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Seething Shore Best Strategies - Shadowlands RBG Guide
来自 Cherry
[Last Updated]:
2023/11/29
变更日志
补丁:9.2.0
目录
评分:
Overview
Seething Shore is a 10v10 battleground with a "resource-based" objective. In this battleground, there are typically three nodes up at a time. Similar to interacting with a base, a player must successfully capture the node to gain +100 Azerite points for their team.
It should be noted that this map is no longer in the Rated Battleground map pool, therefore the information is not necessarily up to date. However, some of the information can still be used for Random Battlegrounds. Updates will be made once this specific Battleground is added back to the Rated Battleground map pool.
On this page, we go into depth about how to play the map, important locations, map-specific terms and shorthand, common Rated Battleground strategies, and some helpful tips to help players navigate the map more easily.
Battleground Terminology for Seething Shore
Players usually refer to the nodes by name or by their location in respect to the other nodes that are active (e.g. top node, middle node, bottom node, north, south).
Seething Shore Tips
Green Pin = Starting Azerite Spawn Locations
Purple Pin = Random Utility Buff
Yellow Pin = Azerite Spawn Locations
Seething Shore Win Conditions
The first team to 1500 points wins. Players collect the Azerite for their team by right clicking on the Azerite node and not being interrupted for 6 seconds. Each Azerite node gives 100 points. There is a 20 minute timer for this specific Battleground. If the timer expires, the team with the most amount of points wins. If the teams have the same amount of resources, the match will result in a time. The
same
3 nodes always spawn in the beginning of the match and are often referred to as Ruins (western green mark), Tar Pits (northern green mark), and Ridge (southern green mark). To see the exact locations of these nodes and other spawn locations, please refer to the map and legend above.
Best Seething Shore RBG Strategies
In the beginning, the leaders usually splits the raid group in three "separate" teams. They may do this verbally or physically move players around in the raid team so groups 1, 2, and 3 are all utilized. Usually, one team is the designated kill team, one is the designated spin team, and the other one is the flex team. The flex teams means that group can either win the team fight, CC to spin as long as possible, or float players to the other nodes as needed to help defend or kill enemies. However, these are not necessarily set teams because depending on how the enemy team decides to split their players, some or several players may have to rotate to between bases to either match numbers to spin the node or win a team fight.
Sometimes leaders disperse the groups into arena compositions (e.g. Rogue/Mage/x, TSG, etc.) to win each node. It lowers the amount of CC overlap and may even help land a kill if those players are strong enough. However, this is more commonly seen in teams that have several players with arena experience. If a team does not have this advantage, it may be best to split the groups into a more conventional format.
Sometimes leaders will send one healer and a tank to a node to spin it for as long as possible. Sometimes if the tank is confident enough or they are only spinning one person, that healer can even float in between bases. This small group allows the leaders to send more DPS to the other two nodes to try to win team fights.
If players are part of a spin group or do not think their group will win their respective team fight, they should focus on CCing DPS to peel and stop damage, off-healing their healer if possible, and doing whatever else they can to buy the rest of their team more time to win the other team fights and capture those nodes.
Focus CC on their burst (
复仇之怒
,
化身:艾露恩之眷
, etc.), interrupt major abilities (
强效炎爆术
,
万灵之召
,
混乱之箭
, etc.), and spin the node for as long as possible.
Then, once the other nodes are successfully taken, they can peel to the other nodes to help spin or win the team fight while waiting for nodes to respawn.
Always count numbers!
There may be an opportunity to overload a node or rotate players around if the enemy team does not send enough players to one of the nodes.
Some teams may send all three of their healers to one node to make it seem like they are overloading it when in actuality they are sending their DPS elsewhere to secure team fights. Those DPS may be able to kill enemies fast enough before reinforcements arrive and thus they keep their healers at other nodes.
However, if this happens, players needs to recognize this split immediately and rotate some DPS and/or healers to support the other nodes while the enemy team’s healers are stuck at the one node. This can severely punish the team that tried to overload a node.
The players that remain at the node should stop as much incoming damage as possible and keep the healers in combat, communicating if someone tries to peel out and/or stalling them for as long as possible.
Everyone on this map needs to be communicating.
Follow enemies and keep the major team fight where it needs to be. Rotate players as needed to ensure a node is not given up for free and that one base does not get suddenly rushed by the enemy team.
Keep track of where the enemy healers are, spin the nodes, and make callouts if the enemy team is peeling players away from a node or a particular point needs more help, etc.
Best Seething Shore Tips
When there is an announcement about “air supplies” (players may only hear this if they have sounds and voices enabled), either a Berserker, Restoration Leaf, Speed Buff, or a Haste and CD Reset Buff will spawn when the crate makes contact with the ground.
Haste and CD Reset:
Resets all CDs and grants 30% Haste.
When team fighting at nodes, players should take note of any pillars or rocks that can be used to avoid CC and attacks when possible.
Healers should utilize these to negate as much damage or CC as possible in an attempt to live longer and give their team more time to reinforce the base or win the team fight at other nodes.
If players position their character properly when dropping down from their ship, sometimes they are able to land on top of the pillars and ledges surrounding the nodes. From there, they are still able to hit enemies and spin the node.
This is especially useful for ranged classes or classes with a portal (i.e. Monk or Warlock) because it acts as an extra defensive.
Death Knights can
死亡之握
players down and Monks can knock players off with
平心之环
.
There is a Mage NPC located on each team’s ship that can conjure Mage food. Look for your respective faction’s NPC (listed below) and ask them to conjure up food. Players may hold up to 80 (similar to that of
造餐术
).
Alliance:
Rylai Crestfall
Horde:
Jeron Emberfall
Introduction to Battlegrounds
Overview 9.2
PvP Gear & Upgrades 9.2
PvP Terms 9.2
Best RBG Addons 9.2
Best RBG Macros 9.2
General RBG Information
Overview 9.2
Tips for RBGs 9.2
RBG Meta 9.2
Base Sitting 9.2
Target Calling 9.2
Leading RBGs 9.2
Battleground Strategy
Overview 9.2
Warsong Gulch 9.2
Twin Peaks 9.2
Battle for Gilneas 9.2
Arathi Basin 9.2
Deepwind Gorge 9.2
Eye of the Storm 9.2
Silvershard Mines 9.2
Temple of Kotmogu 9.2
Seething Shore 9.2
About the Author
This guide is written by Cherry, the founder and leader of the
Oasis
community. She has experience with planning and hosting tournaments for the community through Oasis and even does observing for WoW esports. You can find her leading groups for Oasis, streaming on her
Twitch
, and even posting on her
Twitter
. She is a Mistweaver main that focuses on PvP. She has achieved Gladiator and Hero of the Alliance and helps to promote a positive and encouraging environment for players to learn.
Outside of World of Warcraft, she is a recent college graduate with a B.S. in Physiology and Neuroscience and a minor is Psychology. Her plans include going to PA (Physician's Assistant) school while continuing to keep gaming and community management close!
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