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Grong the Revenant (A) / Grong the Jungle Lord (H) Battle of Dazar'alor Raid Strategy Guide
来自 FatbossTV
[Last Updated]:
2019/02/25
变更日志
补丁:8.3.7
目录
评分:4.8/5
(
7
投票)
指南导航
评分:4.8/5
(
7
投票)
This guide provides tips and strategies for defeating the Grong encounter in Normal Difficulty in Battle of Dazar'alor. Changes to the fight for the other difficulties are listed below in their respective sections, including tips and strategies for dealing with the new mechanics introduced in these difficulties. The Mythic Guide has moved to its own page, which can be found by
clicking here
.
Grong, the Jungle Lord is a single phase
patchwerk
style encounter which requires the raid to manage the bosses rage bar. If the raid mismanages this rage, the boss will get too angry and the raid will suffer extreme
发怒
damage which will likely wipe them!
This fight is mechanically the same between Alliance and Horde except the boss, its adds and spell names are different. The strategy for the encounter remains the same between the two versions.
Alliance will fight
还魂者格洛恩
in a shadow-themed encounter as the
3rd
boss of the raid.
Horde will fight
格洛恩
in a nature-themed encounter as the
2nd
boss of the raid.
Grong
is the second () / third () boss in Battle of Dazar'alor. After defeating
Grong
, players will head to the
Jadefire Masters
encounter.
Mythic Grong World Firsts
Loot
Normal Loot starts at Item level 385, Heroic Loot at 400 and Mythic Loot at 415.
Armor:
Cloth
:
Leather
:
Mail
:
Plate
:
Cloak
:
Azerite:
Cloth
:
Leather
:
Mail
:
Plate
:
Weapon:
1H STR Mace
:
1H AGI Fist Weapon
:
2H AGI Polearm
:
INT Off-hand
:
Trinket:
STR
:
Faction Differences & Legend
As Grong has different names for adds and spell names, we've listed out the names of both the Alliance and Horde names below.
Encounter Mechanic
Horde Name
Alliance Name
Rage
Death Energy
Spells
Horde Name
Alliance Name
发怒
末日丧钟
粉碎
末日之触
蛮兽连击
死疽连击
蛮兽猛击
蛮兽猛击
碾碎
碾碎
撕裂噬咬
撕裂噬咬
蛮兽压掷
蛮兽压掷
蛮兽撞击
蛮兽撞击
回旋猛击
致命猛击
震荡回波
致命回波
凶狠咆哮
凶狠咆哮
愤怒猿猴
不死猿猴
暴怒猿猴
死疽猿猴
狂怒猿猴
致死猿猴
原子猎杀飞弹
巫毒轰炸
原子烈焰
死亡战栗
猿猴折磨者
死亡强化
闪电爆炸
死灵消散
猿猴折磨者核心
死疽之核
释放猿猴折磨者核心
释放死疽之核
NPCs
:
Horde Name
Alliance Name
格洛恩
还魂者格洛恩
飞行的猿猴驭者
死神之灵
猿猴折磨者3000型
死神之灵
Quick Tips
General
Interrupt all of the
猿猴折磨者
r casts and kill the
猿猴折磨者3000型
as soon as possible.
Pick up the
猿猴折磨者核心
and use it to trigger a
发怒
when Grong has 50+ rage.
Melee players should spread around the boss to minimize the amount of people hit by the
回旋猛击
.
Move from the
震荡回波
zone before it explodes!
Ranged players should spread 10 yards apart from one another when the
原子猎杀飞弹
is due to come in.
(Heroic only) Stay within 5 yards of one another when
凶狠咆哮
is cast to avoid getting feared!
Tank Specific Tips
Taunt off one another during the
蛮兽连击
to avoid taking two
蛮兽猛击
es in a row and to help split the
撕裂噬咬
debuffs evenly amongst you.
Keep Grong over 15 yards away from the
猿猴折磨者3000型
when it dies and triggers a
闪电爆炸
.
Healer Specific Tips
Be prepared to use healing cooldowns if a
发怒
is triggered above 75 rage.
General
Interrupt all of the
死亡强化
casts and kill the
死神之灵
as soon as possible.
Pick up the
死疽之核
and use it to trigger a
末日丧钟
when Grong has 50+ rage.
Melee players should spread around the boss to minimize the amount of people hit by the
致命猛击
.
Move from the
致命回波
zone before it explodes!
Ranged players should spread 10 yards apart from one another when the
巫毒轰炸
is due to come in.
(Heroic only) Stay within 5 yards of one another when
凶狠咆哮
is cast to avoid getting feared!
Tank Specific Tips
Taunt off one another during the
死疽连击
to avoid taking two
蛮兽猛击
es in a row and to help split the
撕裂噬咬
debuffs evenly amongst you.
Keep Grong over 15 yards away from the
死神之灵
when it dies and triggers a
巫毒轰炸
.
Healer Specific Tips
Be prepared to use healing cooldowns if a
末日丧钟
is triggered above 75 rage.
Grong Abilities & Strategy
发怒
/
末日丧钟
Grong gains rage passively over time and once he reaches 100% rage, he will cast
发怒
,
This ability consists of up to four separate slams, each of which deal a burst of damage and apply a stack of
粉碎
to the entire raid.
粉碎
is a 40 second debuff which deals moderate ticking damage and increases the damage taken by
发怒
by 30%. This can stack.
When
发怒
has been triggered, the boss will attempt to spend his rage in chunks of 25. Each chunk of 25 rage will cause another blast of damage to the raid.
When this ability is used at 100 rage, the boss will hit the raid four times, with the final hit dealing incredibly high damage due to the
粉碎
debuffs applied beforehand, likely causing a wipe.
The raid must trigger the
发怒
spell at lower rage points, as to ensure that the boss does not hit the raid more than 3 times with each
发怒
triggered.
The raid also wants to ensure that
发怒
isn't triggered more frequently than every 40 seconds, as the
粉碎
debuffs applied via the previous
发怒
would not have timed out.
Grong gains Death Energy passively over time and once he reaches 100% Death Energy, he will cast
末日丧钟
,
This ability consists of up to four separate slams, each of which deal a burst of damage and apply a stack of
末日之触
to the entire raid.
末日之触
is a 40 second debuff which deals moderate ticking damage and increases the damage taken by
末日丧钟
by 30%. This can stack.
When
末日丧钟
has been triggered, the boss will attempt to spend his Death Energy in chunks of 25. Each chunk of 25 Death Energy will cause another blast of damage to the raid.
When this ability is used at 100 Death Energy, the boss will hit the raid four times, with the final hit dealing incredibly high damage due to the
末日之触
debuffs applied beforehand, likely causing a wipe.
The raid must trigger the
末日丧钟
spell at lower Death Energy points, as to ensure that the boss does not hit the raid more than 3 times with each
末日丧钟
triggered.
The raid also wants to ensure that
末日丧钟
isn't triggered more frequently than every 40 seconds, as the
末日之触
debuffs applied via the previous
末日丧钟
would not have timed out.
猿猴折磨者3000型
/
死神之灵
Keep Grong 15+ yards away fromthe
闪电爆炸
!
The raid can trigger the boss into a
发怒
before 100% rage by making use of the
猿猴折磨者3000型
adds that spawn throughout the fight.
15 seconds into the encounter and every minute after that point, a single
猿猴折磨者3000型
add will spawn at a random edge of the encounter space.
This add does not need to be tanked and will not attack the raid directly. Instead, it will spam cast
猿猴折磨者
.
This interruptible cast will cause Grong to gain 10 additional rage. The raid must interrupt this cast as to keep the bosses rage gain to an absolute minimum.
When the
猿猴折磨者3000型
dies, it will explode with a
闪电爆炸
. This deals low nature damage and knocks back all players within 15 yards.
The damage of the explosion and strength of the knockback is not dangerous enough for melee players to actively avoid it.
Some immobile melee DPS may even wish to use the knockback aspect of the ability to bounce them back towards the boss.
The boss must not be within the
闪电爆炸
, as he will gain 25 rage if caught within the blast.
If the raid feels like it
must
min-max their DPS, the boss can be tanked on top of the adds and then be dragged 16+ yards away before the
闪电爆炸
occurs.
However, we feel this should not be necessary and it is risky, as the boss frequently stands still to cast abilities.
After death, an
猿猴折磨者核心
orb will appear on the ground. A player can run into this orb to consume it and gain a 20 second debuff.
Run into the
猿猴折磨者核心
orb to absorb it!
This debuff deals light nature damage every second and grants the player an extra action button ability:
释放猿猴折磨者核心
.
Using
释放猿猴折磨者核心
on the boss will deal damage equal to 5% of the bosses maximum health and will immediately trigger a
发怒
, regardless of how much rage the boss has.
This should be used to force the boss to reset his rage each time it reaches 50%. This will trigger a maximum of two
发怒
hits on the raid which will keep incoming damage manageable.
All DPS should actively switch to and kill the
猿猴折磨者3000型
add to ensure that the bosses rage can be reset at this ideal time.
It does not matter who picks up the
猿猴折磨者核心
and does this job, although DPS are a good choice as healers and tanks should limit their movement due to positioning/output requirements.
Keep Grong 15+ yards away fromthe
死灵消散
!
The raid can trigger the boss into a
末日丧钟
before 100% Death Energy by making use of the
死神之灵
adds that spawn throughout the fight.
15 seconds into the encounter and every minute after that point, a single
死神之灵
add will spawn at a random edge of the encounter space.
This add does not need to be tanked and will not attack the raid directly. Instead, it will spam cast
死亡强化
.
This interruptible cast will cause Grong to gain 10 additional Death Energy. The raid must interrupt this cast as to keep the bosses Death Energy gain to an absolute minimum.
When the
死神之灵
dies, it will explode with a
死灵消散
. This deals low nature damage and knocks back all players within 15 yards.
The damage of the explosion and strength of the knockback is not dangerous enough for melee players to actively avoid it.
Some immobile melee DPS may even wish to use the knockback aspect of the ability to bounce them back towards the boss.
The boss must not be within the
死灵消散
, as he will gain 25 Death Energy if caught within the blast.
If the raid feels like it
must
min-max their DPS, the boss can be tanked on top of the adds and then be dragged 16+ yards away before the
死灵消散
occurs.
However, we feel this should not be necessary and it is risky, as the boss frequently stands still to cast abilities.
After death, an
死疽之核
orb will appear on the ground. A player can run into this orb to consume it and gain a 20 second debuff.
Run into the
死疽之核
orb to absorb it!
This debuff deals light nature damage every second and grants the player an extra action button ability:
释放死疽之核
.
Using
释放死疽之核
on the boss will deal damage equal to 5% of the bosses maximum health and will immediately trigger a
末日丧钟
, regardless of how much Death Energy the boss has.
This should be used to force the boss to reset his Death Energy each time it reaches 50%. This will trigger a maximum of two
末日丧钟
hits on the raid which will keep incoming damage manageable.
All DPS should actively switch to and kill the
死神之灵
add to ensure that the bosses Death Energy can be reset at this ideal time.
It does not matter who picks up the
死疽之核
and does this job, although DPS are a good choice as healers and tanks should limit their movement due to positioning/output requirements.
Rage / Death Energy Acceleration
Grong's rage gain will accelerate once he hits certain health thresholds throughout the encounter.
He starts with the
愤怒猿猴
passive. (approximately 10 rage per 12 seconds)
At 70%, this will be replaced with the
暴怒猿猴
passive. (approximately 10 rage per 11 seconds)
At 40%, this will be replaced with the
狂怒猿猴
passive. (approximately 10 rage per 10 seconds)
This results in the boss having more rage when the raid triggers a
发怒
with the
猿猴折磨者核心
, potentially leading to a third additional hit in the later stages of the encounter.
Healers should be ready to cover these additional hits with healing cooldowns.
The raid may also opt to use Bloodlust when the boss reaches 40% health as to limit the chances of a 100% rage
发怒
from occurring during this time, though this is unlikely.
Grong's Death Energy gain will accelerate once he hits certain health thresholds throughout the encounter.
He starts with the
不死猿猴
passive. (approximately 10 Death Energy per 12 seconds)
At 70%, this will be replaced with the
死疽猿猴
passive. (approximately 10 Death Energy per 11 seconds)
At 40%, this will be replaced with the
致死猿猴
passive. (approximately 10 Death Energy per 10 seconds)
This results in the boss having more Death Energy when the raid triggers a
末日丧钟
with the
死疽之核
, potentially leading to a third additional hit in the later stages of the encounter.
Healers should be ready to cover these additional hits with healing cooldowns.
The raid may also opt to use Bloodlust when the boss reaches 40% health as to limit the chances of a 100% Death Energy
末日丧钟
from occurring during this time, though this is unlikely.
蛮兽连击
/
死疽连击
Throughout the encounter, Grong will occasionally unleash a series of three strong abilities directed at the tank. The combo is completely random: the abilities that Grong chooses and their order will be different every time.
Tanks can taunt off of one another during the
蛮兽连击
to redirect which ability hits which tank. Taunting during a spell will cause it to hit the new target.
There are two abilities the boss can chose from:
蛮兽猛击
and
撕裂噬咬
. Each ability has a 2.5 second cast time.
蛮兽猛击
deals a large burst of physical damage to the target and applies the
碾碎
debuff, which increases the damage taken from
蛮兽猛击
by 500% for 3 seconds. This can stack.
Tanks must ensure that they do not have the
碾碎
debuff when they are about to take a
蛮兽猛击
. This is done by having the other tank taunt if two
蛮兽猛击
es are cast in a row.
Active mitigation should be used when taking a
蛮兽猛击
, as to help reduce the large physical damage it deals.
撕裂噬咬
applies a 10 second debuff which deals moderate physical damage every second. This can stack.
The tanks should attempt to spread the stacks of
撕裂噬咬
evenly amongst themselves. This is done by having a non-debuffed tank taunt when more than one
撕裂噬咬
occurs during a
蛮兽连击
.
As long as the tanks pay careful attention to the abilities cast during the
蛮兽连击
, as well as the debuffs that both tanks have during this time, the ability is easily countered with well timed taunts.
Throughout the encounter, Grong will occasionally unleash a series of three strong abilities directed at the tank. The combo is completely random: the abilities that Grong chooses and their order will be different every time.
Tanks can taunt off of one another during the
死疽连击
to redirect which ability hits which tank. Taunting during a spell will cause it to hit the new target.
There are two abilities the boss can chose from:
蛮兽猛击
and
撕裂噬咬
. Each ability has a 2.5 second cast time.
蛮兽猛击
deals a large burst of physical damage to the target and applies the
碾碎
debuff, which increases the damage taken from
蛮兽猛击
by 500% for 3 seconds. This can stack.
Tanks must ensure that they do not have the
碾碎
debuff when they are about to take a
蛮兽猛击
. This is done by having the other tank taunt if two
蛮兽猛击
es are cast in a row.
Active mitigation should be used when taking a
蛮兽猛击
, as to help reduce the large physical damage it deals.
撕裂噬咬
applies a 10 second debuff which deals moderate physical damage every second. This can stack.
The tanks should attempt to spread the stacks of
撕裂噬咬
evenly amongst themselves. This is done by having a non-debuffed tank taunt when more than one
撕裂噬咬
occurs during a
死疽连击
.
As long as the tanks pay careful attention to the abilities cast during the
死疽连击
, as well as the debuffs that both tanks have during this time, the ability is easily countered with well timed taunts.
原子猎杀飞弹
/
巫毒轰炸
Avoid standing within the firewhen
原子猎杀飞弹
comes in!
Every ~25 seconds, a missile will fly towards a random ranged player. It will explode once it reaches the player, dealing moderate fire damage to all players within 10 yards and leaving a patch of
原子烈焰
on the ground.
The
原子烈焰
deals ticking damage to anyone who stands within it. This patch lasts for 30 seconds.
Ranged players should spread 10 yards apart when the
原子猎杀飞弹
is due to come in, as to reduce the amount of players hit by the explosion.
On heroic difficulty and above, ranged players should spread around in pairs, as to ensure that they will not be feared by a
凶狠咆哮
which can occur at the same time.
Avoid standing within the firewhen
巫毒轰炸
comes in!
Every ~25 seconds, a missile will fly towards a random ranged player. It will explode once it reaches the player, dealing moderate fire damage to all players within 10 yards and leaving a patch of
死亡战栗
on the ground.
The
死亡战栗
deals ticking damage to anyone who stands within it. This patch lasts for 30 seconds.
Ranged players should spread 10 yards apart when the
巫毒轰炸
is due to come in, as to reduce the amount of players hit by the explosion.
On heroic difficulty and above, ranged players should spread around in pairs, as to ensure that they will not be feared by a
凶狠咆哮
which can occur at the same time.
回旋猛击
/
致命猛击
Move away from the echo after
回旋猛击
!
On a timer, Grong will slam a player within melee range with his
回旋猛击
ability. Non-tank players are always prioritised to be targeted by this ability.
This will deal a large burst of physical damage to all players within 10 yards around the targeted player and will leave a
震荡回波
zone at that location.
The
震荡回波
zone will explode after a few moments, dealing substantial nature damage and knocking back all players within it.
Players within melee range of the boss should attempt to spread around the boss as much as possible to help reduce the amount of players hit by the ability.
Additionally, players who can stand at range should do so, as this will also reduce the amount of players hit by the ability.
Once the
震荡回波
zone has appeared, nearby players should ensure that they are not within it when it explodes.
On Heroic difficulty and above, melee players should spread around the boss in small groups, as to ensure they are not feared by a
凶狠咆哮
which can occur within a short time period of the
回旋猛击
.
Move away from the echo after
致命猛击
!
On a timer, Grong will slam a player within melee range with his
致命猛击
ability. Non-tank players are always prioritised to be targeted by this ability.
This will deal a large burst of physical damage to all players within 10 yards around the targeted player and will leave a
致命回波
zone at that location.
The
致命回波
zone will explode after a few moments, dealing substantial nature damage and knocking back all players within it.
Players within melee range of the boss should attempt to spread around the boss as much as possible to help reduce the amount of players hit by the ability.
Additionally, players who can stand at range should do so, as this will also reduce the amount of players hit by the ability.
Once the
致命回波
zone has appeared, nearby players should ensure that they are not within it when it explodes.
On Heroic difficulty and above, melee players should spread around the boss in small groups, as to ensure they are not feared by a
凶狠咆哮
which can occur within a short time period of the
致命猛击
.
Heroic Difficulty
Aside from numerical changes, in which the boss has more health and deals more damage with its abilities, there are a few mechanical changes to the encounter on Heroic difficulty.
凶狠咆哮
Every 30-45 seconds, Grong will unleash a
凶狠咆哮
. This is a short duration uninterruptible cast which deals a moderate burst of physical damage to all players within 80 yards.
Players who are not within 5 yards of another player will be feared for 5 seconds when hit by the
凶狠咆哮
.
This mechanic is especially irritating when it overlaps with other mechanics, such as the
原子猎杀飞弹
and
回旋猛击
.
The entire raid must keep an eye on boss timers as to ensure that they always have a partner nearby to avoid the fear aspect of this ability.
Move away from the raid with
蛮兽压掷
!
蛮兽压掷
At the end of each
蛮兽连击
, Grong will cast
蛮兽压掷
at the current target.
Grong will pick up the target and deal high physical damage to them over 5 seconds.
Tanks can use abilities during this time, however it can be fiddly to actually face and hit Grong.
During this time, Grong will mark a random non-tank player. At the end of the 5 seconds, they will throw the tank at that players location, triggering a
蛮兽撞击
at that location.
This deals a high burst of raid wide nature damage that drops of with distance and will stun the thrown player for a couple of seconds.
The player who will have the tank thrown at them should move at least 30 yards away from the raid as to help reduce the overall damage from the
蛮兽撞击
.
The player should wait for the stun to expire on the tank, before running back to the raid with the tank. This will ensure that neither of them will be feared if a
凶狠咆哮
happens during this time.
The
碾碎
debuff applied via
蛮兽猛击
now lasts 2.5 seconds, down from 3.
The cast time of both
蛮兽猛击
and
撕裂噬咬
is now 2 seconds, down from 2.5.
This forces the tanks to react more quickly when it comes to taunting during the
蛮兽连击
.
Aside from the additional
蛮兽压掷
at the end of the
蛮兽连击
, the combo remains the same.
Mythic Difficulty
The main difficulty on mythic is the large amount of incoming damage that healers need to cover. The DPS requirement for this encounter is relatively low, so guilds that can five, or even six heal this encounter should do so, as they will have access to a larger amount of healing cooldowns to cover points of high incoming raid damage.
Find out more about the Mythic encounter in our full
Mythic Grong Strategy Guide
.
Grong Advice for All Classes
Our class writers have written raid information on all specs, covering ideal talent builds and strengths and weaknesses for each spec in a raid environment:
Blood Death Knight Raid Tips
Arcane Mage Raid Tips
Assassination Rogue Raid Tips
Frost Death Knight Raid Tips
Fire Mage Raid Tips
Outlaw Rogue Raid Tips
Unholy Death Knight Raid Tips
Frost Mage Raid Tips
Subtlety Rogue Raid Tips
Havoc Demon Hunter Raid Tips
Brewmaster Monk Raid Tips
Elemental Shaman Raid Tips
Vengeance Demon Hunter Raid Tips
Mistweaver Monk Raid Tips
Enhancement Shaman Raid Tips
Balance Druid Raid Tips
Windwalker Monk Raid Tips
Restoration Shaman Raid Tips
Feral Druid Raid Tips
Holy Paladin Raid Tips
Affliction Warlock Raid Tips
Guardian Druid Raid Tips
Protection Paladin Raid Tips
Demonology Warlock Raid Tips
Restoration Druid Raid Tips
Retribution Paladin Raid Tips
Destruction Warlock Raid Tips
Beast Mastery Hunter Raid Tips
Discipline Priest Raid Tips
Arms Warrior Raid Tips
Marksmanship Hunter Raid Tips
Holy Priest Raid Tips
Fury Warrior Raid Tips
Survival Hunter Raid Tips
Shadow Priest Raid Tips
Protection Warrior Raid Tips
Are you a raid leader deciding on what specs to bring to raid? Drag and drop specs into the Raid Composition tool to see what buffs, debuffs, and utility options are available to your group!
Click here to access the Raid Composition Tool!
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评论
评论来自
jmogh
Cool, I can't wait to try this out & get some new Cloth Gear!
评论来自
lovelywaz
This is the monster we created and now have to kill the poor Ape. Thanks to the Gnomes' "experiments".
评论来自
Charak
this is just gruul with some adjustment
评论来自
Spook
Ehh please can you edit in the Alli names during the guide as well? Its kind of confusing scrolling up and down to reference which is which.
评论来自
Deizen
This felt SO much like a
Patchwerk
encounter, we had 3-4 people assigned to kill the bot when it came in, and a healer assigned to reset the boss energy and trigger Tantrum/Death Knell.. On Normal we got through the damage mostly with strong AoE heal, hotting and shields and the odd single healer CD when needed.
Looking forward to the Heroic and Mythic version when out raid leader decides to go for it.
评论来自
Thechieftain
Progressing this boss on mythic difficulty (04\02\19)
is there any way to track megatomic seeker missiles targets?
That would help controlling fire damage a lot=)
评论来自
Kaerfemagsh
whats with 3 tanks for this guy?
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