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Blood Queen///Sindragosa
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Topic: Blood Queen///Sindragosa (Read 374 times)
outlier
Officer
Legionnaire
Posts: 260
Blood Queen///Sindragosa
«
on:
02/15/10, 05:25 PM »
The Blood Queen and Sindragosa are all that stands between us and the Lich King on 25 player, here's your guide to the encounter
/sign at the end upon reading
Blood Queen Lana'thel
--------------------------Tankspot-----------------------------
http://www.youtube.com/v/YtzGKqaLUeE&ap=%2526fmt%3D18&rel=0&fs=1
Environment, Positioning, and Pull:
(1) BQL's room is a (*gasp*) circle and has one entrance, which becomes gated once the encounter starts.
(2) Two tanks are needed for this fight as there is linked damage and a possible tank swap.
(3) You thought the DPS requirement for Rotface was tight?
(4) This fight is about judicious use of the Essence of the Blood Queen mechanic, proper execution of tank switches (possibly), big spike raid heals, and hot, nasty bad-ass deeps.
(5) I am suggesting tanking her where she stands, leaving the middle of the room open for dealing with pact of the dark fallen.
Boss/Environment Abilities:
There really isn't all that much new to this fight, and besides Essence of the Blood Queen, you have encountered all these mechanics before.
<---Blood-Queen Lana'thel--->
62.54m HP
Yup, you saw that number right. Fortunately, there is a mechanic that drastically will increase your rDPS. Unfortunately, it is that same mechanic that will make you wipe.
===================================================================
Vampiric Bite
Instant Cast. Cast once by BQL approx 15sec into the fight [or possibly if there is no-one with Essence of the Blood Queen].
Deals 13875 to 16125 damage to the target, granting them...
Essence of the Blood Queen
Instant Cast. Duration 60sec [75sec 10man].
You are infused with the blood of the Vampyr Queen. Damage done increased by 100%. Attacks heal recipient [speculative 10-15%]. Attacks cause no threat. At the end of the duration, target gains Frenzied Bloodthirst (See below).
This is the keystone mechanic for this fight. Approx 15sec into the fight, BQL will bite a random raid member, causing them to become a Vampyr. The fledgling Vampyr raid member will deal double damage for 50sec, and have the bonus of healing a percentage of each attack. Sounds great right?
For Power Auras Users, heres a import that gives you a graphic for Essence of the Blood Queen as well as a timer counting down;
Quote
Version:st3.0.0A; gcd:bofalse; b:nu0.03921568627451; anim1:nu1; g:nu0.043137254901961; optunitn:bofalse; ignoremaj:botrue; stacksLower:nu0; target:bofalse; icon:stInterface\Icons\Ability_Warlock_ImprovedSoulLeech; size:nu1.6100000143051; torsion:nu1; r:nu1; y:nu-30; x:nu0; customname:st; groupany:botrue; isAlive:botrue; timerduration:nu0; unitn:st; bufftype:nu2; stacks:nu0; focus:bofalse; raid:bofalse; texture:nu6; alpha:nu0.75; aurastext:st; symetrie:nu0; soundfile:st; owntex:bofalse; isResting:nu0; duration:nu0; mine:bofalse; multiids:st; inVehicle:nu0; speed:nu1; sound:nu0; stacksOperator:st>=; realaura:nu1; threshold:nu50; exact:bofalse; InactiveDueToState:bofalse; textaura:bofalse; party:bofalse; wowtex:bofalse; groupOrSelf:bofalse; customsound:st; combat:nu0; inParty:nu0; id:nu34; HideRequest:bofalse; aurastextfont:nu1; Active:bofalse; anim2:nu0; beginSpin:bofalse; customtex:bofalse; tooltipCheck:st; stance:nu10; isSecondary:bofalse; thresholdinvert:bofalse; spec2:botrue; inRaid:nu0; spec1:botrue; Showing:bofalse; UseOldAnimations:bofalse; buffname:stEssence of the Blood Queen; begin:nu0; off:bofalse; texmode:nu2; inverse:bofalse; ismounted:nu0; targetfriend:bofalse; randomcolor:bofalse; finish:nu1; timer.a:nu1; timer.dual:bofalse; timer.HideRequest:botrue; timer.id:nu34; timer.cents:bofalse; timer.HideLeadingZeros:bofalse; timer.enabled:botrue; timer.Showing:bofalse; timer.y:nu135; timer.h:nu2; timer.ShowOnAuraHide:bofalse; timer.Transparent:bofalse; timer.UpdatePing:bofalse; timer.InvertAuraBelow:nu0; timer.x:nu0; timer.Texture:stDefault
Not so much. At the end of the 60sec duration you gain...
Frenzied Bloodthirst
Instant. Duration 10sec.
The caster must satiate their need for blood, otherwise they will lose their will to Queen Lana'thel.
Basically, after 60sec of being awesome, your hotkeys will change allowing you to only use Vampiric Bite (as seen above). You cannot bite other Vampyrs. If you bite someone not infected, you will get a new 50sec duration on Essence. If you fail to bite anyone in 10sec, you get to become MC'd by BQL, gaining...
Uncontrollable Frenzy
Instant.
Charmed. Increases damage done by 100%. Health increased by 300%. Increases healing done by 1000%.
This is bad.
So in essence (get it?), with perfect execution of the mechanic you have until the 5:40min mark until seven raid members are forced to become MC'd. This is why it is imperative that your highest DPS get bitten as soon as possible, and why healers and tanks should be last to be bitten. You need every drop of DPS for this. Save hero/bl until the 4:30ish mark, or until most of your DPS are bitten.
===================================================================
Blood Mirror
100% of damage done to you is dealt to the linked source as shadow damage. Linked source will be whomever is closest to you upon application of Blood Mirror.
One of two abilities that require two tanks. This will only be cast on the highest aggro target. Tanks must be standing on top of each other at all times.
Delirious Slash
Instant. Frequency Unknown.
Inflicts 50% of weapon damage to an enemy and causes it to bleed for 5,250 to 6,750 damage per application every 3sec for 15sec.
Live ability. Placed on both tanks. Non-stacking.
Pact of the Darkfallen
Instant.
Deals growing Shadow damage to you and 2 other non-linked allies. This effect expires when all linked targets are within 5 yards of each other. DOES DAMAGE TO OTHERS IN A CLOSE RADIUS
Remember Yoggy's Brain Link? Red beams are bad, yellow beams are good. Same thing, except it dissipates after all 3 linked raiders are within 5yds of each other. Have the middle of the room open for the 3 Pact'd raiders to meet.
Quote
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Swarming Shadows
Instant.
Swarming shadows inflict 2775 to 3225 damage every 1 sec for 6sec.
Remember Lord Jaraxxus' Legion Flame? Same thing except purple. Execute as you would Legion Flame.
Quote
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Twilight Bloodbolt
Instant Cast.
Hurls a bolt of dark blood at the target, dealing 12,025 to 13,975 damage to the target and surrounding allies within 6 yards.
Presumed this is cast only at people outside melee ranged. The fight path is the same as a shadow crash, except that you cannot run away from it. Staying at 6yd intervals should be very easy.
Shroud of Sorrow
Permanent Aura.
An aura of sorrow and despair emanates from the caster, inflicting 4500 Shadow damage every 2 sec. to nearby enemies.
Constant, unavoidable raid damage... and Trees everywhere rejoiced.
Presence of the Darkfallen [?Unconfirmed/Heroic?]
The presence of vampyr kin infuses Queen Lana'thel, increasing the power of her Shroud of Sorrow by 5% (Stacks to 25).
I have not been able to directly observe this. If this goes live, every bitten raider will add 5% to her damage aura, up to 125%. That's 10,125 shadow damage every 2sec. Of course, at that point each DPSer/Tank bitten will be healing 10-15% damage done, which will help. It will still be a raid healing bonanza.
Bloodbolt Whirl
Summons a maelstrom of whirling bloodbolts for 6sec.
On a timer, which seems to occur about 2min into the encounter, BQL will move to the center of the room, fly into the air and rain Twilight Bloodbolts down on the raid. Melee must spread out at least 6yds apart to negate unnecessary damage on the raid. This is just a heavy raid healing ability that cannot be avoided. This should only happen twice in the fight.
IMPORTANT NOTES:
(1) The key to this fight is prioritizing Essence to your (top)DPS first. Even with this, the DPS requirement for BQL is insane. Healers must be prepared for both heavy spike damage and constant raid wide damage.
(2) Two tanks are needed.
(3) Red beams are bad, yellow beams are good. Make your healers happy and move to the center ASAP when linked.
(4) Don't stand in Legion Fla... I mean... Swarming Shadows. Purple fire bad.
(5) Set up your bite priorities. You'll be able to choose your first bite approx 1:20sh into the fight. That person should be your top DPS. After most DPS are bitten, drop Hero/BL. After approx. the 5:35min mark, you will have seven MC'd players. They must die ASAP, or CC'd if possible. If you aren't about to drop BQL by this point, you most likely have wiped.
---------------------------------------------------------------------------------------------Tankspot-----------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------Wowhead-----------------------------------------------------------------------------------------------------
The majority of the fight is spent in the land phase 1, interrupted occasionally by healing intensive pseudo-phase 2. During the land phase, you will want a few things kept in check. The first person to run to the boss should be the MT. The second person must be the OT, as she will link the player closest to the MT with Blood Mirror, causing them to take equal damage as Shadow damage. There is no tank swapping, Delirious Slash seems to be applied only to the OT, who will be a "soaker". Healers, the tanks will take a lot of damage - easily over 25k per hit on 25-man. Other players will want to be relatively spread out (at 6-10 yards range), but still close enough to be able to run to each other (or to an arbitrary point in the room, say the middle) quickly when Pact of the Darkfallen happens. Should you be targeted with Swarming Shadows (think Jaraxxus' Legion Flames), run to one of the walls, and drop your shadows in a line next to the wall, as far from the raid as you can.
A key mechanic to the fight is Lana'thel's Vampiric Bite. 15 seconds into the fight she will bite a raider (presumably the one with highest damage done at this time), granting them Essence of the Blood Queen, and turning them into a vampire. The Essence grants 100% damage increase, self-healing equal to 15% of the damage done, and reduction of all threat to 0. However the debuff lasts only 75 seconds (60 seconds in 25-man). After it expires, the vampire is given another debuff - Frenzied Bloodthirst - which gives them the same Vampiric Bite ability Lana'thel used on them (button 1 on their new action bar). When under the effect of the bloodthirst (15 seconds), the vampires need to bite somebody, or fall under the control of the Blood Queen and likely wipe the raid. Biting a fellow (non-vampire) player will grant them Essence of the Blood Queen, as well as refresh the debuff to its full duration on the biter. So every 75 (or 60) seconds after the first Vampiric Bite, the number of active vampires will double. You should end up with 8 (or 16 on 25-man) vampires close to the end of the fight - and the death of even one of them will likely cause you to lack the DPS needed, so beware.
Shroud of Sorrow is just a passive aura that ticks for a lot of Shadow damage every 2 seconds. It causes reflective abilities and talents (e.g. shamans' elemental shields) to proc very frequently. Twilight Bloodbolt is the reason you want your raid members at least 6 yards away from each other, unless they are melee/tanks.
And the last part of the fight, the pseudo-phase 2, where Lana'thel flies in the air... 2 minutes into the fight, and 1:30 minutes after that, Lana'thel will Incite Terror, fearing the entire raid for 4 seconds. She will then proceed to fly into the air and shoot a lot of Twilight Bloodbolts at random people for 6 seconds. This is an extremely healing intensive part of the fight, and defensive cooldowns are strongly recommended, if not mandatory. Use them on the first "air phase", since a lot more people will be able to self-heal themselves during the second air, because of the higher number of vampires.
--------------------------------------------------------------------------------------------Wowhead----------------------------------------------------------------------------------------------------
«
Last Edit: 03/09/10, 08:23 AM by outlier
»
Logged
outlier
Officer
Legionnaire
Posts: 260
Re: Blood Queen///Sindragosa
«
Reply #1 on:
02/15/10, 05:39 PM »
Sindragosa
Quote
Power Auras for abilities in Quote Boxes
---------------------------------------------------------------------------------------------Tankspot-----------------------------------------------------------------------------------------------------
http://www.youtube.com/v/BJzWK8RvbxY&ap=%2526fmt%3D18&rel=0&fs=1
Environment, Positioning, and Pull:
(1) Sindragosa's terrace is a circular area. It is advised to fight her on the stairs near the entrance way. More on that later in the phase2 section.
(2) You can get away with one tank on this fight with very high DPS. However, two tanks are preferable for phase3.
(3) This fight borrows elements from the Saphirron fight, and has all the generic "dragon" abilities. Raid positioning and awareness is key to this encounter.
(4) Starting positioning is simple enough to start. Given the cleave and tail swipe, your raid should pick one side of her to stand on, with the melee in the usual "dragon" positioning. Only one tank is needed until the soft enrage at 30%.
Boss Abilities:
Sindragosa has three phases: ground, air, and soft enrage. She has a total of 34.86m HP. I will break down each phase and the abilities there-in:
<---Phase1 [Ground]--->
Phase one is fairly generic with only a few abilities to really be concerned with.
Frost Aura
Raid wide persistent aura.
Inflicts 4,500 Frost damage to the entire raid every 3 seconds.
Oh noes. A raid wide damage aura. Blizzard hearts trees =). Run frost aura or totem.
Cleave
Inflicts normal damage plus 50 to an enemy and its nearest allies, affecting up to 10 targets.
After graduating from Dragon Boss School, Sindragosa quickly became a master of the cleave. Don't stand in front of the boss.
Tail Smash
Inflicts 11,250 to 18,750 damage on enemies within 16 yards of the tail's impact point, knocking them back.
During her time in graduate school, Sindragosa became a leading figure on the distinction between a tail swipe and tail smash. Laymen are still confused as to the difference. Don't stand behind the boss.
Frost Breath
1.5sec cast.
Inflicts 37000 to 43000 Frost damage to enemies in a 60 yard cone in front of the caster. [speculative] In addition, the targets' attack speed is decreased by 50% and movement decreased by 15% for 1.50 min. [/speculative]
Basic conical breath attack. PTR footage seems to contradict datamines that suggest there is a stacking movement and attack speed debuff associated with this ability. That being said, it is a possibility that if this goes live it will force tank switches during phase1. Either that, or it is dispel-able, though 1.5m debuffs nowadays rarely are.
Permeating Chill
8sec duration. Stacking debuff.
Causes those who attack Sindragosa with physical attacks to have a 20% chance to be Chilled to the Bone, dealing 1000 Frost damage per 2 sec. for each application.
It is assumed that this effects hunters as well as melee. If stacks get too high, simply stop attacking the boss for 8sec to reset. Obviously, this is a bigger concern for fast attacking classes.
Quote
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Unchained Magic
8sec duration. Stacking debuff.
Inflicts an arcane malediction on the target, causing any spells cast to result in a backlash of Arcane power for 2000HP per application after 8 sec. Multiple spellcasts by the afflicted target will intensify the effect of Instability [name of the stacking debuff].
This is cast on casters, and presumably healers. Stop casting for 8sec when under the effect of this debuff.
Quote
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Icy Grip
Instant Cast.
Extend tendrils of frigid wind to pull all nearby enemies to the caster.
This spell is cast once during every phase1 period. All players all pulled into melee range of the boss at which time she casts...
Blistering Cold
5sec cast. 25yd radius.
Inflicts 35,000 Frost damage to all enemies within 25 yards.
You have 5sec to get to a 25yd distance. High HP tanks may opt to eat this to maintain boss positioning.
<---Phase2 [Air]--->
At 85%, and then approx every 2min, Sindragosa will lift into the air for phase2, which lasts approx 45sec. Using the strategy below will maximize your DPS time by minimizing movement. Shortly after liftoff, Sindragosa will mark 5 players with...
Frost Beacon
Instant Cast. 7sec duration.
Marks a target for imprisonment in an Ice Tomb.
After 7seconds, the 5 raiders marked with Frost Beacon will be placed in an...
Quote
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Ice Tomb
453.6k HP
Entombs the targeted foe and all enemies within 10 yards in ice, dealing 15,600 to 16,400 Frost damage. Entombed targets take 8% of total health every second via Asphyxiation until the Ice Tomb is destroyed.
The goal of the 5 marked raiders is to create a line of Ice Tombs 10yds apart at the base of the stair case. These tombs provide LoS from...
Frost Bomb
4 casts.
Inflicts 23,563 to 26,437 Frost damage to all players within line of sight.
The frost bombs are only cast on the large platform area of Sindragosa's terrace. Therefore, by creating a line of frost tombs at the base, you will never have to rotate around as you DPS down the tombs to free your fellow raiders.
Split up your DPS in fifths and single target each down, making sure your raid is behind them at all times. Do not break them until the final frost bomb has gone off. After 4 frost bombs Sindragosa will return to phase1. At 30%, she enters...
<---Phase3 [Soft Enrage/Burn]--->
Phase 3 begins at 30%. Sindragosa retains all her abilities from phase1, borrows one from phase2, and adds a new one for phase3. Immediately after 30% is the best time for heroism/BL.
Frost Beacon & Ice Tomb
Approx. 15-20 frequency.
See phase2 above.
When someone is beaconed, they will become frozen in a frost tomb identical to phase2. DPS MUST break them out. Use this time to reset your stacks of Mystic Buffet. Have them run at least 10yards away from the raid to be entombed somewhat near the tanks.
Mystic Buffet
Instant cast. 7sec duration. 5sec frequency. Everyone within LoS.
Buffets all nearby foes with magic every 5 sec., increasing magical damage taken by 15% per application.
If not mitigated by LoSing vis Frost Tombs, the stacks will cause a raid wipe. Two key abilities in Frost Breath and Frost Aura will become unhealable with large stacks of Mystic Buffet.
Frost breath deals a maximum of 43k HP without resists or absorbs. With a 15% stacking increase every 5sec, this quickly becomes a one shot. With white hot DPS, you can begin a CD rotation on your tank to prevent a wipe. Most guilds, however, will fare better with a two tank rotation. After your first frost tomb is placed near the tanks, have your OT stand behind it to clear the Mystic Buffet debuff. When the stacks get too high on the MT, have your OT move into position and taunt, while the MT runs behind the frost tomb for 7seconds to clear his stacks.
Frost Aura will also provide a similar quandary for healers and DPS. Simply have all (or half depending on your rDPS) DPS move behind the Ice Blocked player to reset the stacks. With proper placement, all healers should be able to LoS the boss while still being able to heal the raid and tanks. If not, have a rotation so there will be enough HPS on the tanks at all times.
When Sindragosa's health reaches 0, you win.
IMPORTANT NOTES:
(1) The key to this fight is raid positioning and personal raider awareness on debuffs.
(2) High level guilds may be able to get away with one tank. For most guilds, two tanks are recommended.
(3) Use heroism/BL at the 30% soft enrage.
(4) If it wasn't obvious, run frost aura/totem.
(5) Hooray! Lightwell is useful! Place a lightwell down near tombed players. You can click LW while stunned, dontchaknow?
---------------------------------------------------------------------------------------------Tankspot-----------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------Wowhead-----------------------------------------------------------------------------------------------------
The main tank begins the fight by positioning Sindragosa so she faces the south end of her platform. Any direction would serve, but south makes it easy for the raid to keep their sense of orientation. Everybody other than the tank should be on one side - either east or west. Stacking is not necessary, but people will need to watch out for the obligatory Tail Swipes and Cleaves.
Sindragosa will spend most of the fight in Phase 1, during which she will remain on the ground. Her Frost Aura will damage the entire raid, and her Frost Breath will hit the tank hard, reducing his or her attack speed by 50%, and movement speed by 15% - stacking. Casters will need to beware of Unchained Magic - a debuff that causes them to take damage over time for every spell they cast while the debuff is up. Melee and hunters have another thing to watch out for - Permeating Chill. Every successful physical attack they land on Sindragosa will have 20% chance to DoT them for 1,000 Frost damage every 2 seconds for 8 seconds (stacking). Tanks will probably want to stop attacking for a few seconds if the debuff starts stacking too high.
The raid-wipe mechanic in this phase is Blistering Cold. Occasionally while she is on land, Sindragosa will pull the entire raid next to her and start the 5-second cast of Blistering Cold. The spell does very high amount of Frost damage, so everybody should run out of its 25-yards range. The tank can either stay and eat it, or run away and charge back in after the cast is over.
First cast will be at 85%, and every 1:50 minutes after that, Sindragosa will lift off in the air and enter Phase 2. During this phase she will target 2 (25-player: 5) players and imprison them and anyone nearby in frost tombs. It is recommended to have the marked players run in the middle of the platform until they get hit, while everybody else goes to the outskirts, stacking. Sindragosa will fire 4 Frost Bombs in this phase, each one doing a lot of Frost damage. A mark on the ground will indicate where the Bomb is going to fall. Players not frozen should run to the middle and use the tombs to break line of sight with the bomb location, while breaking the tombs through damage. It is important not to break all the tombs before the 4th bomb, as the raid will take a lot of damage.
As soon as the 4th bomb drops, Sindragosa will land and re-enter Phase 1. At 30%, Sindragosa will start casting Mystic Buffet, a raid-wide debuff that stacks and increases magic damage taken - this stack works as a soft enrage mechanic as if it is allowed to stack too high the damage will be too difficult to heal through. She will also being to imprison random people in ice tombs - have those people run somewhere close enough, where they won't chain anyone else with the Ice Tomb. Players can use the ice tombs to break line of sight with the boss and let the debuff drop (much like Forgemaster Garfrost), but the fight is a dangerous DPS race from this point on. Defensive and healing cooldowns should be used in this phase, specifically before a Frost Breath when the tank has accumulated several stacks of the Buffet. If you have a second tank and DPS seems low, you can let the fresh, stackless tank pick up the boss, while the new one runs behind an Ice Tomb. Sindragosa will not fly off after her health has reached 30%.
---------------------------------------------------------------------------------------------Wowhead-----------------------------------------------------------------------------------------------------
«
Last Edit: 03/11/10, 10:39 PM by outlier
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Crisko
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Re: Blood Queen///Sindragosa
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Praystation
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Re: Blood Queen///Sindragosa
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read, reread, and /signed
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Re: Blood Queen///Sindragosa
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Aneww
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Reply #10 on:
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read it over and over again.
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Saintoftaint
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Re: Blood Queen///Sindragosa
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Reply #11 on:
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/signed... Looks like im gonna be taken a beating
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outlier
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Re: Blood Queen///Sindragosa
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Reply #12 on:
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Quote from: Saintoftaint on 02/17/10, 04:36 PM
/signed... Looks like im gonna be taken a beating
We all will o_O. Everyone's gear whether you are tank, healer or dps is tested. Are you prepared for Lich King? These are the bosses that find out.
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Nazgul
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This vichyssoise of verbiage veers most verbose
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