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Halls of Reflection

saedo — Thu, 10/15/2009 - 13:16

Falric

  • Quivering Strike - A fearful strike lands on the enemy, dealing 60% of the damage of a normal melee swing and reducing the target's chance to dodge by 20% for 5 sec. This strike may not be avoided. Instant. Magic debuff. 100% damage on Heroic.
  • Impending Despair - Inflicts an enemy with a sense of impending despair. The target will be stunned and cowering for 6 sec. if not dispelled before 6 sec. Instant. Magic debuff. (3 sec cooldown)
  • Defiling Horror - A blood curdling yell rings out, filling the minds of nearby enemy targets with Horror and dealing 2500 Shadow damage every 1.0 sec. for 4 sec. Instant. Not dispellable. 4000 damage per 1 sec on Heroic (4 sec cooldown)
  • Hopelessness - Reduces the damage and healing dealt by all nearby enemies by 20%. Instant. 25% on Heroic. Lasts until...
  • Hopelessness - Reduces the damage and healing dealt by all nearby enemies by 40%. Instant. 50% on Heroic. Lasts until...
  • Hopelessness - Reduces the damage and healing dealt by all nearby enemies by 60%. Instant. 75% on Heroic

Adds

  • Ghostly Priest  - casts Shadow Word: Pain, Circle of Destruction, Cower in Fear and Dark Mending.
  • Phantom Mage  - casts Fireball, Frostbolt, Chains of Ice and Flamestrike. Summons Phantom Hallucinations.
    • Phantom Hallucination - same spells as the Phantom Mage. Summoned with the same amount of health. Explodes when killed.
  • Shadowy Mercenary - Rogue that inflicts Deadly Poison and also throws poisoned daggers.
  • Spectral Footman - Warrior who can shield bash and enrage.
  • Tortured Rifleman - Hunter that can shoot normal projectiles, Ice Shots or Cursed Arrows, and sets Frost Traps.

There'll be 5 waves of adds at first, each wave with more numbers than the last.   Falric becomes active at the 5th wave.   The adds will be proximity aggro'd at first, so tank takes point, kill their healers.

When Falric is active, there's the whole fears and stuff to dispel.   Hopelessness is a debuff that occurs as his health drops, so try not to die as it'll be harder to kill.

After Falric dies, prepare for Marwyn...

Marwyn

  • Obliterate - A brutal instant attack that deals 20000 damage. Instant. 30,000 damage on Heroic
  • Well of Corruption - Corrupts targets within the circle, increasing their Shadow damage taken. Instant. Inflicts Corrupted Touch every two seconds
  • Corrupted Touch - Increases Shadow damage taken by 30%. Instant. Curse. 20 second duration. +75% Shadow damage on Heroic
  • Corrupted Flesh - Corrupts the flesh of nearby enemies, reducing their maximum health by 25% for 10 sec. Instant. -50% max health on Heroic. (3 sec cooldown)
  • Shared Suffering - Deals 16000 Shadow damage over 12 sec to an enemy target. When removed, it splits the remaining damage to the target and his allies. Instant. Magic debuff. 4,000/3 sec on normal. 10,000/3 sec on Heroic

Adds - Same as Falric

Marwyn's set of adds start spawning when Falric dies, it's a 10 wave gauntlet.   Marwyn will be active at the 10th.   Same type of adds, deal with them again.

First trick is more void zones, stay out of the wells.

Second trick is the Shared Suffering, you might not want to mindlessly cleanse that.    Perfectly healable anyways.   Cleanse it nearer to the end if you want.

 

The Lich King

  • Remorseless Winter - Slows movement speed by 75%. Debuff on the Lich King for the duration of the encounter.
  • Remorseless Winter - Deals 7069 to 7931 Frost damage every 1 sec. Cast on players within 10 yards of the Lich King.
  • Fury of the Frostmourne - Deals 1,000,000 Shadow damage to all enemies. 2.6 sec cast. Only used if the players fail to escape and the Lich King catches up with them.
  • Summon Ice Wall 50,000 yd range — Instant
  • Summon Raging Ghoul 10 yd range — Instant - leaps at their targets
  • Summon Lumbering Abomination 10 yd range — Instant - Cleave their targets and also spray vomit on their targets.
  • Summon Risen Witch Doctor 18 yd range — 1 sec cast - cast Shadow Bolt, Shadow Bolt Volley and Curse of Doom

The goal of this is to escape the Lich King.   If he catches up, you're fucked.

Basically keep moving down the tunnel, Lich King will summon Ice Walls, and you'll have to kill all the adds that appear with that.   Do it fast and keep moving down as soon as the walls open up.

 

 

Trash:

Mob Normal mode notes Heroic mode
Sword's Rest
Ghostly Priest  High elf. Shadow Word: Pain: 1,200 shadow/2 for 8 sec. Circle of Destruction: 1369-1631 shadow AoE + knockback. Cower in Fear: 4 second fear. Dark Mending: Heal for 32-37k SW:P: 2,500/2. CoD: 3,194-3,806. Dark Mending: 51-59k.
Phantom Mage Human. Fireball: 5,225-5,775 fire. Flamestrike: 3,700-4,300 fire + 6k over 8 sec. Frostbolt: 4,750-5,250 frost. Chains of Ice: 6 sec root. Hallucination: Summons in a hallucination with same health as mage. Fireball: 6175-6825. Flamestrike: 5625-5375 + 8k/8. Frostbolt: 5225-5775.
Phantom Hallucination Human. Summoned by the mage at ~50% with same health/abilities as mage. Explodes for 6k damage when killed. Explodes for 10k when killed.
Shadowy Mercenary Human rogue. Deadly Poison: 465 nature/3 sec for 12. Shadowstep: 3,000 damage. Envenomed Dagger Throw: 465 nature/3 sec, -15% movement speed for 12 sec. Kidney Shot. 3 sec stun Deadly: 1065/3 sec. Shadowstep: 7,000 damage. EDT: 1065/3 sec
Spectral Footman Human warrior. Spectral Strike: 100% weapon damage, ignores armor. Shield Bash: 10% weapon damage, 4 second interrupt. Tortured Enrage: +100% melee attack speed for 8 sec. Shield Bash: 20% weapon damage
Tortured Rifleman Dwarf hunter. Shoot: 2775-3225 damage. Cursed Arrow: +50% incoming magical damage for 15 sec. Ice Shot: 4275-4725 damage, 2 sec stun. Frost Trap. Shoot: 4163-4837 damage. Ice Shot: 5700-6300 damage.
Before the Shadow Throne
Frostsworn General Bone giant. Throw Shield: 7,400-8,600 damage, 2 sec stun.
Spiritual Reflection Reflections of the party members. Baleful Strike: 2025-2475 damage on tank. Spirit Burst: 3238-3762 shadow within 15 yards Baleful Strike: 2925-3575 damage.
Hidden Passage
Raging Ghoul Ghoul. Leap: 5-30 yd range.
Risen Witch Doctor Vargul. Shadow Bolt: 2828-3172 shadow. Shadow Bolt Volley: 2828-3172 shadow. Curse of Doom: 4,000 shadow after 15 sec. Shadow Bolt: 4242-4758 shadow. Volley: 4242-4758 shadow. Doom: 6,000 shadow after 15.
Lumbering Abomination Abomination. Vomit Spray: 6938-8062 nature, +20% incoming damage for 8 sec. Cleave: 110% melee swing to two. Vomit Spray: 9250-10750 natrue.

 

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saedo's picture

Pit of Saron

saedo — Thu, 10/15/2009 - 13:09

Forgemaster Garosh:

  • Permafrost - Deals 200 Frost damage to all enemies nearby, increasing Frost damage taken by 10%. Instant. Magic debuff. Stacks 30 times. 400 damage/+20% a stack on Heroic. 3 second duration. Respects Line of Sight.
  • Throw Saronite - 150 yd range — Throws a massive hunk of Saronite, dealing 3500 damage and knocking back any nearby enemies. 2 sec cast. 5,500 damage on Heroic. The resulting boulder blocks LoS of Permafrost and lasts five minutes.
  • Thundering Stomp - Devastates all nearby enemies, incapacitating them briefly. Instant. Cast when Garfrost is at 66/33% health before jumping to one of his anvils. 2 second stun

Phase 2:

  • Forge Frozen Blade - Forging an icebound weapon, which will increase Frost damage by 50%. 4 sec cast. Used at 66%. +100% Frost Damage in Heroic. Lasts all of phase two
  • Chilling Wave - 40 yd range — A cascade of frozen water splashes over enemies in a 65 yd cone in front of the caster, dealing Frost damage. Instant. 1850/2000 Frost damage per second.

Phase 3:

  • Forge Frostborn Mace - Forging an icebound weapon to trump all others. 4 second cast. Used at 33%. +100%/200% Frost Damage. Lasts all of phase three.
  • Deep Freeze - Chills a random target, reducing movement speed by 50% and dealing significant Frost damage after 14. 2 second cast. Cannot be dispelled. Hits for 4,000/6,000 damage and stuns for 1 second after 14 seconds.

3 Phase fight, each 33% ticks over to the next phase.

First off the the Permafrost (not the Anub one), which does the whole frost damage but stacks increasing magic damage taken.  But it is LoS'able.

Second is the Saronite Boulders he throws out, will knock people back if they stand under it.   Also creates LoS objects.

So those 2 above combined, is kinda like Sindragosa practice.  Use the boulders to LoS him to drop off your debuffs.

Phase 2 appears to just mean you don't wanna stand in front of him when he casts Chilling Wave (and more frost damage around)

Phase 3 appears to just mean healers might want to watch deep freeze target, and it'd be tougher to get LoS to drop the debuffs (and even more frost damage around).

Tanks should use the Phase transitions to try to drop off the debuff.

 

Ick and Krick:

  • Toxic Waste - Deals Nature damage to all enemies within the acid. Lasts 10 sec. Instant. Ticks for 25% of total health every 2 seconds.
  • Mighty Kick - Inflicts 150% Weapon Damage to an enemy, knocking it back
  • Shadow Bolt - Hurls a bolt of dark magic at an enemy, inflicting Shadow damage. 2125-2900 damage.
  • Pursuit - The super zombie fixates on a random target. 5 sec cast. Debuff on the fixated player. Lasts 12 seconds
  • Pursuit Confusion - Confused by the change in orders, the zombie moves more slowly. Instant. Buff on Ick. -50% movement speed. +50/100% damage. Immune to taunts. Lasts 12 seconds.
  • Poison Nova - Gushes a massive volley of poison, harming all nearby enemies. Lasts 21 sec. 5
    second cast. One big explosion for 12/30k damage. Anyone hit will also
    take 1500/6500 damage every 3 seconds for 21 seconds after that.
  • Explosive Barrage - Launches explosive missiles at every nearby target. 2 sec cast. Lasts 18 seconds
  • Explosive Barrage - Launches a barrage of explosive orbs at all enemies. Explosive orbs deal 3000 Arcane damage when they detonate. Instant. 6000 damage on Heroic. Cast by the exploding orbs summoned at players' positions.

Tank and spank and move.   Krick will just be the gnome on Ick's shoulders giving orders.   Kill Ick.

First off, poison pools are dropped, so move away.

Second trick is a Poison Nova that hurts.   Run away, 18 yards when casting, you have 5 seconds.

He'll also target someone at some point and chase em, you can run and kite.

There's also bombs, exploding kinds, keep moving away from them.

 

Scourgelord Tyrannus:

  • Forceful Smash - Knocks an enemy back with a powerful blow, inflicting 28275 to 31725 Physical Damage Instant. 47125-52875 on Heroic (10 sec cooldown)
  • Overlord's Brand
    - 1.5 seconds cast. Debuff randomly cast on party members. If the
    afflicted player is a damage dealer, all damage dealt is redirected to
    the tank. If the person is a healer, all healing heals Tyrannus
    instead. Lasts 8 seconds. Cannot be dispelled.
  • Unholy Power - Empowers the caster with dark might, increasing physical damage by 75% but reducing movement speed by 50% for 10 sec. 0.75 sec cast. Lasts 10 seconds. Heroic: +100% damage. No speed reduction

Rimefang

  • Mark of Rimefang - issued by Tyrannus; marks a target to be attacked by Rimefang for 7 seconds.
  • Hoarfrost - Deals 4813 to 6187 Frost damage to enemies within 8 yards of the point of impact and stuns them for 5 sec. 5 sec cast. Cast on the player with the Mark of Rimefang. 7875-10125 on Heroic
  • Icy Blast - Deals 4813 to 6187 Frost damage to enemies within 7 yards of the point of impact. Instant. Cast whenever Rimefang is not casting Hoarfrost. 6563-8437 on Heroic
  • Icy Blast - Reduces movement speed by 75% and inflicts 2313 to 2687 Frost damage per 2 sec. on those caught within the lingering icy chill. Cast by the Icy Blast areas on the ground after Rimefang's Icy Blast attack. Ticks every second on Heroic

Lots of damage, keep the tanks topped off whenever possible

Rimefang is his frostwyrm mount that flies around attacking us.  Though his attacks are avoidable Ice attacks if you keep moving away from where he's shooting it.

During Unholy Power, it's like Vezax, kite him around.  You can use the frost patches Rimefang leaves behind.   Or eventually, take the hits if you're overgeared for this fight.

Also watch for the Brand debuff, dps will be killing your tank, and healers will be healing him if you get it.  Stop for 8 seconds when you have it.

 

Trash:

Corrupted Champion 

 Skeleton. Raised from Coliseum Champion by Scourgelord Tyrannus. Killed by the faction hero defending herself.

Deathwhisper Necrolyte

 Necromancer. Leads a group of Skeletal Slaves.  Casts Shadow Bolts and Conversion Beam.

Skeletal Slave
 Skeleton.  Group of six non-elites.

Wrathbone Laborer
 Bone giant.  Solo pulls. Casts Shovelled! on melee and Blinding Dirt on ranged

Deathwhisper Shadowcaster 
 Undead. In four-pulls with a torturer and two ghouls. Shadow Bolt and Seed of Corruption

Deathwhisper Torturer

 Undead.  In four-pulls with a shadowcaster and two ghouls. Curse of Agony and Black Brand: +50% incoming shadow damage for 10 sec

Hungering Ghoul
 Ghoul.  In four-pulls with a shadowcaster and a torturer. Devour Flesh: ~2k health/5% stamina transferred to ghoul for 15 sec

Ymirjar Skycaller
 Vrykul. Mounted astride Iceborn Proto-Drakes.   Glacial Strike: 15% damage/3 sec until fully healed. Summons a Whirlwinding Frostblade

Iceborn Proto-Drake

 Proto-drake.  Ridden by a skycaller until aggro. Frost Breath.

Plagueborn Horror

 Plague eruptor.  Solo pulls near Krick/Ick. Toxic Waste patches, Pustulant Flesh debuffs and a kamikaze Blight Bomb near death

Geist Ambusher

Geist. Four or five ambush the rescued slaves along the path between the forgemaster and Krick with Leaping Face Smash

Stonespine Gargoyle

Gargoyle. Cannot be attacked until they drag and drop slaves of the other faction.

Ymirjar Flamebearer

Ymirjar. Summoned by the deathbringer after Krick. Fireball, Tactical Blink (Shadowstep) and Hellfire

Ymirjar Deathbringer

Vrykul. Summons two flamebearrers and a wrathbringer after Krick. Empowered Shadowbolt: hitting two for the price of one

Ymirjar Wrathbringer

Ymirjar. Summoned by the deathbringer after Krick. Blight:
Disease. 2k damage per 3 sec for 15; if not cleansed, bounces to
another player

Fallen Warrior

Skeletal warrior. After the first two big pulls, groups of two
are in the gauntlet. Demoralizing Shout. Shield Block. Arcing Slice
(Sunder Armor)

Wrathbone Coldwraith

Skeletal mage. In big pulls before the gauntlet with the fallen warriors. Frostbolt. Freezing Circle.

Wrathbone Skeleton

Skeleton. In the gauntlet. Two weak elites summoned every 30 seconds or so running toward the entrance.

Disturbed Glacial Revenant

Revenant. Heroic mode only. Halfway through the gauntlet.

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saedo's picture

Forge of Souls

saedo — Thu, 10/15/2009 - 12:53

Bronjahm:

  • Shadow Bolt: Fires a bolt of shadow energy at the target inflicting 2k - 4k shadow damage.
  • Corrupt Soul: Channels a spell corrupt a portion of the targets soul causing 400 shadow damage per tick, after the channeling is complete a Corrupted Soul Fragment will spawn on the player (knocking them down) and slowly move toward Bronjahm healing him upon contact.
  • Soul Storm: At 30% Bronjahm will teleport to the center of the room and cause a massive storm to swirl around the room causing 400 shadow damage per second along slowing movement by speed by 30%, this affects players 10 yards away from him and lasts 10 minutes.
  • Fear: Causes the target to run in fear for 5 seconds, Bronjahm will cast this during the soulstorm.
  • Magic's Bane:  Slash in a circular arc, inflicting 2500 Physical damage to each target plus an additional amount equal to half the target's total mana. Cannot
    exceed 10,000 total damage (15K heroic)
  • Mark of Blood (heroic):  Place a Mark of Blood on an enemy.  Whenever the marked enemy deals damage to a target, that target is healed for 4% of its maximum health. Lasts for 20 sec

First trick is that he'll "drain soul" someone randomly.   Once the channel is complete, it creates a crystal that moves towards him and will heal him.    So, kite away, dps kill crystal.

Second trick is the soul storm, just get in melee range after he teleports.   He'll also randomly fear people during this, so that might screw then over making them run away and into soul storm, heal through that.

Another trick appears that he'll jack over anyone with high mana, so burn your pool a bit asap.  

In heroic only maybe, there's that debuff that makes you heal him.  Don't attack during that if you want the fight shorter.

 

Devourer of Souls:

  • Phantom Blast:  15 yd range — Inflicts 11700 to 12300 Shadow damage. 2 sec cast. 17550-18450 on Heroic
  • Mirrored Soul:  The Overseer of Souls mirrors the targets soul! A percentage of damage from the Overseer of Souls is being mirrored with you. 2 sec cast
  • Well of Souls:  The Overseer of Souls leaps towards a target, slamming the ground creating a Well of Souls, which Inflicts 2925 to 3075 Shadow damage. Instant. 3900 to 4100 Shadow damage on heroic
  • Unleashed Souls:  The Overseer of Souls is releasing tormented souls periodically. 0.85 sec cast. Lasts 5 seconds. (15 sec cooldown)
  • Wailing Soul:  Lets loose Wailing Souls, inflicting 4875 to 5125 Shadow damage to anyone in front of her and knocking them back (90 degree sweep of room, ticks every 0.4 sec)

First trick is Mirror Soul, basically a debuff that causes you to reflect all damage you do back to you.   So, don't kill yourself.

Second trick appears to be void zones to not stand in.

Third trick appears to be the whole, C'Thun Eye Beams, Lurker Spout, Mimiron P3WP3W Laser Barrage, etc thing.  Only 90 degree sweep though from the targetted player, avoid it.

Forth trick is adds, Unleashed Souls will summon wraiths to easily kill off.

 

Trash:



Soulguard Watchman 

Bone giant. Always in groups of two. Casts Shroud of Runes:
eight-second/four-charge spell reflect. Also Unholy Rage: increases
damage/attack speed by 10% for 10 seconds.

Spiteful Apparition 

Floating skull. Invisible. Aggro radius of 15-20 yards. Once aggroed, it will close to melee then cast Spite once for 4500-5500 Shadow damage if it is not killed first. Then despawns.

Soulguard Adept

Cultist. Part of the four/five-pulls. Casts Shadow Bolt.
Also Shadow Mend: 2.5 sec cast 9k-11k heal and Drain Life: 6000 health over 4 sec

Soulguard Animator

Cultist. Part of the three/five-pulls.
Also Soul Sickness: 60% slow for 8 sec. and 5 second stun if not removed before it wears off

Soulguard Bonecaster

Skeletal mage. Part of the four/five-pulls. Casts Bone Volley: 3770-4230 damage to enemies within 30 yards. Also
Shield of Bones: Absorbs 5k damage, if 5k absorbed, deals 5k damage to
enemies within 15 yards

Soulguard Reaper

Death knight. Part of the four-pulls. Casts Shadow Lance: 4475-5525 Shadowfrost damage and Frost Nova.

Soul Horror

Shade. Part of the three/five-pulls. Being channeled by the two/four surrounding it.

Spectral Warden

Wraith. Solo pull. Three between Bronjahm and the reliquary. Veil of Shadow: 75% incoming heals reduction curse. Also: Wail of Souls: 4250-5750 Shadow to all inside 40 yards.

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saedo's picture

The Frozen Halls (5 man)

saedo — Thu, 10/15/2009 - 12:44

I think I'll put some brief notes for the 5 mans as well.

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Ybloc's picture

Chill4

Ybloc — Wed, 09/30/2009 - 18:24

Chill4
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Chill3

Ybloc — Wed, 09/30/2009 - 18:23

Chill3
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Chill2

Ybloc — Wed, 09/30/2009 - 18:21

Chill2
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Chill1

Ybloc — Wed, 09/30/2009 - 18:20

Chill1
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Mission: Red Rocket (Glory of the Hero)

With heroic badges actually being of some importance once again and considering how over geared we all are for heroics, I would like to form a group that is dedicated to achieving the "Glory of the Hero" and obtaining the coveted Red Proto Drake.  I envision this to be sort of a miniature raid as it will require us to actually use our heads and work together while bringing a challenging and fulfilling experience back to heroics.  However, mostly this is to give people a break from dailies or that crappy tv show you've been watching.

So, if you're around during the day and want to enjoy riding around on a fancy new flying mount or if you would just like farm heroics in style, please sign up.  I'd like to make this happen a few times a week but frequency depends entirely on the popularity of the idea.  

If you'd like to join please enter in the comments area what instances you still need Glory of the Hero achievements from so we can collaborate and draw up a plan that would benefit the most people in the group.  Ideally, I think we could get the respective achievements from two different heroic instances each time around.

All are welcome (mains and alts) but it would be good to see a Shammy of some sort as well as a healer with dps gear.

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Gotta Run Em All

It's simple, the plan is to lock myself out of EVERY heroic over the course of one day.

http://desperatelybored.wordpress.com/2009/07/11/emblem-farming-in-3-2/

That gives the most efficient method of running it with the least amount of running around, and in order to get them all done I believe that we will need a nice steady group for the whole thing. On top of this, we will be avoiding most achievements over the course of this just for speed.

If you are interested sign up.

Tank -

DPS 1 -

DPS 2-

DPS 3-

Healer -

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