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[Proving Yourself: Endless Tank (Wave 30) (Level 90)]
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视频
评论
评论来自
hany33
Just did this on my Deathknight blood 517 ilvl ... it took me 3 tries to get to wave 39 on Endless mode ..... a tip of how to do this is just to use your cooldowns probably on every wave ..... to me the hardest waves were 2nd .. 6th and 9 .. since they have too many adds and alot of fast dmg ... those were the waves i used defensive cooldowns to survive the damage .. also on the waves that there are casters who puts fire on the grounds .. try to tank the adds in the fire and the wave will be done in 10 seconds . also stuns and major cooldowns that can taunt off are really helpful .. for deathknights i recommend at wave 2 use Remorseless winter to AOE stun them all .... and use Dancing rune weapon to avoid some dmg , the only danger is the stacking debuff .. and for wave 6 i just usually summon the army .. since those 3 adds together hit really fast and hit hard .. by the time the army dies .. there will be only 2 left which is manageable .. at wave 8-9 try to use Icebound Fortitude and remorseless since you will be facing more than 6 adds of different type which will deal tons of dmg .. other waves as i said before have the fire on the ground which ends fast if you tank them in fire plus deathknights have AMS which helps if you walk into fire .. as of wave 10 there should be a caster ,an ambusher at about 35 seconds and large Conqueror .. when he enrages try to use Dancing rune weapon and most of all tank him in the fire ..
and for the adds
there are the Small and large Rippers .. those are fairly simple adds
Forager .. are the small adds looks like the one in stormstout brewery they are hurtful at wave 2 .. they stack a debuff that deals physcial dmg over time .. using physical dmg defensive or aoe stun or anything that helps avoid some stack is really helpful
Flame caller is the caster .. easy to handle with good interrupts .
Wind Guard .. this is one of the worst adds to handle .. since they deal alot of dmg .. and they throw you back and you lose 90% of the aggro .. most of the time you have to taunt it quickly cause it will attack the NPC ... also on wave 6 since they spawn 3 at a time .. it is really hurtful .. use one of your best defensive cooldowns or cc to handle this wave ..
Ambushers are easy to kill but they deal alot of AOE dmg and slow.. tank them away from the NPC
And the last are the Conquerors .. Small ones spawn at wave 4 and 7.. that Deal Slam in a cone which stuns .. can be easily avoided .. and this add Enrages gaining 200% increased damage, 50% increased attack speed, 150% increased movement speed and immunity to crowd control in this case you need a major defensive cooldown ... as of wave 10 .. it spawns a large Conqueror which has more health and stronger ....
All these adds are stunable and can be cc'ed .. except Conquerors they are immune when Enraged only
And the NPC that helps you .. deals single target dmg , aoe and puts a healing dot on you that heals for 70k .. if she dies the wave ends .
you can also use flasks , food and healthstone .
and the tittle is account wide .
hope this helped and goodluck !
评论来自
Syzyg1992
Protection Warrior guide
Info; had about 463k hp, 52% mastery (Mastery build is really recommended here as a lot of damage is physical), make sure you have 7.5% hit and expertise.
Talents: Double Time, Impending Victory, Piercing Howl, Shockwave, Vigilance, Storm Bolt
Glyphs: Heavy Repercussions, Enraged Speed, Death From Above, Intimidating Shout (minor)
Note:
As of September 18th 2013, Sikari's Crackling Jade Thunderstorm now has a chance to break your Intimidating Shout. Keep this in mind when Intimidating Shout is recommended in the guide below!
Wave 1:
大型幻影风卫士
大型幻影撕裂者
The first wave is fairly easy. You should be able to survive this wave with the use of Shield Block. You can use Shockwave, but I recommend you to use it in the first 20 seconds as you want it to be ready for the next wave.
Wave 2:
大型幻影抢劫者
x4,
小型幻影抢劫者
x4
Midfight spawns:
小型幻影伏击者
x2
You want to be moving to their spawning point at the end of wave 1. The moment they spawn, open with a Thunder Clap followed by a Shockwave. Then run to the opposite side of the room (straight line). Wait there until the mobs get close to you, then charge the monkey that spawns next to you. Use an intimidating shout to fear the monkey and some of the virmen. Then you want to run away from the feared mobs (I moved past three barricades). Then wait for the mobs to stack on you, shockwave them. (Note: if you kited right, you should be near the circle where they initially spawned from), charge the monkey that's attacking your healer at this point and keep on running to the wall. By the time the virmen catch up, the small ones have died and the large ones drop dead.
Wave 3:
大型幻影召焰者
x2,
大型幻影撕裂者
x2
Make sure you stand on one of the two spawning spots and open with a Thunder Clap so you can pick up the melee add and caster that spawn on that side. Charge the melee add on the other side and bring both the melee adds to the caster on that side. Shockwave all of them, heroic leap back to the place you started wave 3. Position yourself in such a way that the two Rippers stand in the lava after they've made their way to you. Use Spell Reflect and/or Storm Bolt to mitigate damage from the casters. Other than that, rotate between Shield Block and Shield Barrier.
Wave 4:
小型幻影征服者
大型幻影风卫士
Midfight spawn:
大型幻影伏击者
This wave isn't much of a problem. Just make sure you avoid the stuns from the conquerors. The monkey will spawn near the end of the enrage on the conqueror. This will allow you to focus on dodging his stuns and staying alive, taunt the monkey when it's close to the healer and then shockwave all three adds. Depending on which mob gets dps'd after, you might take one of them into wave 5. Just keep up shield block the entire time and you should be fine.
Wave 5:
小型幻影召焰者
小型幻影撕裂者
x2
Midfight spawns:
小型幻影伏击者
x3
Make sure you end wave 4 on the circle these mobs spawn upon. Open with a Thunder Clap and, if needed, use Shockwave or Intimidating Shout. Personally I like to save these to stun the mobs inside a firepool so they stack the debuff. Other than that, pick up the monkeys and you should be fine. Keep Shield Block up and Spell Reflect/Storm Bolt the caster.
Wave 6:
大型幻影风卫士
x3
This is one of the more annoying waves for a warrior. The way I dealt with it was by opening with a Thunder Clap and Shockwave the moment they got close to the healer. Make sure you have Shield Block up before you engage them, or their initial attacks might hurt a lot. After this, just keep up Shield Block. Once your first Shockwave stun ends, drop a Mocking Banner next to Sikari. Whenever one of these mobs switches, they'll instantly come back to you. Now it's just a matter of kiting them a bit. If you keep some distance between you and Sikari, you'll have two of them on you most of the time. Keep up Shield Block. When you have two of them left, Storm Bolt one, disarm the other. At most you want to use Demoralizing Shout here. Start moving the spot where Wave 7 spawns.
Wave 7:
小型幻影征服者
小型幻影抢劫者
x4
You want to open with a Thunder Clap to stack everything up, then instantly Shockwave. Move to the middle of the room, once the mobs are stacked up on you again, use Initmidating Shout. As soon as the fear runs out, make sure you are at a bit of a distance from the mobs, allowing you to buy some time for Shockwave to be back. Once the conqueror enrages, pop shield wall and use Vigilance on Sikari. Spam taunt the two Wind-Guards, or they might overwhelm Sikari. One of them should die shortly after this, you'll end up taking either a wind-guard or a conqueror to the next wave.
Wave 8:
小型幻影召焰者
Midfight spawns:
大型幻影伏击者
x3,
小型幻影伏击者
Sikari will end the conqueror rather fast. Position yourself in such a way behind a fire pool, that you can taunt monkeys that are in the middle of the room in such a way they'll stand in the fire pool once they reach you. If you fail to do so, Sikari won't have enough dps to clear everything before this wave ends and then it might get ugly in wave 9.
Wave 9:
小型幻影风卫士
x2,
大型幻影撕裂者
x2,
小型幻影撕裂者
Midfight spawns:
小型幻影伏击者
x2
You want to open this fight with a Thunder Clap into a Shockwave. As soon as the Shockwave runs out, Intimidating Shout. As soon as the fear runs out, make sure you have the rage for 2x Shield Block, use Demoralizing Shout and wait for Shockwave to be ready. Once it's ready, instantly use it. Then follow it up by dropping a Mocking Banner and from this point on, just survive. Personally I used Shield Wall the moment they got out of the Shockwave. Kite them around a bit and they will die.
Wave 10:
大型幻影征服者
大型幻影召焰者
Midfight spawns:
大型幻影伏击者
Pick up the conqueror, then go for the caster. At this point wait for the first stun from the conqueror, dodge it and position yourself behind a pool, so when he comes for you he gets the debuff. Keep an eye on the caster as well. Try to keep it stunned, feared, or reflect the incoming spells. Sikari sometimes goes for the caster first, sometimes for the conqueror. When the conqueror enrages, watch your step. His stuns have a bigger radius at this point, so make sure you dodge it or it will hurt. Use Last Stand and Demoralizing Banner to live through it. When his enrage ends, the monkey will spawn. Pick up the monkey and try to debuff him as well. At this point it's just a matter of properly using Shield Block. Disarm / Storm Bolt whenever the situation looks a bit scary.
If you have any questions, just give me a whisper!
Marty-Sylvanas (Horde EU)
评论来自
Syzyg1992
General information regarding mobs
During this scenario, you'll encounter different mobs. They're either Small or Large Illusions. The latter obviously have a higher health pool and deal more damage. Other than that, mobs behave the same.
Illusionary Ripper
A Saurok-kind mob. These mobs will just melee hit you. They have no special abilities.
Illusionary Wind-Guard
A Mantid-kind mob. These mobs will melee hit you and occasionally they'll use
http://www.wowhead.com/spell=144106
. This will knock you back and reset your threat. When Sikari is dps'ing this mob either through AoE or through single-target dps, the mob will instantly go for her. Make sure you can either get back to the mob fast (i.e. Roll / Charge) and hit it a few times to regain aggro, or simply taunt.
Note
: In wave 6, when you have three of them up, the incoming damage might be high. During other waves, they don't form much of a threat.
Illusionary Forager
A Virmen-kind mob. These mobs don't do a lot of melee damage. However, they apply the following debuff:
http://www.wowhead.com/spell=144113
. Use proper CC to keep these stacks low / make the stacks drop. Out of experience, I've noticed they still tend to move rather fast when their movement speed is reduced, so I recommend having stuns ready for these mobs.
Illusionary Ripper
A Hozen-kind mob. These mobs hit for moderate melee damage. Other than that they use the following ability:
蕉扇
which tends to do some damage and lowers your movement speed. Keep that in mind when you try to kite a group of mobs.
Illusionary Flamecaller
A Yaungol-kind mob. When they spawn, they'll start channeling the following ability:
http://www.wowhead.com/spell=90406
. Don't interrupt this! Obviously, make sure you're not standing in the pools on the ground. Try to position the mobs you're tanking into them though, as the pools apply the following debuff:
http://www.wowhead.com/spell=145403
. If you don't use the pools, you might find yourself starting new waves while you haven't completely cleared your current one yet.
Note
: Flamecallers cast lava pools only once, and that happens when they spawn. Also, the lava pools drop randomly. Do not worry about Sikari as she doesn't get debuffed if a pool ends up on top of her.
Illusionary Conqueror
A Mogu-kind mob. Has a moderate-to-hard melee hit. Other than that, they will use
http://www.wowhead.com/spell=144401
. Make sure you dodge these by moving out of the visual area. If you get stunned, you can usually start over again. Other than that, these mobs will cast
激怒
, increasing their damage output significantly. Have cooldowns ready for this, especially in wave 20 and 30.
Note
: Conqeurors only enrage once.
评论来自
Taba
Prot Paladins beware, this is extraordinarily difficult as it is tuned for tanks with absorption/avoidance mechanics rather than smoothing mechanics. There are no large spikes to shield your way through, just high incoming damage at all times. The healing from your partner is practically nonexistent, and very little of the damage is avoidable. You just have to eat it and hope your cooldowns last long enough for her to kill some mobs to ease it up. Death Knights have it easiest since their mitigation is always 100% useful, ditto monks. Bears are in the middle of the road, while paladins and warriors are left out in the cold to hopefully just survive and heal back up. Unlike warriors, however, we lack mobility and you are going to be strafing for your life on almost every wave.
My advice to paladins is to stay near the healer and let the waves come to you. It gives you maximum time to heal between waves and minimizes the running that we simply can't do and still survive. It separates the groups of small adds from the caster on that wave, making it much easier to target the caster for a shield silence. Hammer of the Righteous is a much smaller splash than you think, and it hits like a wet noodle in 463 gear, so be prepared to chase new sets of adds when your Avenger's Shield is on cooldown. The only wave you should have real trouble with is the final wave since our only group stun is on a 2 minute cooldown, but if you can save both Guardian and Ardent Defender for this wave, you should make it through. Remember to blow your cooldowns at the beginning of the waves when the incoming damage is highest with the exception of this last wave. You will be eating two enraged Conquerors at the same time and there is no way around it: they are going to peel your face off.
Holy Prism self-cast is going to be your best option for tier 6 talents since there is so much movement involved that you can't count on Light's Hammer. Also, glyphed Divine Protection is very useful since there is almost no magic damage. A few pyroblasts are survivable and you shouldn't be standing in fire anyway. Unbreakable Spirit is basically mandatory when you glyph DP, as it's a 20% reduction for 10 out of every 30 seconds. Use it liberally.
And one final warning to all tanks: when there is fire on the ground or the graphic from the Conquerors' smash, the barricades are almost invisible. Stay aware of their location at all times and just stay away on waves with fire or Conquerors. Stick to the outer ring if you can.
评论来自
ShinJidaiNoKami
After completing this few days ago on my paladin i must say it just took me time to get used to it.After few tries i managed to wipe on 30th wave when the mogu hit me for 220k .Anyways here is my advice to fellow prot paladins that intend to do this.
Preparation:
Legendary meta gems and cloaks don't work here.Same with sha gems.If you are wearing a legendary meta gem is like having no meta gem at all.Keep in store a helmet with a normal primal diamond (i managed it w/o a meta gem since i didn't know about this yet.Would have saved me lots of trouble).Tier sets don't work here either.
Get stamina flask and stamina foodbuff.Also dont forget to pick up the 3x healthstones from the warlock in the corner.If you aren't in a raiding guild or even if you are it would be really good idea to reforge in order to achieve as much dodge as possible (more damage avoidance and more AS procs )
Talents:
Speed of Light (must have) Fist of Justice (must have) Eternal Flame (i prefered it to sacred shield)Both did 20k healing and 20k absorb but healing was "heal per 2 sec" and absorb was "absorb per 5sec" beating SS down.Another reason to use Eternal Flame is that healing isnt constant and is just a HoT (70k hps making eternal flame turn that into a 95k hps)If you really insist on sacred shield i believe it is duable that way too.Unbreakable Spirit (must have) Holy Avenger (must have) Light's Hammer (prefered)
Glyphs:
Glyph of Blinding Light (must have)Glyph of Divine Protection ( must have) and the 3rd is up to you.You can choose from burden of guilt it Aura Mastery.Anything that suits you.
Now that you are ready lets discuss the waves.I don't remember the exact details since i did it couple of days ago but most of the rotation info should be accurate.Still try to improvise a bit :D
Wave 1: Large Illusionary Wind-Guard Large Illusionary Ripper
Kite them around the inner circle formed by the barricades.Use Divine Protection if you see damage getting out of hand.Remember to always keep eternal flame up.
Wave 2: Large Illusionary Forager x4, Small Illusionary Forager x4
Midfight spawns: Small Illusionary Ambusher x2
If the mantid from wave 1 is alive stun it when going to pick them up( remember i did this for a wave but i am not sure which one it is)Throw consecration and lights hammer and use SotR as soon as possible.Once you receieve about 7-8 stacks of the debuff use blinding light to stun them and run away asap to reset the stacks.Make sure to pick up the new adds as they go for the healer.Once you receive more new stacks (again 7-8) pop speed of light and kite once more until mobs are dead or your debuff is reset.
Wave 3: Large Illusionary Flamecaller x2, Large Illusionary Ripper x2
Now this wave when its on 23rd it might be good idea to leave one of the flamecasters hitting the healer cause it might be bit hard to survive all the damage and you don't want to waste major cds here.
Use AS to interrupt it after picking up the 2 rippers with HotR and Holy Wrath (to not lose time while moving)keep interrupt rotation with Rebuke and AS.Use divine protection and Aura Mastery when needed.Same with Fist of Justice.
Wave 4: Small Illusionary Conqueror Large Illusionary Wind-Guard
Midfight spawn: Large Illusionary Ambusher
Pick both of them up.Kite them around the barricades but from the outer side.(What i mean with kite i will explain now)The mogu will cast the floor smash meaning if you are moving backwards you will gain some distance and save you some of his attacks.The mantid will also knock you back saving you attacks from both of them.Taunt the mantid the moment it reaches the healer to save out as much dmg as possible.Use Divine protection when the mogu enrages .Once the divine protecction is over if u go near the 50% HP zone stun the mantid to save you some damage.use divine protection or any other available cd on the monkeys if needed(eg. bliding light)
Wave 5: Small Illusionary Flamecaller Small Illusionary Ripper x2
Midfight spawns: Small Illusionary Ambusher x3
Make sure to interrupt all of the yaungul's casts.use aura mastery or divine protection if needed.
Wave 6: Large Illusionary Wind-Guard x3
Now this is tricky and u need to be good and fast.These mobs don't RESET threat.They just LOWER by A LOT.
Pick them up with a combo of your own including AS when they get close together to hit all 3 of them.After you pick them up tank them in the inner circle formed by the barricades with your back on one of them.9try to position so they cant knockback you out of the barricade circle.Pop Holy Avenger and nuke them as hard as possible making sure to keep good threat on all of them and consecration of the ground.Soon holy Avenger is going to run out.Move on the outer circle and kite them using speed of light making sure to pick up any of them if they go for the healer.When 2 of them are left use Fist of justice to reduce the damage.
Wave 7: Small Illusionary Conqueror Small illusionary Forager x4
Divine shield , Fist of Justice,Lay on Hands,healthstones Lights hammer+Speed of light will get you out of this.
Wave 8: Small Illusionary Flamecaller
Midfight spawns: Large Illusionary Ambusher x3, Small Illusionary Ambusher
Interrupt him and pick up the monkeys that spawn.Kite with sped of light when needed.use Fist of Justice when needed aswell as Divine protection and Holy Avenger
Wave 9: Small Illusionary Wind-Guard x2, Large Illusionary Ripper x2, Small Illusionary Ripper
Midfight spawns: Small Illusionary Ambusher x2
Move to pick them up.Making sure to pop Guardian again.if you dont have guardian use divine protection =ardent defender together.Throw consecration and use the lights hammer+blinding light combo and start kiting them on the outer ring just outside the barricades.Once again the mantid will knock you back saving you some damage.Turn and taunt them back before rest of the mobs reach you and hit you on your back.They reach you.Pop Bubble use flash of light and stay in place(outer circle).Once they have almsot reached the healer use HoP on him and be ready to intercept them once more with any remaining cds making sure to save 1cd for the next wave.
Wave 10: Large Illusionary Conqueror Large Illusionary Flamecaller
Midfight spawns: Large Illusionary Ambusher
Interrupt the flamecaster.if your healer has enough health you can leave him alone for a while making sure to not let your healer die.(if you have 2 cds remaining + just pick him up.You can survive.)Interrupt him.use divine protection when mogu enrages and use speed of light when he does the crack on the floor to gain some big distance from him.
Notes:Lay on Hands and Ardent Defender can be used occasionally when u run out of options or something went wrong or you can fit them in the rotation somewhere.You can find prove of my clear on the SS section of this achievement on wowhead.
Must say this achievement seems harder than it is.Anything up to wave 40 is duable as prot paladin.After you get the hang of it you will be reaching waves 20+ all the time until you finally get it.Patience and focus.Fresh mind and Coffee helps too :D
I WISH YOU GOOD LUCK IN THE PROVING GROUNDS
If you wish to ask me for anything i am Raikuron from Sylvanas .(Alliance EU)
评论来自
Aelobin
Here's an image showing where the mobs spawn on each endless wave:
http://i.imgur.com/WQBMVE2.jpg
评论来自
Sophron
Wave 6 is a medium damage wave.
Cooldowns: Avenging Wrath, Holy Avenger, Hammer of Justice, Divine Protection
Turn Evil completely trivializes this wave. As soon as it starts, use Turn Evil on the right-most Wind-Guard. Tank the remaining two together. Use Avenging Wrath and Holy Avenger to keep your damage low. Position them the same way as Wave 1, so your back is to Sikari. When Holy Avenger runs out, refresh Eternal Flame on yourself and HoJ one of the Wind-Guards. When one of them dies,
stand right next to Sikari
because the fear will wear off of the third Wind-Guard around this time. As soon as it starts coming to her, put Turn Evil on it again. Do as much damage as you can to the remaining Wind-Guard, preferably killing it. It's alright if you have two of them remaining for Wave 7, as long as one of them is close to death.
Wave 7 is a high damage wave.
Cooldowns: Blinding Light, Speed of Light, Hand of Protection (optional)
When the wave starts, Sikari will break the fear on the second Wind-Guard from Wave 6. Pull that, along with everything else, together away from her. Use DP and get as much AoE threat as you can. Once the Small Conqueror enrages, use Blinding Light and Speed of Light to get away from the pack while kiting the Conqueuror. Make sure you refresh Eternal Flame if it falls off here. Keep kiting all of the mobs until the Foragers are dead, and it's just the Wind-Guard and the Conqueror. Once Sikari stops AoEing, use Turn Evil on whichever mob she is not attacking. You will have one of these mobs still alive when Wave 8 starts.
Wave 8 is a medium damage wave.
Cooldowns: NONE! Save as much as you can for Wave 9/10 (DP / Devo are obviously ok here)
Put both the Flamecaller and whatever remains from Wave 7 into a pool of fire. Taunt the Large Ambusher when it spawns and AoE everything together. If you can't reliably put them into the fire, then use Turn Evil on the Large Ambusher to help mitigate some of the damage. Make sure you use it on whichever one spawned most recently, as it will be the lowest priority on Sikari's kill order. You should finish this wave with one of the Large Ambushers at half health, or if you're really good, with all of the mobs dead.
Wave 9 is a very high damage wave.
Cooldowns: Blinding Light, Speed of Light, Avenging Wrath, Holy Avenger, Guardian, Hand of Protection (optional)
This is probably going to the the blocker for most people, especially around wave 29. As soon as the wave starts, pull all of the mobs to the barricade by where they have spawned. Immediately use Divine Protection and refresh your Eternal Flame stacks. Once DP is down, or if you think you're taking too much damage, use Guardian. If one of the Wind-Guards switches to Sikari, taunt it back. If both Wind-Guards switch, it's easier just to BoP her instead of trying to get aggro back. Once Guardian is down, use Blinding Light and Speed of Light to get a little breathing room from the mobs. When they return to you, use Holy Avenger and Avenging Wrath to keep the damage low and refresh your Eternal Flame stacks. They should be pretty close to dead now so just keep kiting and AoEing until they die. You should finish this wave with all of the mobs dead.
Wave 10 is a low damage wave except for the enrage.
Cooldowns: Divine Shield, Speed of Light
Start the wave by using Turn Evil on the Large Flamecaller. The fire isn't going to be very useful here because you'll be moving so much. If Sikari attacks the Flamecaller first instead, then you will just have to deal with it with HoJ and Devotion Aura until it's dead.
Take the Conqueror to the outer ring. Once it enrages, use Divine Protection and Speed of Light to kite it for a few seconds. The damage will quickly get overwhelming, so I find it's easiest to simply use Divine Shield and taunt him back to me during the enrage - this effectively negates the hardest mob you will have to deal with in the Proving Grounds. After the enrage, a Large Ambusher will spawn. Simply use Turn Evil on him to remove him from the game until the Conqueror is dead. Once he dies, you will have a little time to finish off the Ambusher. If you can't kill it, just bring it into Wave 11.
Wave 11 is the same as Wave 1, but possibly with an Ambusher from Wave 10.
Use DP while finishing off the Ambusher, then by this time, Holy Avenger should be up again. Use it to kill both mobs in this wave, and repeat the whole cycle.
I hope that was helpful for anyone stuck on this achievement. Thanks for reading, and good luck!
评论来自
Sophron
Hi Wowhead! I'm Ashaton and today I'd like to share my
Prot Paladin
strategy for the Proving Grounds. Using this, I was able to get to wave 67 (
proof on WoWProgress
) and could easily do more. I also have a video guide up here:
https://www.youtube.com/watch?v=lhwLpE9nawc
--- Summary ---
The Proving Grounds aren't particularly hard, and with proper cooldown management and self heals, the damage isn't really the thing that will kill you. As you get higher into the waves, it just becomes more and more about perfect execution. The strategy can carry you only as far as your stamina (I mean your real life stamina, not your HP) can go. After an hour of executing the same strategies over and over, it may become easy to taunt the wrong mob by mistake and wipe. The whole thing is really just a test of your personal endurance, which is what I believe it's designed to be. Good job, Blizzard!
--- Gear ---
I did this using pretty much my standard tank set with a few modifications. Please note that the legendary meta gem does not work in Proving Grounds, but I couldn't be bothered to get another hat so I used it anyway. Also, the legendary cape proc and any set bonuses are disabled. With my gear I had:
8167 strength and 27110 stamina
8.77% hit (yeah, I know...) and 12.35% expertise
28.07% haste, 10.12% crit and 15.49% mastery
6.17% dodge and 14.35% parry
For trinkets, I used
Spark of Zandalar
and
Soul Barrier
. For my weapon I used
Windsong
.
--- Talents ---
Speed of Light
: You will need this to kite the Foragers until your stacks fall off.
Evil is a Point of View
: Makes most of the harder waves much easier by completely removing a mob.
Eternal Flame
: I haven't done the math on whether or not Sacred Shield is better than this at such low haste levels, but it worked for me.
Unbreakable Spirit
: 30 seconds on Divine Protection is too useful to pass up.
Holy Avenger
: On most waves you won't need much help surviving. On the waves that you do need help, this will always be there. Take it over Divine Purpose.
Holy Prism
: It helps on AoE threat and it's also 40 yards, great for grabbing mobs that get away. The heal is pretty great too.
--- Glyphs ---
Glyph of Divine Protection
: Most of the damage we take is physical, so this is a no brainer.
Glyph of Blinding Light
: Mandatory for waves 2, 7 and 9 to let you kite all of the mobs.
The third one is up to you, I used
Glyph of Alabaster Shield
for a little extra damage.
--- Buffs ---
Flask of the Earth
and
Chun Tian Spring Rolls
.
--- Strategy ---
For cooldowns, please note that I consider Divine Protection, Devotion Aura, and Ardent Defender to be optional for each wave. Use them at your own discretion / for emergencies.
Wave 1 is a low damage wave.
Cooldowns: Avenging Wrath, Holy Avenger
The goal of this wave is to kill both mobs before wave 2 starts. Start with Holy Avenger and Avenging Wrath up, and SotR the Wind-Guard as much as you can. Put your back to Sikari so you are between her and the Wind-Guard. This way, when he knocks you back, you will be flying in the same direction that he is traveling and picking him up again is trivial. If you can't kill both mobs in time, that's okay - but one must be dead and the other should be on the brink of death at the start of wave 2.
Wave 2 is a high damage wave.
Cooldowns: Blinding Light, Speed of Light, Guardian (For higher tiers)
The strategy for this wave is simple, and doesn't change as you get to higher and higher rounds. Start by gathering all of the Foragers away from Sikari, next to one of the barricades where they spawn. You will be getting a lot of Grand Crusader procs so use Avenger's Shield as often as you can. The Small Ambusher will spawn when you have roughly 15 stacks of the bleed, make sure to pull him into your mob group once he reaches Sikari. Once you have 20 to 25 stacks of the bleed, use Hand of Freedom to negate the Ambusher's snare, use Blinding Light to stun all of the mobs, and Speed of Light to sprint away. Kite all of the mobs until your bleed falls off. The second Ambusher will spawn as you are running so be sure to pick him up. Once the mobs catch up to you, use Divine Protection to smooth the damage until all of them are dead. You should finish the wave without any living mobs.
On higher tiers like 42 and up, you will probably want to use Guardian here in addition to DP. The damage gets pretty tough and you won't need it for the next two waves.
Wave 3 is a very low damage wave.
Cooldowns: None
This wave, I assume, is really meant for refreshing your food buff at the higher tiers. It is many times easier than any other wave. Pull both of the Rippers and one of the Flamecallers into a patch of fire. Let Sikari tank the remaining Flamecaller by herself. AoE everything down, making sure to stun and rebuke the Flamecaller that you're tanking as often as you can. Use DP early on when all three mobs are still on you.
You will probably finish this round with 20 to 30 seconds left on the clock. Use this time to refresh your food buff at the higher tiers (53+).
Wave 4 is a very low damage wave.
Cooldowns: None
As soon as the wave starts, use Turn Evil on the Wind-Guard. Sikari will begin attacking the Small Conqueror. Once the Wind-Guard is feared, pull the Conqueror away from her and tank it as usual. Use DP when it enrages, its damage is surprisingly small. Taunt the Large Ambusher when it spawns, and tank it with the Conqueror. The Ambusher will die at about the same time as the fear wears off on the Wind-Guard, so tank that by itself and bring it into the next wave.
Wave 5 is a medium damage wave.
Cooldowns: None
Bring the Wind-Guard from Wave 4 with you and pick up both Rippers. Put them in the fire. You may let Sikari tank the Flamecaller if she has enough health left to do so. HoJ the Wind-Guard once it's in the fire to prevent it from kicking you away, and AoE everything down. Use the periodic Ambusher spawns to keep your stacks of BoG up. At the end of the wave, Eternal Flame yourself with whatever you have left.
评论来自
Berronaxwins
You see all those punk epeeners standing outside cities, with their full heroic gear, trying to act cool?
Well my friend, if you get this achievement, you can take pride in the fact that you have accomplished something just as hard as Heroic Raiding will ever be. And you can laugh in the face of the pathetic epeeners who think their gear makes them better than you.
You are the Proven Defender. You have mastered your role, be proud!
评论来自
Dyaus
Brewmaster Monk guide
Disclaimer: I don't claim to be a proving grounds wizard, I simply made it past wave 30. I didn't experiment much with talents or glyphs and I was in sub-optimal gear, so in theory my strategies (and execution) were sound.
My unbuffed stats:
430,264 hp
7.5% hit
15% expertise
9% mastery
30.8% crit
61.5% haste
I should've reforged -- the 15% expertise is probably bad. Also, the legendary meta gem doesn't proc, so you may want to sport a regular meta if you can.
Talents:
迅如猛虎
真气波
真气升腾
扫堂腿
躯不坏
碧玉疾风
Glyphs:
Preparation
You can't use potions. Bring
海雾米线
and
春华合剂
. Make sure to throw
on Sikari (I'm not sure it helps, but why not). Grab a healthstone from the soulwell. Place
魂体双分
somewhere around the perimeter of the circle. Don't forget to
召唤玄牛雕像
.
Whenever you have down time between waves, Top off Sikari with
, re-
召唤玄牛雕像
, replace
魂体双分
if needed.
Waves
Wave 1: Large Illusionary Wind-Guard Large Illusionary Ripper
If you struggle with this wave, this guide will be no help to you. Sorry.
Wave 2: Large Illusionary Forager x4, Small Illusionary Forager x4
Midfight spawns: Small Illusionary Ambusher x2
These deal quite a bit of damage, especially when their bleeds stack up. Try to have 10-15 stacks of
铁骨酒
ready as you start AOEing. Save
扫堂腿
for when the first Ambusher joins the party. Be ready to kite with
魂体双分:转移
and/or
迅如猛虎
if your stacks get high.
Wave 3: Large Illusionary Flamecaller x2, Large Illusionary Ripper x2
Pick up the Rippers as they approach Sikari. Position yourself carefully then
a Flamecaller into a fire pool. As you do that, quickly run through the pool to minimize fire damage on you, and position the Rippers in the pool. Ignore the second Flamecaller.
Wave 4: Small Illusionary Conqueror Large Illusionary Wind-Guard
Midfight spawn: Large Illusionary Ambusher
Pew pew the mobs per usual. Make sure to dodge all of the Conqueror's stuns. If you mess up,
out of it. As soon as the Conqueror enrages,
the Wind-Guard and pop
躯不坏
to mitigate some damage. Don't try to disarm or stun the Conqueror during his enrage. Leg Sweep after the Ambusher comes out if needed.
Wave 5: Small Illusionary Flamecaller Small Illusionary Ripper x2
Midfight spawns: Small Illusionary Ambusher x3
Again, position carefully and
the Flamecaller into a pool. Hop out of the fire as you position the Rippers in the pool. The pools should last long enough to help kill the first couple of Ambushers as well. With good positioning, the fire pools make this wave trivial.
Wave 6: Large Illusionary Wind-Guard x3
Use
分筋错骨
on one of the Wind-Guards (not the center one, Sikari starts DPSing that one). Burn the remaining 2, stay away from the CC'd one so Chi Wave doesn't bounce to it. Clean CC is very important here -- you need to save CDs for the next wave. If you're going to use Leg Sweep, use it very early so it's ready on wave 7.
Wave 7: Small Illusionary Conqueror Small illusionary Forager x4
One of the Wind-Guards is probably still up. Be to pop everything necessary, likely starting with Leg Sweep. You'll probably want to kite for several seconds as the Conqueror enrages. Transcendence and Tiger's Lust are your friends.
Wave 8: Small Illusionary Flamecaller
Midfight spawns: Large Illusionary Ambusher x3, Small Illusionary Ambusher
Per usual,
the Flamecaller into a pool. If the Conqueror from last wave is still alive, use the pool to finish him off, then use the pools to finish off the Ambushers that trickle in.
Wave 9: Small Illusionary Wind-Guard x2, Large Illusionary Ripper x2, Small Illusionary Ripper
Midfight spawns: Small Illusionary Ambusher x2
If you managed to save Fortifying Brew through wave 7, use it here. Kite if $%^& really hits the fan, otherwise try to carefully stagger your active mitigation.
Wave 10: Large Illusionary Conqueror Large Illusionary Flamecaller
Midfight spawns: Large Illusionary Ambusher
Keg Smash the Conqueror,
the Flamecaller into a pool, position Conqueror in said pool. Dampen Harm as he enrages, keep him in that pool whenever possible, Leg Sweep after his enrage is done and you've picked up the Ambusher.
评论来自
1208787
DK Tank
Ok so i made a WoWhead account just to post my following strategy/guide to the endless wave , since i didn't find any particular Blood DK guide for this.
Wave 1
The most easy wave of them all prolly. Start of by going to the spawn point directly on the right to the door and hit Death and Decay (from now on DnD) , outbreak on the ripper, spread with blood boil and single dps the ripper.. Imo it helps when you dps the same target as the NPC is , cause since he does the main damage out of you 2, you want him to switch to the other mob as fast as possible. When the ripper dies, switch to the wind -guard and dps him down.
It is important NOT to use DnD if the timer is less than 30 seconds
Wave 2
When it spawns u
have to already be done
with wave 1, this group of foragers will spawn directly on the left of the door, DnD instantly on the place they spawn, outbreak, spread with blood boil and aoe them with a couple of death strikes to survive (staying on the spawn spot). Keep your eyes on the room and the moment you see the first ambusher spawning start your remorless winter. The ambusher will move towards the boss so the moment you have the appropriate range Deathgrip him into the pile, spread your disease and wait until he reaches 5 stacks. When he does run directly on the other side of the room to get a good range from them. The moment you are running, the second ambusher will spawn so make sure you taunt him. When you do, the pile of mobs will start to run towards you so DnD in FRONT of you and hit your Death's Advance. Make sure the adds go throw the dnd to get slowed 50% (glyph), also at the same time hit your vampiric empbrace to survive the bit of burst you will take due to the adds reaching you. Keep running and pop your Anti Magic Shield (from now on AMS) until one ambusher and a couple of foragers still survive and fight them after.
Wave 3
When this group spawns you must be done with group 2. From the two sides of the door, two flamecasters and two rippers will spawn. Get near the NPC , hit outbreak on one of them , spread it, hit DnD (should be up just about now ) and try to place yourself behind a fire. Then death grip the right flamecaster, making him instantly go into the fire ( if you dont make it dont worry , time is more than enough for this wave). Focus the flamecaster , interrupting him when you can and then focus the other two ( the other flamecaster will be tanked by the NPC). If you can get them into the fire without getting too many stacks yourself that's cool , if you can't dont risk dying , just tank them without the help from the fire. As i said, for this wave time if more than enough.
Wave 4
When this group spawns you (obviously) dont have any adds from group 3. This group will spawn directly in front of the door, so DnD instantly there, outbreak and focus the conqueror. When he enrages hit your dancing rune weapon, wait 4 seconds and start your remorless winter. When you do you will see an ambusher spawning so Death grip him, wait for them to be stunned ( maybe you won't stun the conqueror but it doesnt matter that much) and run to the other side of the room to get as much range as you can. When the adds reach you the conqueror should be - almost - dead. Focus the ambusher , even if the NPC due to a buggy thing focuses the wind guard, and get him down. If you have less than 30 seconds on the timer dont DnD. Dps as much as you can the Wing guard and get to the middle when the timer reaches 0.
Wave 5
When this group spawns you will have a wind guard with around 40-55% of his HP. Instantly go to the center of the room and blood boil the two ripper than spawned followed by a DnD. You will leave the flamecaster for the NPC to tank it. Place yourself in a way so that you have a patch of fire on your back and the wind guard on your front. When he "tosses you" make sure u stand right behind of a fire so that the mobs will come and stand on top of the fire in front of you. By the time this happens a forager will prolly spawn. Get him into the pile and start dps. You should use AMS if you have more than 2 foragers at the same time. Use Icebound Fortitude if you need it. Keep watching cause 3 foragers in total will spawn. You need to tank the first one inside a patch of fire. For the remaining two it isn't mandatory. When the last one dies make sure your runes for the army are up (have some stacks on blood tap just to be sure), move to the middle and when the time reaches 3 seconds channel your army in the center of the room
Wave 6
When this group spawns you must not have any other adds up. Out of the 3 wind guards that spawn (and will be tanked by your army) focus down the one the NPC is dpsing which is prolly gonna be the middle one. When he dies, the army will go away and you'll need to dps again the one the NPC is focusing. If you have less than
20
seconds dont use your DnD.
Wave 7
When this group spawns you must have one wind guard with 40-50% health and on around 95% health. The moment this wave spawns go into the middle, hit your remorless winter, vampiric blood, blood boil to spread the diseases and rotate blood boil and death strike (to survive) until they are frozen. When they do run to the other side of the room, get your hp up and be ready for some serious dmg. When they start running use DnD in front of you, pop Death's advance and start running without having your back exposed if they reach you. When they do keep running with your face on them , pop Dancing rune weapon and AMS, if you need you can use Death Pact to survive along with a healthstone (Not IF). Keep kiting/Death striking until only the conqueror and the wind guard survive. Dps the wind guard and do as much dmg as you can on the conqueror.
Wave 8
When this group spawns you must have a conqueror with around 20-40% hp left. Leave the flamecaster for the boss to tank and finish off the conqueror. When he does his cone ability run and get behind a patch of fire so when he comes he stands on it (pick one with good LoS on the NPC). Keep taunting each ambusher that comes. You can use AMS if you get more than 2 at the same time and vampiric embrace ONLY if you are desperate. In order to improve your odds of making it you have to try and taunt the ambushers in a way so when they come to you they stand on a patch of fire. Dont use DnD if you got less than 30 secs on the clock
Wave 9 - The &*!@#
When this group spawns you must have ideally no mob up or worst case scenario an ambusher with 50% hp. Instantly get to the centre and put DnD, outbreak, blood boil, Icebound Fortitude and Dancing Rune Weapon. Tank em and Dps them where they are until the above CDs are about to run off. When IF has less than 3 seconds start your remorless winter, when they are stunned run to the other side of the room making sure you get the ambusher that will spawn. When they begin to get near you, pop your Death's advance and when they finally reach you keep running but not with your back facing them, pop AMS, vampiric blood, healthstonestone and Death Pact when needed making sure you run in the outer circle of the room and that when a Wind guard knocks you, you dont get too far from the NPC, knocks are your friends here.
评论来自
1208787
DK Tank (part 2)
/* Continue on Wave 9 from the other post */
The moment DnD is up , hit in front of you for a good slow. If you get knocked try to increase the distance between you and the mobs so you can heal up. You can stop when 3 mobs are the only ones standing. Generally you must use every single cooldown - including empowered rune weapon - you have ,to survive. The crushial part is to get the adds away from the NPC, you will have knockbacks, ambushers spawning so it will be a mess. Try to place youself so that when you predict that a knockback is coming it knocks you close or just not far away the NPC ( not on top cause he' ll take AoE dmg from the ambushers) , but even if you don't do that , just keep watching the adds on the NPC.
Wave 10
When this group spawns you should have none of a one mob from wave 9 still alive. Quickly taunt the conqueror, leaving the flamecaller for the NPC to tank. When he does his first cone ability place yourself in a way so that between you and the conqueror there is a patch of fire on the ground in front of you, thus making him come and stand on it. When the forager spawns taunt him and keep focusing the conqueror. You can use whatever Cooldown you have available if you want cause they'll be up by the time you need them (f.e. AMS). At no circumstance should you take any fire damage.
Ok so that concludes my personal guide. Try to follow it and if it does help you, you can vote me up. I used a flask of the Earth, stamina food, and Tank gear but with two handed dps runeforging.
Hope it helps
评论来自
1212614
I was surprised to see that there is no comment yet about the strategy for a
Guardian Druid
. I got this achievement last night as a druid tank. It was extremely challenging, much harder than getting Proven Healer as a resto druid. For one, it takes way longer to recover from errors. Sikari will heal you for 70K every two seconds, but her HOT ticks for only 20K every two seconds on herself, so she will take more than two waves to heal up to full. Any time you don't execute the strat for a wave perfectly, it leaves you that much less room for error in future waves. Two, you have to master the art of positioning (how to dip mobs in lava while avoding it yourself and at the same time dodging a Conqueror's cone AOE stun). And three, the hard waves 7 and 9 are only 2 minutes apart, so you can use your three-minute cooldowns (Survival Instincts / Berserk / Might of Ursoc) for only one of them but not both. Again, healers have it easy: their heavy-damage waves 2, 5 and 9 are 3 minutes apart, so they get to pop Tree + Tranquility for each one of them.
In any case, if you're trying to get Proven Defender as a druid, here is my advice for you.
General points
You can put
Symbiosis
on Sikari to gain a useful Elusive Brew ability. She will not, however, cast Entangling Roots like a player Monk would.
World markers
(type Enter, then /wm 1) are extremely helpful for positioning. They allow you to not waste precious time running towards mobs after they spawn. I put three markers down: one where wave 4 (and the flamecaller from wave 8) spawns, one where wave 5 spawns, and one where waves 7 and 9 spawn. With those markers down, you'll find it easy to remember where to expect other waves (for example, wave 6 will appear in the part of the room without markers).
Macros
I found it really hard to remember to cast everything during periods of heavy damage (oh hey, I want Savage Defense, and Elusive Brew, and Barkskin, and I need to remember to Mangle, and Enrage for next Savage Defense, and pop Renewal, and wait - did that stinking Wind-Guard just switch from my Treant to Sikari again? Taunt, taunt, taunt!) So I created a macro to use Barkskin on cooldown each time I cast Savage Defense:
#showtooltip Savage Defense
/run sfx=GetCVar("Sound_EnableSFX");
/console Sound_EnableSFX 0
/cast Savage Defense
/cast Barkskin
/run UIErrorsFrame:Clear()
/run SetCVar("Sound_EnableSFX",sfx);
It gives you one less thing to remember. (I already use my trinkets on cooldown with Mangle.) The only other useful macro is this:
/target Large Illusionary Wind-Guard
/cast Mangle
to make Sikari kill the Wind-Guard before the Conqueror in wave 4.
Talent build
Level 15: Feline Swiftness (helps with kiting, passive = one less thing to remember)
Level 30: Renewal (makes up somewhat for Sikari's lack of direct heals)
Level 45: Mass Entanglement (super useful to root Wind-Guards in wave 6)
Level 60: Force of Nature (great against Flamecallers, gives a backup Taunt against mulitple Wind-Guards. For some reason, I could not get the TidyPlates addon to show mob name plates as blue instead of red when they are aggroed on Treants. Very annoying, but the talent is still too useful to pass up.)
Level 75: Ursol's Vortex (good for kiting and for picking up mobs after they spawn)
Level 90: Nature's Vigil (extra damage and healing trumps 10% crit on Mangle, IMO)
Glyphs
Fae Silence - for pulling flamecallers into lava
Might of Ursoc - I only used it on wave 7 to save Survival Instincts for wave 9, so 5min CD is OK
Maul - for lack of other good glyph options
Strategy
Wave 1
does not do very much. I think it is on purpose, so that if you make it through wave 10, you get a break for Sikari to heal up. Just taunt the Wind-Guard whenever he does his knockback. If you still have a mob left over from the previous wave 10, you can summon treants to reduce the damage done to you. Make sure to bank 100 rage and have Thrash off cooldown for the beginning of wave 2.
Wave 2
is also easy with proper execution. Use Savage Defense right off the bat, then Thrash the eight virmen as they run to Sikari. Until the first Ambusher spawns, you want to tank them in one spot and keep Savage Defense up as much as possible (Enrage, but I did not use Berserk) to prevent them from stacking their DOT on you. Elusive Brew also helps a lot. When the first Ambusher runs to Sikari, taunt him and drop an Ursol's Vortex on yourself. As he gets close, Thrash again to make sure you keep aggro, then use Stampeding Roar and kite the pile of mobs until the DOT falls off you. The second ambusher will spawn while you run, and you'll need to taunt him. When the Stampeding Roar (and the DOT) runs out, cast Survival Instincts (you shouldn't need it for the next three waves anyway) and tank the mobs in one spot until Sikari finishes them off.
Wave 3
is where treants really shine. As soon as mobs spawn, cast Force of Nature on one Flamecaller. Then Thrash the Rippers to keep them off Sikari, then put a Treant on the other Flamecaller, and you should be in good shape. The Treants will despawn a bit before the Flamecallers will go down, so you should re-summon them. You do not really need to dip the mobs in lava to beat this wave, but it is good practice for future lava waves. Position yourself so that there is lava between you and a Flamecaller, then taunt him and immeduately Fae Silence. He'll run into lava, then stand there and start casting, and he will burn in no time. Just remember not to put a treant on him until afterwards, otherwise the treant might taunt him off as he is running towards you.
At the end of wave 3, you should get about 20 seconds (give or take) with no mobs up. If Sikari is not at full health, you can heal her with Rejuvenation and Healing Touch until you're out of mana, then drink, then Healing Touch some more before turning into a bear again.
Wave 4
is where things begin to get hairy. You want Sikari to kill the Wind-Guard first, then the Ambusher, and let the Conqueror survive into the next wave, because the Conqueror does least damage and does not mess up your lava positioning. She will always attack the mob with the lowest percentage of health. So, once she starts DPSing a mob, you can't get her to change her mind, because your DPS on the other mob will be no match for hers. That's why you need to Mangle the Wind-Guard as soon as he spawns, so that Sikari will realize to DPS him before the conqueror. Before the wave begins, stand where it is about to spawn (you should mark this spot in advance) and spam your macro that targets the Wind-Guard and casts Mangle. I usually also do Bear Hug on him right away to make sure Sikari stays on him (not sure if it is necessary), and then taunt the conqueror back from Sikari to myself. Avoiding the Powerful Slam from the conqueror is key. The second slam, which he does during his enrage, is especially deadly: it hits just as the Ambusher approaches Sikari. If you don't run out of this slam and get stunned (or especially if you taunt the Ambusher, but then get stunned and lose aggro on him), the monkey will take a good chunk of Sikari's health before you finally pry him off. Note that, on this and other waves, you do not need big cooldowns to deal with the Conqueror's Enrage; a simple Savage Defense did the trick for me.
评论来自
1212614
Druid strategy continued
Wave 5
will start with one mob (preferrably conqueror) from wave 4 still alive. You want to put a treant on the Flamecaller and Thrash the Rippers as they run towards your healer. Then position yourself so that there is a patch of lava between yourself and Sikari. This way, you can taunt Ambushers when they reach Sikari, and they will run towards you and get into lava and die quickly. It sounds easy, but you need to avoid making any of the three possible mistakes: 1) running through lava, 2) allowing the Flamecaller to cast at Sikari after your treant despawns (you need to remember to summon another) 3) getting stunned by Powerful Slam while you need to taunt a monkey. I found it easy to make at least one of the three mistakes here. You should not need any cooldowns - Savage Defense should do the trick, but if you accidentally run through lava and get low on health, then it is okay to pop Renewal.
Wave 6
begins the difficult part of the Endless trial. From now through the end of wave 10, you will not get a break from mobs. Pop Survival Instincts and Berserk right away, so that both cooldowns are up again for the hard wave 9. You must Thrash the three Wind-Guards the moment they get close to Sikari; they will kill her in seconds if you do not grab them right away. Pull them towards the spawn point of wave 7 (which you should mark before starting the trial) and spam Mangle until Berserk runs out, then root them with Mass Entanglement. (I found it really hard to survive all three Wind-Guards without CC, even using defensive cooldowns.) Move away from where the mobs are snared; their knockbacks will now not hit you and not reset aggro. Sikari will break CC on one Wind-Guard, and you can help her DPS him (Bear Hug and all); he should be near death by the time his friends break Mass Entanglement. From now until the end of the wave, you just need to stay alive (Savage Defense helps) and keep the Wind-Guards off Sikari: if they both do a knockback at the same time, Taunt one and put a treant on another to keep him busy.
Wave 7
is hard: five new mobs join the fray while two Wind-Guards are still up. I've had a lot of trouble picking up these mobs, for some reason. You'd think that you can just run to them and Thrash, but, in reality, you often get knocked back by Wind-Guards at a bad time and your Thrash misses. What I ended up doing was waiting for the mobs at their spawn point, and dropping an Ursol's Vortex on me right before the wave begins. This usually gives you plenty of time to get aggro with Thrash and Swipe. You should cast Might of Ursoc right away, while you're still at full health, and expect to use Renewal as Sikari's heal alone will not keep you up. After Might of Ursoc (and/or rage for Savage Defense) runs out, kite the mobs with Stampeding Roar. The hard part of this wave for me was to keep the Wind-Guards off Sikari; you have so many other things to worry about at the same time (like kiting, watching your health, not getting stunned etc.) and they will still cast knockbacks more often than you can Taunt. Treants are golden for grabbing Wind-Guards when your Growl is on cooldown, but remember to pick up Wind-Guards again yourself when the treant despawns. Shortly after Stampeding Roar ends, Sikari will finish off the virmen, and the only mobs left alive at that point should be the Conqueror and one Wind-Guard. Remember to move to the spawn point of the Flamecaller (same as the spawn point for wave 4) before Wave 8 begins.
Wave 8
has one Flamecaller and four Ambushers. Unlike waves 3 and 5, where moving mobs into lava was optional, this time you absolutely must do it: wave 9 will hit like a truck, and if you start it any mobs other than one Ambusher left alive, your odds of wiping will be high. If you stand where the Flamecaller spawns at the beginning, you can get aggro on him with just melee attacks while he spits out lava, and save your Growl. Use Fae Silence to run him into lava. Then find a spot where there is lava between you and Sikari, and taunt the monkeys into that lava one by one. When there is one left, put a treant on him and run to the spawn point of wave 9.
Wave 9
is the hardest of all, with very high damage coming at you. I again used Ursol's Vortex on the mobs' spawn point to grab aggro in the beginning, and used Survival Instincts right away. After SI ran out, I would try to stay as close as possible to Sikari, so I can grab the wind-guards after a knockback, and keep Savage Defense up to avoid succumbing to the mobs' damage. Inevitably, it will become impossible to sustain Savage Defense, so you have to cast Stampeding Roar and start kiting when you see your health going down. The next 20 seconds are really tough to get through: you must taunt the two Ambushers and keep tabs on two Wind-Guards, all while running for your life. Use any of your remaining cooldowns - treants to taunt wind-guards, Renewal, Healthstone, etc. - because the next three waves are a piece of cake compared to this nightmare. Sikari will usually finish off the mobs just as wave 10 is about to begin.
I found
Wave 10
to be remarkably easy, compared to the ones before it. Keep treants on the Flamecaller, pop Savage Defense when the Conqueror enrages, and avoid the stun, and then all that's left will be to taunt the Ambusher. Honestly, if you're good enough to get this far, then you'll already know the drill for all three of them and will be able to go through the motions in your sleep. Do not forget to run to the spawn point of wave 1 at the end of the 15-second break: it's an easy wave, but you should grab the mobs early, so that Sikari can heal through any damage she sustained during the wave 6-10 marathon.
Thanks for reading, and good luck with becoming a Proven Defender!
评论来自
arbhatt
For those looking to min/max their gear, it seems that gems/enchants are the way to get the best bang for your buck. As a protection paladin with blacksmithing/enchanting professions, I was able to obtain 26 gem sockets, plus the two ring enchants, as follows:
Head: 1 meta socket + 1 regular socket
Neck: 1 regular socket
Shoulders: 2 regular sockets
Cloak: 1 regular socket
Chest: 3 regular sockets
Wrist: 1 regular socket + 1 BS socket
Hands: 2 regular sockets + 1 BS socket
Waist: 2 regular sockets + 1 Belt Buckle socket
Legs: 3 regular sockets
Feet: 1 regular socket
Ring 1: 1 regular socket (+ 1 ring enchant)
Ring 2: 1 regular socket (+ 1 ring enchant)
1-H: 2 regular sockets
Shield: 1 regular socket
In fact, it is possible to get at least 28 sockets if you get lucky from Ra-den and Garrosh drops (Ra-den drops boots with 2 regular sockets instead of 1 and Garrosh drops shoulders with 3 regular sockets instead of 2). In order to get 2 regular sockets on your weapon, you need either the Garrosh BoE or you need to use the legendary socket on a weapon with another regular socket.
For a good list on where you can get the different items, check the following page:
http://www.icy-veins.com/wow/protection-paladin-pve-tank-gear-loot-best-in-slot
Thanks to Icy-Veins for great info (as usual)!
评论来自
Hyperforms
For any blood DKs wondering about changing stat priorities and regemming/reforging for Proving Grounds.
I experimented around a little with a
mastery build
and a
riposte build
( stacking parry heavy, with some dodge
)
I found in my own personal experience that a riposte build was a lot more successful than a mastery build.
I was burning through waves a lot faster from the higher crit proc, giving myself a little extra more down time.
The extra avoidance Is more beneficial when trying to build your blood shield or anticipating when to dump one, gives you more breathing room and allows you get more out of
. Overall you are taking less damage so you're not relying 100% on your blood shield.
A mastery build still worked and is viable. But with the scaling it wont provide the safety blanket it normally does, so the high damage spikes are going to be more frequent.
I know it comes down to personal game play and is completely debateable. Though I played both builds several times, with a lot more success in a parry build. I was just pulling myself over the line for wave 30 in a mastery build, swapped over to a riposte build and pushed over wave 40 quite easily.
My stat priority would have been -
hit/expertise cap > parry > mastery > dodge > haste.
outside of the proving grounds with my gear set up for it I was at roughly 38-39% parry & 12-13% dodge .
gearing wise I didn't change much from the setup I had previously
(current content)
. But I did make an effort to pick up some pieces like.
-
陶俑防御者项链
-
强化镜光斗篷
I didn't have leg cloak on this toon, not sure what is BiS.
-
杜鲁姆的断裂触须
-
迦拉克隆控制指环
Then using gems such as.
-
防御者的皇紫晶
for blue sockets
-
轻盈荒玉
used maybe one of these to help with my hit cap
-
闪光源红石
for red rockets
-
优质朱砂玛瑙
&
坚韧朱砂玛瑙
for orange sockets.
评论来自
Mist2489
Just finished wave 32 on a prot warrior on the 6.0 PTR. Didn't get any achievement. It looks like this has been removed in WoD/pre-patch, so don't bother trying to get it.
评论来自
ilostmahbucket
Only did this to endless 30 on an offspec for the achievement points.
As paladin on endless: The 5th wave was higher damage than expected and took my Lay on Hands twice when I ate fire pool debuff that landed on me. The sixth wave was sometimes easy with divine purpose procs.
My general advice: Divine Protection, Alabaster Shield, Dazing shield glyphs. Holy shield, Light's Hammer, Divine Purpose, Sacred Shield, Unbreakable Spirit.
Reset stacking debuff on little adds around 15-18 with freedom/speed of light. Keep back to inside wall of the blockades to prevent knockback. Use Avenger shield procs to pull casters in close. I Hand of Protectioned the NPC to prevent a fail, don't forget that!. You can heal her up too if you finish a way quickly or have extra time.
链接
[Proving Yourself: Endless Tank (Wave 30) (Level 90)]
收获
您应被授予"
防御高手
"头衔
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