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证明自己:青铜治疗(90级)
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证明自己:白银治疗(90级)
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证明自己:黄金治疗(90级)
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证明自己:无限治疗(10波)(90级)
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证明自己:无限治疗(20波)(90级)
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证明自己:无限治疗(30波)(90级)
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评论来自
Konga
I had success with my
druid
the following way:
I am going ahead and posting my cooldown list here, maybe someone will find it useful. A good advice is to try to "learn" the different waves, as it really helps to know what to expect.
I used Weak Auras to display the list on the screen so I could always have a look what was up next.
1 () - vigil
2 (AE) - tranquil
3 (2x Chomp) -
4 (2x Aqua) - kick / vigil
5 (AE) - tranquil
6 () - kick / vigil
7 (2x melee) - ironbark
8 (caster) - KICK / vigil
9 (AE) - tranquil
10 (melee) - kick / ironbark / vigil
For talents, there are some important choices:
Rank 2: Yseras Gift (Really important! Free smartheals without any mana-spending!)
Rank 3: Typhoon (THE gamewinner for you, if the nasty Flamecasters hit your party)
Rank 4: Force of Nature (Maybe also doable with
丛林之魂
, but the Trees are free and also smartheal!)
Rank 5: Bash (All mobs besides enraged melees can be bashed, it gives you a second to breathe sometimes)
Rank 6: Nature's Vigil (A little cleave-healing since the legendary won't work)
For gems: You can regem of course, but it is not really necessary. I went with my usual mastery-gems, but reforged to the first hastecap (3043). Do remember to have some spirit with you. I also used an int-flask with int-food.
Playstyle: Play VERY Mana-conserving! Never use
愈合
if you don't have the clearcast progg. You also need to cast
from time to time. Also, always heal off the "chomp"-debuff really quickly, even if it needs a Healing Touch. Frequently use the Trees, and make a little cooldown list if you have trouble timing them (see above for tips). The last tip I have for you is: Always (re-)plant the mushroom so your meeles, the meele-mage and yourself can stand in it, and use the
together with
! It really helps!
评论来自
Arkedas
I did this with my Monk tonight (35 wave)
Here some tips
Talents:
真气波
,
真气升腾
,
平心之环
,
金创药
,
白虎下凡
Glyphs:
被烧毁的雕文
,
被烧毁的雕文
,
被烧毁的雕文
Flask and food - int
Wave tips: use
平心之环
on each wave, try to kick pyroblast and Sonic Blast casts
Wave 1: kick casts
Wave 2:
作茧缚命
on tank
Wave 3:
白虎下凡
Wave 4: if 2 bombs in melee and party too low - use
还魂术
Wave 5:
作茧缚命
on tank, if
还魂术
off cd use it in critical situation
Wave 6:
白虎下凡
Wave 7:
作茧缚命
on tank
Wave 8:
平心之环
at spawn, then
禅悟冥想
, use
还魂术
in critical situation
Wave 9:
白虎下凡
Wave 10:
作茧缚命
on tank
www.youtube.com/watch?v=PlacRfV47x0
评论来自
pezz
Got up to wave 34 yesterday as a holy paladin. Here are the main things to keep in mind:
1. Plan your cooldown usage. You can't win by using them reactively.
2. Mana matters so much more than raw output. Stack spirit, spend talent points on free healing, etc. You ought to have a cooldown running during every damage spike anyway, so don't worry about not healing fast enough.
3. Be proactive about interrupts and stuns.For example, I could trivialize the four flamecallers wave by standing where they'd spawn ahead of time, and comboing glyphed blinding light into my blood elf racial to stop them casting for ~6 or 7 seconds.
4. Be clever about whatever fun things your class can do. For example as a paladin, bubble/taunting enraged conquerers, forcing off chomp with hand of protection rather than healing it, druids should remove enrages, etc.
评论来自
Loregpn
Got up to wave 44 as a druid. Here is a video of waves 20-30. Maybe the rest will come later.
http://www.youtube.com/watch?v=cRU_SV6celc
30-44 waves
http://www.youtube.com/watch?v=7Tr9cYydoOk
评论来自
Kidja
Little advice.
Proving grounds is like challenge modes and your gear is scaled to 463 at this point you probably all know that but don`t forget to switch
英勇之源钻
and
吉康,赤精之仁
because they don`t work here.
Key thing here is to manage your CD`s and use your interrupts and stuns.Singers (AoE caster ) should be interrupted whenever you can.
Also you can drink every 10th wave so don`t forget to buy
滋补琥珀
it will make your life easier.
All in all it`s all about practice i could write all the stuff i used as holy paladin but it won`t help much because we all have different play style , for someone full int is better, for some spirit and so on.
Just be patient and you will get this. Wish you all good luck i hope i helped somehow.
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 Healer. You have mastered your role, be proud!
评论来自
957556
As a
restoration shaman
, I found it reasonably easy.
Learning the 10 waves is indeed the most important step to this achievement. Don't be intimidated by the 30 waves ahead of you. Once you can manage the first 10 waves, you will make rapid progress. It took me about 8 tries to work out how to handle things up to wave 11, and only 2 after that to get the achievement. But enough bragging, now for some real advice:
The talents are largely up to you to decide, except
, which I highly recommend. When dealing with chomp-DoTs and ae-damage on the group, this talent is in my opinion the better choice over Rushing Streams.
治疗之雨
will run up to 40 seconds, and usually the whole group except the hunter will stand in it, if you place it right (it's almost like a real group, but at least one range-dps is 'smart' enough to move up to the ae-heal). While HR is quite expensive, extending its duration makes it a very efficient group heal without interruption. In addition I also recommend the following glyphs:
,
. I'll explain in a moment. I also added Healing Wave to my glyphs, but HST or Totemic Recall might be viable as well.
As for the tactics (in adddition to what is already mentioned in the excellent
proving grounds guide
):
Warrior, Rogue, Mage and Shaman (that's you), should stand in melee inside the Healing Rain. Always boost your HR with Unleash Weapon, the throughput is usually worth the GCD. At low damage you can use Lightning Bolt to keep the Rain AND Earth Shield up, while receiving a very slight mana gain and providing additional damage. And it will save you some ES-related GCDs.
Unsurprisingly you will mainly use Riptide (unglyphed for efficiency), Healing Wave, Greater Healing Wave and Healing Stream Totem as needed. Chain Heal can balance the group well, but suffers from its long cast time. Healing Surge should be avoided unless someone will die, but it will burn away your mana rapidly. Best learn to appraise when to let the HR do its work and when to heal directly.
As all shamans already know (hopefully), the class has loads of awesome cooldowns, which helps a lot in the fight. In waves 2, 5, 8 and 9 you can and will use your great healing CDs. In wave 2, 5 and 8 I dealt with a lot of damage on the group and used Healing Tide Totem, wave 9 will deal a lot of damage on the tank so
治疗之雨
+
升腾
+
灵魂链接图腾
works great. Since each wave is 1 minute long, this combination will be available two more times, but make sure you have it ready for wave 9.
Besides interrupting enemies, your
will also come in very handy at least once per wave to stun all targets in melee and give you a valuable interruption from incoming damage.
And don't forget your early Mana Tide Totem: use it the first time you reach about 80% mana, usually during the 2nd or 3rd wave, then keep it on cooldown. The new Totemic Persistance talent will make handling (water-) totems a bit easier, especially when things get hectic, and they will get hectic.
评论来自
hayekpriest
Here are a few tips I picked up on my (long) journey to figuring this out on my resto druid. Maybe some of it translates to other classes:
Rounds 2, 5, and 9 have a hive singer. It's really helpful to interrupt his AOE nuke because damage avoided is damage that doesn't require mana to heal up. I hotkeyed this simple macro to target him right away "/tar Large Illusionary Hive-Singer" and then used Mighty Bash, Intimidating Roar (Symbiosis your tank), and Typhoon to interrupt if my crew didn't get it done halfway through his cast
Round 8: I moved with about 6 seconds left in Round 7 such that the group of mages in 8 would spawn between me and my crew. Then, I Typhoon'd them towards my group and used Mighty Bash on one as I ran back to the group
On round 4, you will often have two dispels at once. It's crucial to prioritize who you dispel. I never dispelled myself, because I could run away from the group and use my soul well stone + Ysera's Gift to heal up. Rogue and tanks are top priority
I took Mark of the Wild because the passive INT bonus was useful and I found it necessary to pop that in rounds 10/20/30/etc on the final mob, because your DPS will not get him down in time without your help
Grabbing the Restorative Amber from the Klaxxi and using that after round 10/20/30 allowed me to recharge to full health/mana, assuming you helped DPS in round 10
Popping a couple Soul of the Forests a few seconds into each round helped a lot
Jumping on Chomps immediately, especially the hunter and tank, was crucial. Nature Swiftness + Healing Touch + Swiftmend ASAP if it's on your tank or the hunter (who will not be in your 'shroom Efflorescence)
Hope some of this helps someone. Good luck!
评论来自
blackpixie
Finally got this on my resto druid tonight - got to round 39 and called it a day. I finally got the hang of every round and that's the most important thing. It really helps to know what's coming before the next round even starts so you can be proactive. Here's mainly what I ended up doing:
Important gylphs:
Glyph of Healing Touch (took out gylph of regrowth which I use for raid, because I wanted the hot effect back and it is useful)
Gylph of Efflorescence (tank moves so much I would click him and re-target my efflorescense to keep it on him at all times)
Spec: Feline Swiftness, Ysera's Gift, Typhoon (IMPORTANT!), Soul of the Forest (IMPORTANT!), Mighty Bash (IMPORTANT!), Nature's Vigil
Before starting - Set your healing add-on to show you the debuff "Chomp" - this is extremely helpful and explained more below. Buy some
Restorative Amber
from the Klaxxi for mana regen between rounds 10/11 and 20/21 (thanks to Kidja up above for this suggestion - it works great!). Make sure Mighty Bash, Typhoon, Ironbark and Nature's Vigil are on your bar if they normally aren't, you'll be using them a lot. Pop a flask (flask of falling leaves) and a food buff (I just used steamed crab surprise). Don't forget your health-stones, they're right next to the rest of the guys before you begin. I also made a macro utilizing Nature's swiftness and healing touch for a quick instant heal (and you'll need it):
/cast Nature's Swiftness
/cast Healing Touch
Also put symbiosis on your bar as you'll utilize the skill you get from putting it on the tank.
Round 1: Immediately cast symbiosis on the tank to give yourself Intimidating Roar which you will need for interrupts. He will run to the 3 guys that pop - this round is by far the easiest. It doesn't hit your tank hard and you can make due with lifebloom and rejuv. There is a flamecaller which may throw a fireball at one of the others but it doesn't do much.
Round 2. You will use tranquility this round but not immediately.
Make sure hots are on the tank/mushroom is down
(you should be doing this every round so it's the last time I'll be specific about it). You will see your first Large Illusionary Hive-Singer and they have an ability called "Sonic Blast" which you want to do your best to interrupt. I usually start with a Mighty Bash, then Intimidating Roar. Next, Typhoon. You can only interrupt him 3 times so for the rest of it you need to heal through the AOE going on. You will also need to DISPELL -
make this your priority
, as if the timer runs out, the person with the debuff will blow up whoever is near them and it hurts. Plan your tranq carefully (as you don't want to have to stop mid-tranq to dispell. If possible, try to do it right after you just dispelled and after a swiftmend so you can utilize Soul of the Forest). Important to use here
as you want your raid full health
before round 3 because...
Round 3: Immediately a tunneler will pop up and put "Chomp" on someone in your raid. If you use a healing add-on (I use VuhDo) - set it to show Chomp so you know ASAP who has this debuff (stated above but this is a reminder :) ). Whoever gets it needs to be priority and healed to 90%+ immediately to clear it off. I can't stress this enough as this is what wiped me over and over as I got into the higher rounds. You can't be surprised by this or it will tick down and your raid will wipe (especially true if the tunneler puts it on the tank which is stressful at best when it happens). It can be on more than one person at a time if there's more than 1 tunneler up. I believe there are 2 in this round up at once. You can interrupt the tunneler with Mighty Bash. Their cast is called "Burrow" - it will stop them from going underground and biting/putting Chomp on someone. It saves mana to interrupt this when you can.
Round 4: Usually I have a small break between 3-4. Check your mana. This is the double dispell phase. The most important thing is prioritizing the dispells. Watch for where your party is standing. You should stand off to the side, away from potentially blowing anyone up. Melee should be the first priority - if the spell goes on the tank or the rogue, get them immediately. If it goes on them both, I tended to pick the tank. The rogue's will then go off and blow up those in melee range - this is a good time to pop your mushroom if you've been saving it. The mage sometimes stays in melee-range - if this happens and you need to choose between mage/hunter - pick the mage so he doesn't blow up melee. If it goes on yourself and there are two out - handle the other person and then simply verify you're not in range of anyone and let it blow you up. Healthstones are good to pop on yourself here, or sometimes i just moved into the mushroom range and let the slow ticking take me back up. Once you're down to one add, the spell will only go out on one person at a time and you can dispell every one that goes out. Make sure everyone is healed to full before round 5 - it's an AOE round and it hurts.
Round 5: You will get a massive add that will enrage on your tank, a Large Illusionary Hive-Singer and a tunneler all in one. Your tranq should be just about back up (I usually have 15-20 seconds ticking down before I can use it here). Hot up everyone well and make sure you're watching for the Chomp debuff. Put Ironbark on the tank as the big guy enrages/use the nature's swiftness and healing touch macro to keep him topped off. Immediately use swiftmend on someone and then pop your tranq to utilize Soul of the Forest and get a nice fast tranq. This should get everyone to full, if it didn't then make sure Chomp is cleared first thing then top everyone else off. Interrupt the Hive-Singer with Mighty Bash/Intimidating Roar/Typhoon as much as possible - if he went down first then try to interrupt the tunneler's burrow so you can avoid Chomp. Your DPS will be pretty bad so the big guy will likely still be up by the time Round 6 begins to pop.
Round 6: You'll get some little adds: flamecallers which shoot painful fireballs, another tunneler, a ripper, etc. I used Typhoon to blow them back and give my guys another few seconds to blow up the big guy. Watch for Chomp which will go out from the tunneler pretty quickly. Important to keep your tank full as a Chomp on the tank at half-health in this phase can only really be saved by a well-timed mushroom bloom under his feet. Not a horrible phase, just make sure you're watching chomp and interrupting the tunneler whenever possible.
Round 7: You'll get two big guys who enrage on your tank and a small illusionary hive-singer. Your DPS may be finishing off the previous round. Wild growth to get your raid up then focus on interrupting the small illusionary hive-singer's sonic blast (it's the same as the large illusionary hive-singer but much, much less painful). He should die pretty quickly and you'll be left with the big guys enraging on your tank. Ironback/macro again. This is where you will need to help DPS to keep your rounds well-timed. Pop Nature's Vigil and moonfire/wrath the two adds that are up. Watch your timer, when it gets to less than 4 seconds, if the adds are not dead, let your raid finish them and begin blanketing everyone in rejuv. Round 8 is painful.
Running out of room, will continue below :)
评论来自
blackpixie
Continued from comment above.
Round 8. Cast typhoon on the flamecallers that spawn, then Mighty Bash one of them - this is a massive fireball AOE phase and 2-3 bad RNG fireballs in a row can wipe your group if they aim them at the same person repeatedly (they love to blow up your mage and hunter). This and round 9 are what you've been storing your mana for, so don't be afraid to start using it. Wild growth, rejuv, healing touch - keep mushrooms under the melee at all times. Utilize your clearcasting procs with regrowth for the hot. Bloom your mushroom if necessary (make sure you run in for it so it hits you too!). Watch your timer for this round - as 9 approaches, put a rejuv on everyone and watch for Chomp very carefully.
Round 9: A tunneler, a Large Illusionary Hive-Singer and another add (3rd one is negligible) will pop. Immediately Chomp will go off on someone. If you have your macro ready, use it here on the Chomp'd person, followed by a swiftmend and tranq. Getting this chomp cleared is imperative as the Hive-Singer will begin to AOE and if you miss your chance, it will get harder and harder to clear the chomp before the next one goes off and you'll get too far behind with the debuff and AOE damage (this is what kept wiping me on round 29, you need to be proactive and gauge Chomp carefully). This is where you find out how well you managed your mana - and you can burn it in this phase and will need to. Interrupt the hive-singer once chomp is no longer a danger and you'll go into round 10 just fine.
Round 10: You'll get another large add which enrages on your tank and smaller one which puts out the spell that needs to be dispelled (possibly also a flamecaller as I remember some fire in this round but it doesn't really hurt). Pop ironbark/macro on your tank, dispell when necessary. Once he comes down from enrage, pop Nature's Vigil and DPS like mad. It's important to get these 2 adds down with some time leftover between rounds so you can pop your Restorative Amber and get all your mana back. Once the adds are dead, click your Restorative Amber (i had to spam-click it, coming out of combat here can be a little buggy and it's also a timing race). Round 11 will begin round 1 all over again, with some added damage.
Good luck :)
评论来自
maely
Insanely challenging for Disc Priest. My thoughts:
GEAR:
At i463, you want INT but also more SPR than usual. Use a Revitalizing meta gem. BiS necklace is Soul Prism of Lei Shen (sockets aren't subject to downscaling). BiS weapons also come from ToT (e.g., Durumu dagger with bonus socket from Eye of the Black Prince). Purehearted Cricket Cage or Lei Shen offhand. Legendary healer cloak is still BiS due to secondary stats+socket. BiS trinket is Relic of Chi-Ji; I like the Empty Fruit Barrel as #2 (alternate: Qin-Xi's Polarizing Seal). My scaled-down stats (with food/flask) were: 12,550 int, 12,930 spirit(!), 18.1% crit, 26% mastery.
TALENTS:
I didn't rely on L15/L30 talents (Void Tendrils can help with Round 8, though). L45 was FDCL (burst healing). L60 was Desperate Prayer (3 uses: to self-soak a Living Bomb, to clear a self-Chomp, or to pop above 90% so that you can Void Shift an ally out of Chomp). L75 was Twist of Fate (great uptime, esp. at round transitions). L90 was Divine Star (I usually stood with the melee and sometimes looked toward the hunter before firing DS).
GLYPHS:
Purify (free healing). Power Word: Shield (helps with Chomp). Prayer of Mending (your best tool to clear Chomp from nontank targets as it quickly bounces back-and-forth with Oto).
Note that you cannot afford to keep Glyph of Penance.
MACROS:
I use "mouseover" macros (for most of my heals) and "target of target" macros (for PoM/PW:S). Otherwise, I'd be changing targets 100 times a minute.
MECHANICS:
Oto's Shield Wall has a 2-minute cooldown. Chomp clears only when the target is healed above 90%. Chomp on the tank necessitates very aggressive healing (or a Void Shift). The mage sometimes stands in melee-range but sometimes with the hunter. Be aware that any smart-healing YOU receive from Atonement is reduced by 50%, so quickly remedy this situation with FDCL/BHeal/DP. Also, your Atonement-DPS is crucial to surviving certain waves, so aim to Atone-heal as much as possible (with PW:S/PoM on cooldown). Try to avoid direct healing unless empowered with AA/BT/IF/etc.
ROUND 1: Large Flamecaller, Small Ripper (x2)
Target the Flamecaller and Atone-DPS. Watch the Pyroblast casts and pre-PoM nontank targets.
ROUND 2: Large Hive-Singer, Large Aqualyte, Small Ripper
Pop Shadowfiend on the Hive-Singer and generate a few Archangel stacks. Dispel the first Bomb, then pop PW:Barrier on the melee. Stand inside the Barrier and Spirit Shell (half-tank/half-party). Large Aqualytes deal severe tank damage, so look for Oto to Shield Wall. Keep him up with a defensive Penance, then revert to Atone-healing when the Hive-Singer dies and your party stabilizes. You MUST top off the party by the round's end. It is also not a bad idea to empower a PoH at the transition to...
ROUND 3: Large Tunneler (x2), Small Ripper
Double-Chomp right off the bat. Hope you got FDCL/PoM ready. Handle it fast, maybe before it even happens (IF+PoH). Then start Atone-DPS'ing down the first Tunneler; you need to kill him before he Chomps again. Thus, the second Chomp will only be a single and will be simple to handle (PoM). Atone-DPS this Tunneler down before he is able to Chomp a third time. Don't use DP. Channel Hymn of Hope at the end of this round.
ROUND 4: Large Aqualyte, Small Aqualyte, Small Flamecaller
The make-or-break round. Your party will DPS the Flamecaller first, so you'll probably face three double-Living Bombs unless you're outputting extreme Atone-DPS.
Whatever you do, Oto the tank must NOT use his Shield Wall during this round.
Position yourself halfway between the melee/hunter. When the first double-Bomb occurs, make a quick decision. Hopefully, you can hit both targets with a Mass Dispel. If you MD the first double-Bomb, it will be back up for the third double-Bomb. However, if the Bombs are split between the hunter and a melee, you probably should dispel the melee and let the hunter soak with a pre-PoM/PWS. You can also soak a Bomb by running out, pre-PoM, and DP/Healthstone afterward. Don't let a Bomb explode in melee range; hit-and-run lifegrip the mage if you have to. Right after the first double-Bomb is a good time to Pain Suppress the tank and spam Spirit Shell (half-party/half-tank). Just keep in mind that Oto requires HUGE heals while you are running around handling Bombs because you really want that Shield Wall for...
ROUND 5: Large Conqueror, Large Hive-Singer, delayed Large Tunneler
Arguably the toughest round. Pop Shadowfiend on the Hive-Singer, then spam your largest party-wide Spirit Shell. When the Conqueror enrages, pop PW:Barrier on the melee. Hopefully Oto has Shield Wall ready. This buys you enough time to neutralize the lethal mid-round Chomp (be aggressive; the Hive-Singer is still pulsing AOE). Atone-DPS the Conqueror down as he usually carries over into the next round. If for some reason you didn't HoH in Round 3, peel off the Conqueror and do so now.
ROUND 6: Small Flamecaller, Small Tunneler, Small Aqualyte, Small Ripper
A hectic round at the start. Tank damage starts high, but this round is only a problem if you got behind on Rounds 4/5. Toss a couple heals on Oto, neutralize the first Chomp (use DP if you have to), then spam Spirit Shell (half-tank/half-raid). Don't forget to Dispel.
ROUND 7: Small Conqueror (x2), Small Hive-Singer
A surprisngly calm round. Nuke the Hive-Singer, and time a PoH to finish casting when it gets off an AOE pulse. Oto should have Shield Wall up, but Pain Suppress him when the Conquerors enrage. If you are low on mana, go light on the Atone-DPS once their Enrage expires; this round is not a time-crunch.
ROUND 8: Small Flamecaller (x4), Small Ripper
A dangerously bursty round. Consider using Void Tendrils on the Flamecaller pack to distract their Fireballs, then pop Shadowfiend on the rightmost one and spam a party-wide Spirit Shell. Contribute as much Atone-DPS to the Flamecallers as you can, proceeding from right to left, and be ready with FDCL. Try to prevent this wave from spilling over into the next. You MUST top off the party by the round's end. It is also not a bad idea to empower a PoH at the transition to...
ROUND 9: Large Hive-Singer, Small Tunneler, Small Aqualyte
Dangerous Chomp right off the bat. This wave spawns behind you; target the Tunneler ASAP and pre-PoM his Chomp target. Then, pop PW:Barrier on the melee and spam a party-wide Spirit Shell. Dispel. The tank damage here is not severe so Atone-heal as much as possible. Go OOM if you have to. Just survive this round!
ROUND 10: Large Conqueror, Small Flamecaller, delayed Small Aqualyte
A surprisingly calm round. Atone-DPS the Flamecaller, then pop Pain Suppression on the tank when the Conqueror enrages. Probably Oto has Shield Wall too, so you're in the clear as long as you don't forget to Dispel. Make sure you have enough mana to do so. Switch to Inner Will if you are depserately low. In between rounds, pop a Restorative Amber (purchased from the Klaxxi faction) to "drink" for mana.
SUMMARY:
2 - Shadowfiend, PW:Barrier, Oto's Shield Wall, Spirit Shell
3 - Hymn of Hope
4 - Pain Suppression, Spirit Shell
5 - Shadowfiend, PW:Barrier, Oto's Shield Wall, Spirit Shell
6 - Spirit Shell
7 - Pain Suppression, Oto's Shield Wall
8 - Shadowfiend, Spirit Shell
9 - PW:Barrier, Spirit Shell
10 - Pain Suppression, Oto's Shield Wall
--Maely, the Proven Healer
评论来自
Haines
What a great challenge. I laughed, I raged, I cried myself to sleep. After many, MANY attempts I finally bested this achievement as a disc priest and now I am a proud, proven healer.
All the previous comments have wonderful advice but I would like to add my own:
Plan ahead.
Take care to learn each wave, and know what cooldown(s) you're going to use, and when you're going to use them.
Don't panic.
Be calm, and roll with the punches.
Don't get discouraged.
It'll take practice, but you'll get there.
评论来自
Skaiya
I got so.. so.. so incredibly close today, on my Disc Priest.
Wave 23, and then out of nowhere, big massive AOE damage. :c
Gonna have a try tomorrow.
评论来自
Teryx
Got to wave 39 today as druid.
First made a gearset with all the blue gem slots I could get. Think I got to 12K spirit, failed utterly, had no chance when burst was required. So I turned the other way - grabbed red slots from soo tier pieces and the pennyroyals, went all intellect, got to 23.7K spellpower, 25% mastery, first haste breakpoint - and 5.1K spirit. 5K spirit rules out regrowth and healing touch for anything but emergencies, efflo and bloom becomes your bread and butter. Cenarion ward valuable for its burst, on-use JP trinket. strategic usage of lifebloom bloom.
I then had some runs where I tried DPS-ing alot, mostly in cat form. When I let that go and made healing first priority wave 39 came on second try. The combat log shows I made 3.3% of the damage - which means you can almost ignore it, except for last wave, to secure amber usage. Most important to be on top of things, and have all maxed out when a new wave pops.
Glyphs: Efflo, Fae Silence, Master Shapeshifter, Mushroom.
Talents: Heart of the Wild for wave 10, Cenarion ward for chomps and enrage. Typhoon for wave 8, roar and bash are both good.
Hunter symbiosis to soak water bombs.
Maximise cooldown usage. Tranquility for 2/5/9.
The rest is mostly a grind.
A highly valuable experience that has made me take a large leap ahead as a player.
评论来自
1243852
Gonna try this as a disc priest.. Hope I manage!
评论来自
Namnalia
As a warlock player, I tried to tackle this for quite some time with my twinks. I tried every healer class, and while it surely is possible with every one, I as a "casual healer" had the easiest time with my restoration druid (I won't boast with a "did it in 2 tries", because actually it still took hours). From my experience, their abilities just fit best and you have the least mana problems.
This (apart from wowhead, ofc) is the website that helped me the most and might help you as well, no matter what class:
http://healiocentric.wordpress.com/2014/03/24/my-endless-journey/
It's a blogger who succeded in healing it with every class (and both priest specs). Especially the CD management came in quite handy.
Although proving grounds has a lot of flaws, it is a very good learning experience. Unfortunately, the proving ground itself does not really teach you anything apart from "you did it wrong". I hope this improves in WoD, some rather nebulous blue posts say so.
评论来自
Calicotton
I did this as a Restoration Shaman, completely in Challenge Mode gear. 26 sockets and 10k Spirit.
How to restore mana during the Endless Trial:
At the end of each 10 waves, you get a 15 second timer. At that point, there should be only one mob left at low HP when the time starts ticking down, or the mob may be dead at this point for you. I recommend buying
滋补琥珀
(requires Honored with
卡拉克西
- which you can get from completing the quest hub) as you will only have about 10 seconds to restore your mana, at which point pop
滋补琥珀
. You are only allowed to do this at the end of Wave 10, and Wave 20. As a Restoration Shaman, I used
at Wave 6, Wave 16 and Wave 26.
is a must have; I used
the most on
大型幻影征服者
and
小型幻影征服者
(the big guys that enrage and mostly do single target damage) to restore my mana.
You will often notice the Mage and Hunter's health burning away. This was one of the most frustrating things at the start for me, and it's a bleed called
噬咬
. It is priority to keep this bleed off of your party, more than keeping the tank alive, as it can quickly overwhelm you. Another thing to notice is that the warrior will constantly be moving out of your
治疗之雨
, and the only way I found to deal with that is to wait a few seconds before putting it down, and eventually you will get an idea of how he moves.
治疗之雨
is not that important to keep up 100% so don't waste your mana trying to maintain it.
To save more mana, I took the talent
石壁图腾
and used it when I was debuffed with
水爆弹
.
净化灵魂
must be saved for the Warrior or the Rogue; never use it on the Hunter or the Mage unless they are bleeding from
噬咬
and
水爆弹
simultaneously.
评论来自
noctusmirus
everything i read talks about pots, drinking and restorative amber.
i remember trying early on and having issues without a set for it and using pots, but now with 5.4.8 and my set it seems these three things have been turned off.
am i bugged or have others noticed this?
update: knowing what comes next is useful. that got me to know that there's a small timer between 10 and 11 that you will go ooc if you kill all mobs in (hadn't noticed this the few times as they've been up before). food is much slower than amber so i highly recommend the amber
here's a weak aura for what's next. it'll need your trigger changed if not a druid. it should be up in PG at all times.
d8JvfaWBsz9cfNwIDPsOTHeNJIAMeLFsKMTupJe9jIG(frGVrHwhfzNeSxODRI9t1OujAyK04qspwOAOcLAWkgUs1bLuoLkLoMQ44sQwOkvlvjTyIqlhXdvj5PIwMQ0Zj0efstvPmzsy6u6IQK6QcXLrDDv1gjQMgPAZaSDjPpQsWxfkPpJuFxOeJKi6WGgTkfJhqnlL4wuW1aQZdKvkj(lGCBbJp4gMbmvGPcCdtaAhBwIHrHhDmJR1AeCdfEr5GnA(LkfW6Qkv1n)OAgbyamyuqjkNQUrJkPORQQRt59r1mcWayWOftffX9gcAJb2I5Q0icr95XKpYGeA2h5nmWXHDZKfFYaSBFwl77mXNlb(9wVYQ0icr951KpYGeA2hjlvzdz5qZKfFKbj0Sp1Q)HnilV4tgGD7ZAzFNjELvPreI6Jst(idsOzF2(Nd3mXNlb(92fFYaSBFwl77mXRSknIquF0n5JmiHM9Pw9pSbz5fFYaSBFQv)dBqwEXNma72h5nmWXHDZeVYQ0icr9bSjFKbj0SpxPDQ)zIgzXhzqcn7JKLQSHSCOzYIpk4gcIv4JmiHM9z7FoCZeVYQ0icr9HIjFYaSBFK3Wahh2ntw8jdWU9z7FoCZKfFYaSBFQv)dBqwEXNma72N1Y(ot8kRsJie1hJM8jdWU95kTt9pt0i(CjWV3U4tgGD7JKLQSHSCOzIxzvAeHO(q1Kpza2TpYByGJd7Mj(CjW63U4tgGD7ZAzFNjELvPreI6Jzt(idsOzFKSuLnKLdntw8jdWU9z7FoCZKfFYaSBFQv)dBqw2RSknIquFEun5JmiHM95kTt9pt0il(Kby3(iVHbooSBMS4JcUHGyf(Kby3(uR(h2GSmM)JLuOPzcUHjansaf0XSy5GamWOWJQskuPIwmTKcnntWnmf35UfGbgfuXSy5GamWOWJQskuPI5xKbcGgjG3X8F4Q8XIj8B1WeGgjGc6yYv5JfZ0cpXzjqUgjib1(eiMFrgiXDUBbyGX7y(fzG(NIfVJ5xKbQy5GamW4DmTG2zmfTq7xeZVidu5uLjImEhTysy6I2zd0oJPLb2IzSuuyVbLRtr)5v1mv9xkuuQ)QJamOReZZpSrk00mrefEWSOaZyFbt(eR3aTsOOpxPfkhAmVHl03yr5GvvvA2S5xQgnQcMIQkcWGoymbwkaaISfLBaSzDkpuEFu1FvsvLQkcWGUsmBnOcCdZVidKyjggLiMFrgOy0omkrm)ImqkkaauI)BliuIygJ2HXm2eTQLdTpxGO9pkeXKO1mUHPy5q3mMsEDnzxVIz432cUHPKxxt21R4D0IwmflXW4gMILdDZyUdjwqyg(TTGBykgNpqsrdVJ5oKybH3rlArlMGKcaGiBr5gFFEPQQc2OYhJgPcMccWGoy0IPiMVxu9IgXSkk8O)OIweba
评论来自
Kuusneljae
I managed to do this with Restoration
德鲁伊
in Warlords of Draenor.
Nautajäbä
- Stormreaver
Score: 3,430 (34 Waves)
West: 2295 (druid: 689)
EU: 1560 (druid: 463)
EU English: 727 (druid: 217)
realm: 17 (druid: 7)
A little information bout spec, glyphs and fight
I used following talents:
Tier 1:
豹之迅捷
Explanation: Doesnt really matter what you use here. None of these talents really play a part in
试炼场
healing.
Tier 2:
伊瑟拉之赐
Explanation: You can also use
塞纳里奥结界
here but I think
伊瑟拉之赐
heals a lot more than one shield every 30 seconds.
Tier 3:
台风
Explanation: Obviously to knockback the casters!
Tier 4:
化身:生命之树
Explanation: I chose
化身:生命之树
here because it improves your healing a lot and you can use it 3 times in one run (10 waves). I have read that
林莽卫士
is quite good also here, but I haven't got a chance to test it yet.
Tier 5:
蛮力猛击
Explanation: 5 second stun is pretty good to use on
大型幻影虫巢咏者
to interrupt
音波冲击
. I don't really see any reason why you would take
乌索尔旋风
or
夺魂咆哮
here because most of the mobs are immune to these abilities.
Tier 6:
塞纳留斯的梦境
Explanation: I find this one being best by far. You can hot up your tank and just spam
愤怒
and
月火术
on enemies.
野性之心
is not by far as good as this because of the 6 minute cooldown.
塞纳留斯的梦境
is passive which you can benefit from all the time.
Tier 7:
萌芽
Explanation: I haven't really tried out which of these would be best but at least I found this pretty good, having 2
回春术
's lasting 3 seconds longer means more
愤怒
spamming.
---------------------------------------
I used following glyphs:
Major 1:
被烧毁的雕文
Explanation: I think having 100% crit chance on
愈合
pretty good to have in moments of high damage.
Major 2:
被烧毁的雕文
Explanation: There is one(or two) waves where two
大型幻影侍水僧
spawn and both cast
水爆弹
so this Glyph really saves you. In the end of the wave you will have the second dispell on cooldown so you can't still dispell all of them.
Major 3:
被烧毁的雕文
Explanation: Having 5 yards more range on
旋风
doesn't really help you that much. But I found it the best one here. You can also try the ones that improve your healing but I like to CC one of those
小型幻影撕裂者
in waves to mitigate some damage.
Lesser 1:
被烧毁的雕文
Explanation: You can place your
anywhere you want.
---------------------------------------
Lets have a look at the fight itself.
I always start the waves so that 5 seconds before the wave starts, I start applying rejuvenations and Lifebloom on the tank and throwing mushroom to the spot where enemies spawn.
Wave 1: 2x Ripper and 1x Large Flamecaller
This wave is rather easy one. There isn't really any damage after you kill the big guy. You should always have full mana after this fight.
How to: Apply
月火术
to all targets and start spamming
愤怒
. Refresh your hots before they expire(except
生命绽放
). After Large Flamecaller is dead you should have
回春术
on tank and just spam
愤怒
the rest of the fight.
---------
Wave 2: Large Hive-Singer, Large Aqualyte and small Ripper
This wave is in my opinion the hardest one. Here you need to have tank fully hotted the whole fight.
How to:
旋风
the small ripper and apply
月火术
to 2 other targets. Interrupt Hive-Singers Sonic blast with
蛮力猛击
and after that try to
台风
the next one. It is very crucial here that you keep your tank fully hotted and remember to be ready to use
愈合
if the tank gets bursted down. Don't hesitate to use your
化身:生命之树
and/or
宁静
here.
---------
Wave 3: 2x Large Tunneler and small ripper
Nothing special here.
How to: Try to
旋风
the ripper again here. Tunnelers cast Chomp on random target which basically means you need to heal that target to 90% (One
愈合
should be enough if you're fast enough) which removes the debuff.
---------
Wave 4: Large and small Aqualyte, Small flamecaller
This one is tricky one because here you have two aqualytes which both cast Aqua Bomb.
How to: As always, keep
月火术
on all targets and tank fully hotted. Spam wrath always when you can. If you chose to take
被烧毁的雕文
this should be easier since you have two charges on dispell. Always remember to dispell melee first because they are most likely to hit each other.
---------
Wave 5: Large Conqueror, Large Hive-Singer and Large Tunneler.
Here you will have tank taking a lot a damage if you get Chomp on him.
How to: Try to interrupt Hive-Singers Sonic blast again here because if you get all 3 abilities on tank at the same time, it is highly likely that he will die. When Conqueror casts Enrage, use your
铁木树皮
on your tank so he will not get smashed. Don't hesitate on using
宁静
here because the next wave will most likely spawn before you get to kill Conqueror.
---------
Wave 6: Small Aqualyte, Flamecalled, Tunneler and Ripper
You will get fire aoe, bombs and Chomps at the same time here.
How to: You should focus on healing at the beginning of the fight because that's the hardest part. After when you see everyone at full hp and tank hotted, try to do some damage(at least apply
月火术
to everyone) and finish the fight with some
愤怒
spam.
---------
Wave 7: 2x Small Conqueror, Small Hive-Singer
This wave is rather easy one. The mobs will most likely kill the Hive-Singer first so that before the Conqueror enrage, he's dead
How to: Interrupt Hive-Singers Sonic Blast and help npc's nuke it down fast. After Hive-Singer is dead or nearly dead, Conquerors will both cast enrage and at this point you should cast
铁木树皮
on tank and keep healing him with healing touch. Finish up by spamming wrath after Enrage because they will not do any damage and you can out heal their damage with
塞纳留斯的梦境
passive.
---------
Wave 8: 4x Small Flamecaller, Small ripper
This wave should be pretty easy to handle.
How to: You should be able to apply
月火术
to all targets and spam
愤怒
pretty much the whole fight. Occasionally you throw
回春术
at targets who get blasted.
---------
Wave 9: Large Hive-Singer, Small Tunneler, Small Aqualyte
I think this is maybe hardest wave, even though it seems easy.
How to: Try to keep
回春术
up on multiple targets and ready to heal members with Chomp up with
愈合
. Use
化身:生命之树
and/or
宁静
here because the next 2 waves are the easiest.
---------
Wave 10: Large Conqueror, Small Flamecaller and after a while Small Aqualyte
This is fairly easy wave atleast for healer.
How to: Your members will most likely kill the Small Flamecaller first and then the big one. Keep tank hotted and cast
铁木树皮
on Conqueror's Enrage. You should finish this wave with 5 seconds or so remaining.
After 10 waves, you get a chance to drink up and refresh your flask if there's need for it.
评论来自
1454352
Mistweaver
武僧
Guide 6.1
Youtube video:
https://www.youtube.com/watch?v=Z4uugc7ZO1k
Tactic Summary:
This strategy focuses on overwhelming waves 2, 5 & 9 with cooldowns plain and simple. It's not the most graceful method but it's easy, simple & has gotten me to very high waves. Generally at wave 30 I'm at 100% mana & 20 stacks of tea doing the below.
I'm going to recommend gear, talents, addons & glyphs at the start but I want to emphasise first and foremost that it is all irrelevant in comparison to
strategy
,
structure to your ability usage
&
knowledge
of each wave
. Particularly of mob types & spawn location.
Cheesing the Scaling with Gear
(Not Required at all):
Have your jewellery the max possible ilevel + double regen trinkets also max item level (static > proc).
Lower everything else including weapon to the bare minimum. The closer the rest of your slots are to 600 the better. Ideally get Oto's HP below 200k. His HP will adjust from 144k once wave 1 spawns.
In summary the game vastly under budgets spirit items when it scales the mobs and treats them as it would a DPS. You can make the mobs hit like nagrand mobs and have full BRF raiding regen = lol.
If you were doing the endless tank challenge I would recommend doing the same for bonus armour.
Add ons:
AngryAssignments
to make in game notes to remind you what is in each wave, until you know by memory. It is highly important to know what's coming. In game notes will probably speed up your progress two or three fold.
TidyPlates
is useful for interrupts
Expanding on the topic of interrupts, if you don't heal with mouse overs these might be difficult for you.
Haven't tested this yet but a macro such as this may be useful for you if you do not use mouseovers.
#showtooltip spear hand strike
/tar Small Illusionary Hive-Singer
/tar Large Illusionary Hive-Singer
/cast spear hand strike
/targetlasttarget
This will obviously still require you to stand within range of the mob.
Clarification on stats:
Spirit > Crit > Haste = Multistrike > Vers
AVOID MASTERY!
Always prioritise low ilevel gear above stats unless it has mastery in which case dont equip it! In reality crit/haste/multi are all very close. Avoid haste if you have mana problems
You should not confuse that as a stat priority for raiding, it is not.
Stats & Gear are advantageous but strategy and player ability are far, far more important. If you want low ilevel gear quick remember your Mistdancer set from salvage crates.
If you literally have no low gear, I'd urge you to get a low weapon at the very least. As the system that scales the mobs greatly overvalues weapons.
Yes spell power is hugely important, but Blizzards weighting of weapons in PG's feels too heavy.
Talents:
散魔功
(for self dispel),
扫堂腿
or
蛮牛冲
,
白虎下凡
&
日升雾腾
.
Rest = whatever
Glyphs:
(For chomps on player)
(Double dispel, makes those waves much easier)
(Meh)
Fistweaving:
Only use it when there is no damage & if you are struggling for mana. If your mana is fine it is not needed. Your damage makes no difference in PG's. I did it in the video just to demonstrate situations where it could be done without Oto dying.
TL;DR: For mana building only.
Marking Spawn Points & Player Positioning
In the video I have 3 markers down; Green, Red & Purple. I would urge you to mark these 3 spawn points. There are (six?) big circles around the edges. In relation to the NPC that starts the encounter: One spawn is the nearest circle to the NPC, the 2nd is to the right of that one (as you look from the middle) and the 3rd is to the right of that.
Important note: only wave 9 spawns at the 3rd location. The rest spawn on 1 or 2. Or in the cases of waves 8 & 10, between locations 1 & 2.
Generally you want to position yourself in melee. With the exception of wave 3 if you decide to stay at max range for that one (see below). This makes interrupts/stuns easier if you do them (you should) & spawns more mastery orbs where they are needed.
Cooldown Overview
白虎下凡
in waves
2, 5 & 9
还魂术
in waves
2, 5 & 9
作茧缚命
for Oto in waves
2, 5, 7, & 9
Important Notes:
:
You are allowed to drink water after every 10th wave
法力茶
carries over to the next set of 10 & has
massive
utility in PG's. This needs to be in the back of your mind towards the 2nd half of a set (Do I
need
to drink?.... Or can I stay at 50% and build up more stacks to carry over?)
If CD's are used 3 waves apart. When you use the CD in the earlier wave will determine its availability in the next. For example; using
Xuen 20 seconds into wave 2 means it will not be off cooldown until 20 seconds into wave 5.
Make sure your
青龙雕像
is within 20 yards when you pop
白虎下凡
or his healing is 1/2
Dispel Priority:
Oto > Rogue > Mage > Hunter (Don't dispel) > You (Diffuse)
Waves
Wave 1:
Save mana. Interrupt pyroblast.
Wave 2:
Use all cooldowns & interrupt sonic blast +
扫堂腿
. Deal with dispels
Wave 3:
扫堂腿
ONE of the mobs. To put their chomps out of sync; thus making a double chomp impossible (I messed this up in the video, was on CD)
Chomps (+ all mechanics) deal x2 more damage to the player. To avoid bad RNG pre
氤氲之雾
yourself. Pop fort brew if you are chomped - double chomp on the player or tank can be fatal.
Alternatively you can be 40 yards away to out-range the chomp. Personally I find putting them out of sync is enough
Wave 4:
Heavy
tank damage + Dispels. Just heal it.
Wave 5:
Same as wave 2. Deal with chomp
Wave 6:
Straightforward healing, clear chomps quickly
Wave 7:
Heavy tank damage light group damage. The hive singer here is small and does literally no damage, the main thing here is to tunnel heal Oto. The sonic blast does
low
damage don't let it distract you from Oto.
As soon as you see the big guys casting enrage life cocoon Oto. Keeping 100% enveloping uptime on him during the enrage and using
作茧缚命
are
crucial
.
Wave 8:
扫堂腿
the invoke fire channel (not the cast) & interrupt a 3rd. So that there is only moderate fire. Keep heals on Oto.
The reason I listed
蛮牛冲
as a viable talent was because it's better for this wave. Since you can line them all up in it as soon as they start channelling. Unless you have trouble with the manoeuvre in the video don't use Ox though.
扫堂腿
lasts longer = more mitigated damage
Wave 9:
Same as 2 & 5. Deal with Dispels & Chomp
Wave 10:
Burn as much mana as possible to build up mana tea stacks. Ideally you want to stop drinking around wave 8 if you can afford it. You are allowed to drink after every 10th so you want to carry over as many stacks as possible to the next set. Burn your mana bar here, everything you have left. Then drink water(##RESPBREAK##)524##DELIM##thaia##DELIM##Fixed video link, as requested. :)
评论来自
1454352
General Advice & Tips for healers in WoD.
I had put up a guide for Mistweavers here but I decided to make a 2nd comment to cut out, edit and highlight information I believe to be relevant for all, or most healers.
Cheesing the Scaling with Gear
(Not Required):
Have your jewellery the max possible ilevel + double regen trinkets also max item level.
Lower everything else including weapon to the bare minimum. The closer the rest of your slots are to 600 the better. Ideally get Oto's HP below 200k. His HP will adjust from 144k once wave 1 spawns.
In summary the game vastly under budgets spirit items when it scales the mobs and treats them as it would a DPS. You can make the mobs hit like nagrand/Normal mode 5 man mobs and have full BRF raiding regen. This allows you to access your expensive heals 2-3 times more than you should.
This trivialises it a lot. You don't have to do it of course if you feel you are cheating yourself (which you kind of are). But it's definitely something to be
aware of
; especially since you could be making the encounter
harder
than intended for yourself via the same logic, but in reverse. That being low spirit items & high armour + wep.
Furthermore. Having low level gear further enhances the power and relevance of the enchants on your jewellery.
Add ons:
AngryAssignments
to make in game notes to remind you what is in each wave. It is highly important to know what's coming. In game notes will speed up your progress two fold.
TidyPlates
is useful for interrupts
Expanding on the topic of interrupts, if you don't heal with mouse overs these might be difficult for you.
Haven't tested this yet but a macro such as this may be useful for you if you do not use mouseovers.
#showtooltip ''Interrupt''
/tar Small Illusionary Hive-Singer
/tar Large Illusionary Hive-Singer
/cast ''Interrupt''
/targetlasttarget
Marking Spawn Points & Player Positioning
I would urge you to mark the 3 spawn points. There are (six?) big circles around the edges. In relation to the NPC that starts the encounter: One spawn is the nearest circle to the NPC, the 2nd is to the right of that one (as you look from the middle) and the 3rd is to the right of that.
Important note: only wave 9 spawns at the 3rd location. The rest spawn on 1 or 2. Or in the cases of waves 8 & 10, between locations 1 & 2.
Check through the screenshots to see the one I submitted that shows the 3 spawn points in relation to the door, purple = wave 9 only
Important Notes:
:
You are allowed to drink water after every 10th wave
If CD's are used 3 waves apart. When you use the CD in the earlier wave will determine its availability in the next. For example; using
Xuen
20 seconds into wave 2 means it will not be off cooldown until 20 seconds into wave 5.
Sockets dont work
Enchants work
Dispel Priority:
Oto > Rogue > Mage > Hunter (Don't dispel) > You
(Diffuse magic)
Wave 3:
扫堂腿
Stun
ONE of the mobs. To put their chomps out of sync; thus making a double chomp impossible.
Chomps (+ all mechanics) deal x2 more damage to the player. To avoid bad RNG pre
氤氲之雾
HoT or Shield
yourself. Pop
fort brew
a defensive
if you are chomped - double chomp on the player or tank can be fatal.
Alternatively you can be 40 yards away to out-range the chomp. Personally I find putting them out of sync is enough
Again, not trying to spam or repost things twice. Just snipping out useful generic healing information that people might otherwise miss
G'luck
评论来自
kevinsan
As a holy priest, I found this incredibly hard. You're basically required to take Saving Grace, which I never tried before this, but I think its incredibly good now since single target spike healing is weak on holy priest. Also, take power word: solace and use it on cooldown, going oom is the main reason you'll die. For the big guys that slap the !@#$ out of your tank, you need to either pull ur tank away, use saving grace, or guardian spirit along with holy word:serenity. I stayed in Chakra: Serenity the whole time. Use the glyph of renew and binding heal.
评论来自
JeackTL
These endless wave 30 achievements are particularly easy right now (patch 8.3). I was just able to get endless wave 30 in all 3 categories in 408 ilvl, level 1 cloak, only 2 essence slots (I didn't even have good ones), and no corruptions.
评论来自
TheBigDeeb
Proving Grounds Endless Healer Wave 30 ( Holy Priest ) POV 9.2.7
https://youtu.be/OuiAV2owGI0
In This Video, I Will Show You How To Get
💪 Title
🥇 Achievements:
🌟
证明自己:青铜治疗
🌟
证明自己:白银治疗
🌟
证明自己:黄金治疗
🌟
证明自己:无限治疗(10波)
🌟
证明自己:无限治疗(20波)
🌟
证明自己:无限治疗(30波)
链接
证明自己:无限治疗(30波)(90级)
在试炼场的基础治疗(无限)的试炼中成功顶过30波攻击。
收获
您应被授予"
治疗高手
"头衔
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