for 1 hour.
冲锋
Charge to an enemy, dealing (70%14.7% of Attack power) Physical damage, rooting it for 1 sec and then reducing its movement speed by 50% for 6 sec
Warbringer: and stunning it for until cancelled
Generates 20 Rage.
英勇飞跃
Leap through the air toward a target location, slamming down with destructive force to deal 45(10.2211% of Attack power) Physical damage to all enemies within 8 yards
Protection: and resetting the remaining cooldown on Taunt.
Now requires Level 26, down from 85
英勇投掷
Throws your weapon at the enemy, causing 50%8.2212% of Attack power Physical damage. Generates high threat.
Azerite Traits
NEW
胜利宣言
When you use Victory Rush, gain 1622 Physical absorb for 10 sec.
NEW
光荣时刻
Your Rallying Cry grants 385 additional Max Health to affected allies, and its duration is increased to 12 sec.
Prot Warrior Changes
Specialization
防护战士
Apply Aura: Modifies Damage/Healing Done by 10% 0%.
REMOVED
鲁莽
Lets loose a battle cry, granting 100% increased critical strike chance for 56 sec.
Name changed from Battle Cry to Recklessness
REMOVED
Ignore Pain
Fight through the pain, ignoring 90% of the next up to damage you take from any sources, based on Rage spent.
NEW
天神下凡
Transform into a colossus for 20 sec, causing you to deal 20% increased damage and removing all roots and snares.
Generates 20 Rage.
Now baseline
NEW
无视苦痛
Fight through the pain, ignoring 50% of damage taken, up to total damage prevented.
NEW
破胆怒吼
Causes the targeted enemy to cower in fear, and up to 5 additional enemies within 8 yards to flee. Targets are disoriented for 8 sec.
NEW
震荡波
Sends a wave of force in a frontal cone, causing (47.5%7.7805% of Attack power) damage and stunning all enemies within 10 yards for 3 sec. Cooldown reduced by 20 sec if it strikes at least 3 targets.2 sec.
Cooldown changed from 40 sec cooldown to 30 sec cooldown
Now baseline
重伤
Your Devastator, Devastate and Revenge also cause (525%70% of Attack power) Bleed damage over 15 sec.
先锋
A tanking combat stance that decreases damage taken by 0%, increases threat generation, and causes you to generate Rage from damage taken instead of dealt.Hardened by battle, your Stamina is increased by 35%, and your armor is increased by 45% of your Strength.
Name changed from Defense Stance to Vanguard
挫志怒吼
Demoralizes all enemies within 10 yards, reducing the damage they dodeal to you by 20% for 8 sec.
Cooldown changed from 1.5 min cooldown to 45 sec cooldown
毁灭打击
A direct strike, dealing * ((max(0, min(Level - 12, 8)) * 8.5 + 241) / 309)] Physical damage.
拦截
Run at high speed toward an ally or enemyenemy or ally.
When targeting an enemy, Intercept deals (70%11.466% of Attack power) Physical damage and roots the target for 1 sec and then reduces the target's movement speed by 50% for 6 sec, but has a minimum range of 8 yds.
When targeting an ally, Intercept will interceptintercepts the next melee or ranged attack against the allythem within 10 sec while the targetally remains within 10 yards.
Generates 15 Rage.
破釜沉舟
Increases current and maximum health by 30% for 15 sec, and instantly heals you for that amount.
精通:精确格挡
Increases your chance to block by 4%4.0% and your chance to critically block (blocking twice the amount) by 12%.12.0%.
Also increases your attack power by 8%8.0%.
复仇
Swing in a wide arc, dealing (350%45.864% of Attack power) damage to all enemies in front of you.
Your successful dodges and parries cause your next Revenge to become free.
盾牌格挡
Raise your shield, blocking every melee attackall melee attacks against you for 6 sec.
Protection (Level 78)
These blocks can be critical blocks
Increases Shield Slam damage by 30% while active.
Cost changed from 15 Rage to 30 Rage
Cooldown changed from 13 sec recharge to 18 sec
盾牌猛击
Slams the target with your shield, causing (492.8%80.7206% of Attack power) Physical damage.
Protection (Level 34)
Devastate, Thunder Clap, and Revenge have a 30% chance to reset the cooldown of Shield Slam
Generates 20 Rage15 Rage.
法术反射
Raise your shield, reflecting spells cast on you and reducing magical damage you take by 30%15%. Lasts 5 sec or until a spell is reflected.
Now requires Level 70, down from 80
雷霆一击
Blasts all enemies within 8 yards for (300%39.312% of Attack power) damage and reduces their movement speed by 50%20% for 10 sec.
Generates 5 Rage.
坚定的哨卫
Your Defensive Stance provides several additional benefits.
Increases your total Stamina by 30%.
Reduces the chance you will be critically hit by melee attacks by 6%.
Reduces the chance your attacks will be parried by 3%.
乘胜追击
Strikes the target, causing (100% of Spell power + 200%40% of Attack power) damage and healing you for 30%20% of your maximum health.
Only usable within 20 sec after you kill an enemy that yields experience or honor.
Talents
Live
BFA
Removed
REMOVED
天神下凡
Transform into a colossus for 20 sec, causing you to deal 20% increased damage and removing all roots and snares.
Generates 20 Rage.
Now baseline
REMOVED
震耳嗓音
Demoralizing Shout also generates 6040 Rage, and increases damage you deal to affected targets by 25%15%.
REMOVED
You inspire your party or raid members within 60 yards, causing them to be healed for 3% of all damage they deal.
REMOVED
狂暴复兴
Ignore Pain also enrages you, increasing all damage you deal by 10% for 6 sec.
REMOVED
震荡波
Sends a wave of force in a frontal cone, causing (47.5%7.7805% of Attack power) damage and stunning all enemies within 10 yards for 3 sec. Cooldown reduced by 20 sec if it strikes at least 3 targets.2 sec.
Now baseline, cooldown changed from 40 sec cooldown to 30 sec cooldown
REMOVED
战神
Intercept now deals 0 damage to all enemies within 5 yds of(17.6904% of Attack power) additional damage to the target, and stuns them for until cancelled.
REMOVED
Reduces the cooldown on Berserker Rage by 15 sec, and while Berserker Rage is active you may use Taunt with no cooldown and Taunted enemies move 50% faster towards you.
New
NEW
激励
Last Stand's cooldown is reduced by 60 sec, and it additionally causes you to block all melee attacks.
Tier 4 Talent
NEW
腾跃步伐
Reduces the cooldown on Heroic Leap by 15 sec, and Heroic Leap now also increases your run speed by 70% for 3 sec.
Tier 2 Talent
NEW
巨龙怒吼
Roar explosively, dealing (170% of Attack power) damage to all enemies within 12 yds and reducing their movement speed by 50% for 6 sec.
Generates 10 Rage.
Tier 3 Talent
NEW
威吓
Intimidating Shout disorients enemies for an additional 4 sec, and it causes all enemies to cower in fear instead of fleeing.
Tier 5 Talent, in place of
百折不挠
NEW
惩罚
Shield Slam deals 20% increased damage, and reduces enemies' damage against you by 3% for 9 sec.
Tier 1 Talent
NEW
When Shockwave strikes at least 3 targets, its cooldown is reduced by 10 sec.
Tier 5 Talent
NEW
Avatar increases the damage of Thunder Clap by 100%, and reduces its cooldown by 50%.
Tier 3 Talent
Changed
愤怒掌控
Every 10 Rage you spend reduces the remaining cooldown on Battle CryAvatar, Last Stand, Shield Wall, and Demoralizing Shout by 1 sec.
痛宰
Revenge deals 5% more damage per target hit, up to 525%.
爆裂闪电
Increases the radius of Thunder Clap by 50%.
Tier 2 Talent
灭绝者
Your auto attacks deal an additional 21% of Attack power) * ((max(0, min(Level - 12, 8)) * 8.5 + 241) / 309)] Physical damage, generate 2 Rage, and have a 30%20% chance to reset the remaining cooldown on Shield Slam.
Tier 6 Talent
胜利在望
Instantly attack the target, causing (240%39.312% of Attack power) damage and healing you for 15%20% of your maximum health.
Killing an enemy that yields experience or honor resets the cooldown of Impending Victory.
百折不挠
Increases your maximum health by 20% and the maximum effect of Ignore Pain by 20%10%.
Tier 4 Talent
投入战斗
You gain 3% Haste for each enemy within 15or ally within 10 yards, up to 5 enemies.15% Haste.
Tier 1 Talent, in place of
震荡波
绝不屈服
Ignore Pain will ignoreprevent up to 100% more damage, based on your missing health.
Tier 4 Talent
风暴之锤
Hurls your weapon at an enemy, causing (100%16.38% of Attack power) Physical damage and stunning for 4 sec.
报复
Ignore Pain reduces the Rage cost of your next Revenge by 35%33%, and Revenge reduces the Rage cost of your next Ignore Pain by 35%33%..
乘胜追击
Strikes the target, causing (100% of Spell power + 200%32.76% of Attack power) damage and healing you for 30% of your maximum health.
Only usable within 20 sec after you kill an enemy that yields experience or honor.
Honor Talents
压迫
Intimidates the target, increasing their damage taken by 5%3% for 6 sec. Each unique player that attacks the target increases the damage taken by an additional 5%3%, stacking up to 5 times.
Your melee attacks refresh the duration of Intimidated.
盾击
Bash the target with your shield dealing (410%3.198% of Attack power) Physical damage and reducing their damage done by 15%. If the target is casting, the cooldown is instantly reset.
Generates 3 Rage.
剑盾猛攻
Increases yourthe critical strike chance of your Devastate by 30%, and Shield Slam deals 20% more damageby 30% while Shield Block is active.
Azerite Traits
NEW
Ignore Pain prevents 87 additional damage, and grants you 31 Leech for 8 sec.
NEW
Using Shield Slam increases your Block by 31 and the damage of your Shield Slam by 25 for 9 sec. Multiple applications of this effect may overlap.
NEW
Revenge deals 35 additional damage and reduces the damage enemies deal to you by (-- 50 / 100)% for 8 sec, stacking up to 3 times.
NEW
雷音贯耳
Thunder Clap deals an additional 50 damage and extends the duration of your Demoralizing Shout on affected enemies by 1 sec.
NEW
Increases Block by 62, and blocking an attack deals 74 Physical damage to the attacker. Critical blocks deal double damage.
NEW
Blocking an attack increases your Strength by 8 for 5 sec, stacking up to 5 times.
NEW
When
Devastator Devastate resets the cooldown of Shield Slam, your Strength is increased by 78 for 8 sec.
Weapon Damage to AP Conversion Warrior Changes
巨人打击
断筋
致死打击
压制
猛击
顺劈斩
撕裂
碎颅打击
.
灭战者
嗜血
斩杀
狂暴挥砍
暴怒
毁灭打击
剑刃风暴
英勇投掷
怒击
旋风斩
灭绝者
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