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Epic Encounters: The Deathwing Fight
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Post by
Interest
This is currently a work in progress. Please check back frequently for
updates.
Brought to you by the user who created
his take on the Lich King encounter
, I now proudly feature my take on this expansion's "main villain," Deathwing. With 4.3 potentially imminent, I thought it would be best to create this fight as soon as possible before the actual encounter is released, like with the Lich King encounter.
This time, however, things will be different. I will now display all the values as opposed to focusing on one set of values (like I did last time). These values will be displayed on the following basis:
10-man/10-man Heroic/25-man/25-man Heroic
OR
10-man/25-man
OR
Normal/Heroic (This will be tagged with a “(H)”)
In addition, I will display the encounter using the Dungeon Journal style using the customized legend below:
Marker
Description
(H)
Heroic Only
(!)
Important!
(DPS)
DPS
(INT)
Interruptible
(C)
Curse
(D)
Disease
(L)
Lethal or Deadly
(T)
Tank
(+)
Healer
(M)
Magic
(P)
Poison
(E)
Enrage
And now it begins…
Disclaimer:
But before that happens, remember that this encounter is purely of my design. It is an educated guess at what the Deathwing encounter may be like, but any content within these posts should be taken with a grain of salt, as it is unlikely to match anything of Blizzard’s creation or design.
I DO NOT WORK FOR BLIZZARD ENTERTAINMENT AND THIS IS NOT ENDORSED BY BLIZZARD ENTERTAINMENT IN ANY WAY, SHAPE, OR FORM. DO NOT TAKE THESE POSTS SERIOUSLY IN TERMS OF INTERPRETING THEM AS BLUEPRINTS FOR PATCH 4.3 AND THE DEATHWING ENCOUNTER. THIS WAS CREATED BECAUSE I ENJOY CREATING MY OWN VERSION OF ENCONTERS/CONTENT AND ATTEMPTING TO HYPOTHESIZE THE NATURE OF FUTURE CONTENT.
If, for some reason, you, Blizzard Entertainment and associated persons, find these posts to somehow violate your copyrights or otherwise find it offensive, please mention that here instead of issuing a Cease and Desist and I will remove these posts at your discretion. (Please disregard this if somehow it is within my legal right to make my own version of content using your copyrighted works.)
For other viewers, please do not plagiarize anything within these posts. This means reposting them to other forums or otherwise publicizing these posts without crediting me. I will find you if you do and you will be humiliated horribly.
Added on 10/13/11: The Patch 4.3 previews have yielded much information involving the Deathwing fight. It is now very clear my fight and Blizzard’s fight are relatively different in numerous ways.
Consider this to be non-canonical when perusing!
Table of Contents
Pre-Fight Details
PART ONE:
Phase 1: Treacherous Gauntlet
PART TWO:
Phase 2: You Will Be Crushed By The Earth! (Ground Phase)
Phase 3: I Will Burn You From Above! (Air Phase)
PART THREE:
Phase 4: The Volcano Erupts! Ride Away! (Riding Phase)
Phase 4a: The Twilight Rifts: A Trip Around Azeroth (Heroic Only)
Phase 5: Battle Over the Maelstrom
PART FOUR:
Phase 6: Deep Into The World's Heart (Heroic Only)
Phase 7: I Will Bury You Here! (Heroic Only)
Phase 8: The Intervention (Heroic Only)
Post Fight Details
Pre-Fight Details
Twilight Isle
The Twilight Isle is an island raised from the depths south of the Maelstrom by the Twilight’s Hammer. It serves as a primary base of operations and houses several significant members of the group. The climate is typical to that of other nearby islands, containing rapidly growing jungles, rivers containing tropical fish, crags composed of the sea floor and volcanic rock, and an enormous mountain, highly likely to be of the pyroclastic variety. Twilight Isle also has several anomalies, such as a whirlpool in the southern bay, gashes in the earth that exhibit Twilight cultist activity, and many geysers that fire magma hundreds of feet into the air, creating rivers and pools of lava.
This area will serve as a daily hub similar to the Molten Front. In each capital city, players will be assigned a breadcrumb quest to travel to Twilight Isle. During the breadcrumb quest, players will take a ship to Twilight Isle. The trip to the isle goes without mishap, but players are ambushed as they disembark and have to scout out a base of operations for the Earthen Ring. Players will then progress through a series of quests to expand the base of operations which will be on a server by server basis similar to Isle of Quel’danas (as opposed to the daily quest progression the Molten Front offers). Base expansion equates to access to more equipment and new dailies (which are unlocked by quest chains), among other perks. However, the amount of dailies a player can do will always be the same, though the amount of dailies a player can do is partially dependent on how many quest chains they have completed for the Earthen Ring on Twilight Isle (there will be several). These quest chains to increase the “cap” are available as soon as the base of operations is set up.
The purpose of capping dailies and allowing players to choose what dailies they want to do is to as the base of operations gets larger is to give players an option of what type of daily quest they want to do. This will keep the content a bit more fresh and put much more control of the player’s gaming in the hands of the players themselves.
The area will contain a raid instance as well, known as…
The Smoldering Stronghold
The Smoldering Stronghold is a raid instance on the Twilight Isle. The instance portal will be located at the base of the mountain. It will contain an unknown number of bosses, which will include Deathwing himself. The Earthen Ring, which will have a sub-faction called the Earthen Protectors, will be greatly involved and will even help the players. Such assistance will range from travel through the earth into various areas of the mountain to lending aid on encounters.
Potential boss fights for this instance include:
Maledictus, The Twilight Father
The Twilight Council
Twilight Prophet (Optional)
Sinestra
Deathwing
Encounters With Deathwing (Phase 0):
Throughout the Smoldering Stronghold, Deathwing will make numerous attempts to destroy players. This can range from causing cave-ins, knocking the players off mountain ledges, and collapsing stone platforms or bridges into lava pits or onto floors below. Deathwing may even summon minions to do the dirty work as well.
NOTE: This encounter is split into four separate encounters, as shown by the “Part One – Part Four” above. If a group manages to complete a part of the fight, the next part is unlocked and can be accessed immediately (skipping all prior phases) until the raid is hard reset. For instance, if a 10-man group finishes Phases 1 (Part One), 2, and 3 (Part Two), but then someone drops group and the group recruits another player, they can start at Phase 4 (Part Three). However, if that group leaves and someone comes back later with a new group, the instance will be hard reset and they must start at Phase 1 (Part One). The completion of the entire encounter is associated with the Raid Lockout (although if the Raid Lockout resets, the group will have to begin at Phase 1 again, even if the Lockout is extended and players are still in the instance, as players will be booted out first and the instance automatically hard reset).
For a better explanation of the above, it would be better to contact me over vent.
Post by
Interest
Deathwing <Aspect of Death>
Health: 190,000,000/253,000,000/666,000,666/898,000,000
See his article
here
~-~-~ PART ONE ~-~-~
Phase 1:
After reaching the start point, which will be guarded by two Landslide Colossi, Deathwing will swoop by and assault the raid with Blistering Flames. He will continue to do so every 30 seconds, attacking 2/5 times per pass, which takes a total of 10 seconds. Deathwing is vulnerable to attacks when he flies by and, if reduced to 95% health, will stop flying by to attack.
Blistering Flames:
Deals 30000/55000/45000/70000 Fire damage to all targets standing at the affected locations. Blast radius is 5 yards. Blistering Flames has a 2.5 second travel time and can damage anyone. Affected areas are marked with flame runes.
(!) Earthen Pull:
Deathwing’s former power as the Aspect of Earth causes slow fall effects to have no effect whatsoever.
At the beginning of the gauntlet, two Landslide Colossi will be ready to greet you, as mentioned above. Two more will spawn every 45 seconds.
Landslide Colossus
Health: 2,750,000/4,000,000/7,500,000/10,500,000
Stone Clout:
Instantly deals 30000/50000(H) Physical damage and knocks the target down for 3 seconds. Can target any enemy in melee range.
(!) Quake:
Deals 55000/70000/62500/80000 Physical damage to all enemy targets standing on the ground. 3 second cast. Also causes Rockfalls.
(!) Rockfall:
Rocks fall from the cliff above, dealing 45000/70000(H) Physical damage and knocking damaged targets back 10/20(H) yards. Rocks have a 2 second delay and a 2 second travel time. They can damage anyone.
Hurl Boulder:
Hurls a boulder at a target player’s location, dealing 75000/90000/80000/110000 Physical damage to enemies and knocking them back 5 yards. The boulder has a 5 yard collision radius.
(H) Shatter Apart:
When defeated, a Landslide Colossus will collapse into 5 Living Rockslides.
Living Rockslides also spawn at a rate of 2-3 every 3-5 seconds after 30 seconds.
Living Rockslide
Health: 100,000/150,000/325,000/450,000
Rockslide Blow:
Melee attacks knock the target back 5 yards.
(INT) Stone Barrage:
Hurls stones at random targets, dealing 7500/10000/8500/12000 Physical damage per hit. Fires 2 stones per second. 5 second channel.
Stone Shell:
As a Living Rockslide hurls stones, they become more and more resilient to disruption. After 2 seconds of channeling
Stone Barrage
, Living Rockslides cannot be interrupted or crowd controlled for 3 seconds.
(H) Gravel Explosion:
Upon death, Living Rockslides explode, dealing 20000 Physical damage to all enemies within 8 yards.
Every 25-30 seconds, Twilight Elite Lancers mounted on Twilight Dusk Hawks and/or Twilight Elite Battlemage mounted on Twilight War Drakes will spawn. 1/3 such set(s) of adds will spawn after each interval.
Twilight Elite Lancer
Health: 1,500,000/2,250,000/2,400,000/3,000,000
Throw Spear:
Throws a spear at a random target, dealing 20000/27500(H) Physical damage.
(+) Diving Charge:
Used in conjunction with the Twilight Dusk Hawk’s Piercing Swoop. Deals 50000/65000 Physical damage and stuns the (Dusk Hawk’s) target for 3 seconds. This will also cause the Lancer to leap off the Dusk Hawk.
(!) Twilight Assault
Attacks enemies in front for 6 seconds, dealing 75% weapon damage plus 10000 Shadow damage per strike.
Twilight Dusk Hawk
Health: 1,000,000/1,600,000/1,8000,000/2,600,000
Fixate:
Focuses on a target to attack. They will also use Piercing Swoop at that target. Lasts 16 seconds. (or every two Piercing Swoops).
Twilight Screech:
Lets out an otherworldly screech at the target, dealing 30000/45000(H) Shadowstrike damage and 75% of that damage to targets within 8 yards of that target. 2 second cast.
(+) Piercing Swoop:
Dives at a target, dealing 25000/32500(H) Physical damage and an additional 7500/12500(H) per second for 6 seconds. Used every 8 seconds.
Talon Slash:
When a Twilight Dusk Hawk is diving, targets that come in contacts with the talons will suffer 45000 Physical damage and be knocked back 10 yards on Normal mode. However, on Heroic, the player will be Grabbed. (The target of Piercing Swoop cannot be Grabbed because the attack is done in a similar style as birds on the Akil’zon encounter.)
(H)(L) Grabbed:
The target is clutched in the talons of the Twilight Dusk Hawk, causing 30000 Physical damage per second. After 10 seconds, the Dusk Hawk will fly out and drop the target onto the level below for about 75% falling damage. If there is no level below, the target dies instead.
(!) Unmounted:
An unmounted Twilight Dusk Hawk can be mounted by players (determined by whether it has this buff or not). While mounted, the player continue to perform actions such as attacking or healing without generating threat (they can even attack the Dusk Hawk they are riding on and possibly adjacent flying enemies, which have pretty large hitboxes that allow melee to strike them). Mounting a Dusk Hawk clears all threat. In addition, when the Twilight Dusk Hawk is reduced to 1 health, instead of dying, the mounted player can control its crash course into the cliffs (if the player does nothing the Dusk Hawk just falls to its death, as does the player), which will spawn 2/6 Dusk Hawk Feathers. These Feathers can be used to grant players 30% bonus movement speed (does not stack with other effects) and become immune to movement impairing effects for 20 seconds (Buff name is Swiftness of the Dusk Hawk). The Feathers are consumed after being used by a player.
Twilight Elite Battlemage (Attacks from a range)
Health: 1,250,000/1,800,000/2,000,000/2,850,000
Mana: 2,000,000
Twilight Link:
The Twilight Elite Battlemage and Twilight Drake have a linked health pool.
(INT) Twilight Shadowscythe:
Scythes into the target’s life force, dealing either 20% of their maximum health (in Shadow damage) or 30000/50000(H) Shadow damage, whichever is greater. Also increases Shadow damage taken by 5% for 8 seconds. Stacks up to 100 times. 2.5 second cast.
(!) Black Myst:
Calls forth a foreboding cloud of darkness that covers an 8 yard radius, dealing 12500/18000(H) Shadow damage per second for 20 seconds. Used in conjunction with Incendiary Myst (used by Twilight War Drake). 1.5 second cast.
(H) Twilight Vortex:
Creates a vortex that takes 2 seconds before it begins to deal damage. It then drains the health of enemies within 10 yards over 5 seconds. Deals 30000 Shadow damage per second and heals the caster for the same amount. Damaged targets have a 50% reduced movement speed over the duration.
Twilight War Drake (Attacks from a range)
Health: 1,300,000/1,900,000/2,300,000/3,150,000
Twilight Link:
The Twilight Elite Battlemage and Twilight Drake have a linked health pool.
(M) Shadowflare Breath:
Blasts a target with Shadowflame, dealing 25000/42500 Shadowflame damage plus 1000/1500 Shadowflame every second for 8 seconds. The damage over time effect stacks 100 times. The damage over time effect can be dispelled, but afflicts the dispeller with the Shadowflare Breath effect equal to the dispelled stacks for the total duration. Dispelling can remove up to 5/3(H) stacks. 2.5 second cast.
Incendiary Myst:
Calls forth a burning cloud of flames that covers an 8 yard radius, dealing 12500/18000(H) Fire damage per second for 20 seconds. Used in conjunction with Black Myst (Twilight Elite Battlemage). 1.5 second cast.
(L) Dark Exhalation:
Targets an area and breaths corrupting darkness over it, dealing 50000/75000 Shadow damage every 0.25 seconds. It is a frontal cone attack that can have a maximum width of 15 yards and a maximum range of 30 yards. Affected areas are marked with a Shadow rune. 4 second cast. 4 second channel.
(H) On Heroic, Twilight Elite Battlemasters and Twilight Elite Invokers can also spawn (on the Dusk Hawk and War Drake respectively) in place of the Lancers and Battlemages.
(H) Twilight Elite Battlemaster
Health: 2,750,000/3,500,000
Villainous Leap:
Leaps off the Twilight Dusk Hawk at an area, dealing 15000/20000 Physical damage plus 7500/10000 Shadow damage to enemies in that area. The strike area is a 5 yard radius.
(!) Battle Frenzy:
Melee attacks increase damage done by 5%. Stacks up to 250 times.
(E) Twilight Rage:
Uses Shadow energy to induce a rage. Increases attack speed by 250% for 10 seconds.
Multi-Strike:
Attacks will always hit up to 3 targets in a 10 yard frontal cone. Lasts 15 seconds. Used every 20 seconds.
(H) Twilight Elite Invoker (Attacks from a range)
Health: 2,000,000/2,750,000
Bolstering Aura:
Increases the health of the Twilight Elite Invoker and the Twilight War Drake it’s mounted on by 100%. (If the Drake dies the Elite Invoker will fall to his/her death).
(C) Unyielding Twilight:
Afflicts 2/5 targets with Shadow energy, dealing 25000/30000(H) Shadow damage per 2 second for 6 seconds. After the effect expires, affected targets become Mind Controlled for 30 seconds. 3 second cast time.
(INT) Shield of Twilight:
Creates a deflecting barrier that protects all allied targets within 100 yards for 10 seconds by reducing damage taken by 75%. Channeled.
Near the peak, there is a Colossal Avalanche Giant that must be killed in order to proceed.
Colossal Avalanche Giant
Health: 12,500,000/16,000,000/40,000,000/50,000,000
(L) Granite Toss:
Tosses a huge boulder of granite down the slope. Enemies caught in the path will suffer 75000/125000(H) Physical damage, get knocked back 20 yards, and become disoriented for 6 seconds. Rolls at 175% player speed. If engaged, the Colossal Avalanche Giant will stop using this ability.
Spiked Body:
Melee attacks have a 25% chance to cause attackers to bleed for 2500/3000(H) Physical damage every 2 seconds for 6 seconds. This effect can stack. The bleed effect cannot occur more frequently than once per second to each player.
(!)(L)(DPS) Stone Grip:
Charges a target at range and grabs them. The caster will then attempt to throw the target off the cliff unless it suffers 10% of its maximum health in damage within 8 seconds. The target suffers 25000/32500(H) Physical damage from being grabbed, regardless of what happens after. During this time, the caster cannot avoid attacks.
(T) Bull Rush:
Every 15 seconds, the Colossal Avalanche Giant will knock the main threat target back 30 yards, dealing 150% weapon damage, and dropping all threat on that target.
(H) Cause Avalanche:
Smashes the ground hard, knocking targets 100 yards down the slope due to a small rockslide that deals a total of 60000 Physical damage. The Colossal Avalanche Giant will gain the Strong Arm effect and use Granite Toss. Used every 30 seconds after being engaged.
Strong Arm:
Increases physical damage done by 15%. Granite Toss is used 33% more frequently (4 rocks every time there’s 3 rocks thrown for the first stack). This effect can stack 100 times.
~-~-~ PART TWO ~-~-~
Phase 2:
Upon reaching the top of the mountain and defeating the Colossal Avalanche Giant, there will be a 75 second grace period to kill off remaining adds or otherwise rest. Combat will even end during this time, allowing for resurrection and drinking to restore mana.
Deathwing can be prematurely fought by simply stepping onto the summit past the large crags that litter the place (approach the peak).
He will come down from the sky and begin to attack!
(L)(!) Massive Shockwave:
Deathwing has such an enormous body that the act of landing will cause a shockwave that deals 50000/70000(H) Flamestrike damage and knocks players back 150 yards (to avoid being knocked off the summit, players must ensure they are knocked into the crags. If Deathwing is transitioning from Phase 3, one quarter of the plateau instantly caves in, revealing a giant lava pit below that spells instant death to anyone who falls in. On Heroic Mode, Massive Shockwave will cave in part of the plateau, regardless of whether Deathwing is transitioning from Phase 3 or not. A raid warning alerts Deathwing’s landing.
(T) Searing Claws:
Deathwing’s melee attacks are scorching hot! Successful melee strikes cause 3000/4500(H) Fire damage every 2 seconds for 20 seconds. This effect stacks.
(!) Magma Breath:
Although not necessarily magma, Deathwing’s breath attack reaches unbelievably high temperatures, dealing 150000/200000(H) Fire damage to frontal targets and 25% of that to all other targets. 3 second mobile cast. This ability does follow the main aggro target and thus cannot be avoided.
Raging Heat:
Deathwing’s body, although covered in elementium plates, does not insulate the intense heat that radiates outward. All enemies take 8000/10000(H) Fire damage every 2 seconds. This effect ignores line of sight.
Twilight Radiance:
Deathwing’s body will periodically emanate darkness that betrays his corruption, dealing 50000/65000(H) Shadowflame damage and increasing Shadow and Fire damage taken by 5% (these effects are additive in the sense that damage taken by Twilight Radiance increases by 10% per stack). This effect stacks. Used every 25 seconds. Cannot be used within 5 seconds of Magma Breath. Lasts for the duration of Phase 2 and Phase 3. This ability ignores line of sight and the debuff cannot be cleared in any way.
(!) Footsteps of Flames (Lava Pool):
Deathwing’s feet are hot enough to melt the rock he stands on, turning it into lava that deals 35000/50000(H) Fire damage every second to enemies that stand in it. In addition, if Deathwing stands in a Lava Pool for more than 10 seconds, the pool gets 50% larger and Deathwing’s damage dealt is increased by 25% for 12 seconds. The damage bonus can stack. Lava Pools are created every 10 seconds underneath Deathwing. Lava Pools start at a size of an 8 yard radius and last until the beginning of Phase 3.
(H) Living Magma:
When Lava Pools are created during Phase 2, 2/6 Living Magma will spawn:
(H) Living Magma
Health: 30,000,000/60,000,000
Scalding Body:
Deals 30000 Fire damage per second to all enemies within 8 yards and increases Fire damage taken by 10%, stacking up to 20 times and lasting for 5 seconds.
Burn Out:
Living Magma start with 100 Heat and lose 5 Heat every 3 seconds. Movement speed is increased by 1% for each point of Heat the Living Magma has (Base movement speed is 80% and at 100 Heat it’s 160%). At 0 Heat, the Living Magma dies.
(L) Pyroclasm:
When a Living Magma dies, it explodes violently, dealing 150000 Fire damage to all within 10 yards and an additional 50000 Fire every 2 seconds for 10 seconds. In addition, the intense heat causes a Lava Pool to spawn (however, this does not spawn a Living Magma).
Changing Earth:
The crags that are all over the plateau will move up and down at the whim of Deathwing. There cannot be fewer than 3 crags as a result of this passive effect. The crags have about a 15 yard radius at the base and a 5-8 yard radius at the top. They are about 30 yards high. Players can jump to reach the top of them. While on top of a crag, players receive the
Vantage Point
buff, which double the range of all their effects (buffs, attacks, etc).
Enormous Girth:
Deathwing is huge! He is at least 50 yards long and 25 yards wide. As a result, whenever he touches a crag that is “up” (when it enters his hitbox), it instantly collapses.
Collapsing Crags:
When a crag falls due to Changing Earth or Enormous Girth, players standing on it suffer 30000/45000(H) Physical damage plus falling damage.
Phase 3:
After spending 90 seconds on the ground in Phase 2, Deathwing will take to the air, bombarding the raid from above for 30 seconds. A raid warning will alert the beginning of this phase. While Deathwing is flying, he will circle around the plateau about 50 yards in the air.
Fiery Ascent:
Deathwing will take off. His wings emit fiery sparks that damage all targets in front for 50000/65000(H) Fire damage per second for 5 seconds.
Raging Heat:
The fiery heat of Deathwing’s body is diminished when he flies around due to being far from the raid. All targets take 50% of the damage they normally take from Raging Heat during this phase. Targets on the top of crags will suffer full damage (this ability has a short Z-axis range.)
Blistering Flames:
Deals 30000/55000/45000/70000 Fire damage to all targets standing at the affected locations. Blast radius is 5 yards. Blistering Flames has a 2.5 second travel time and can damage anyone. They are fired off every second during this phase. Affected areas are marked with flame runes. The plateau contains rock that is less dense than the rocks on the cliffs. This results in Lava Pools being formed where the Blistering Flames touch (these have a 5 yard radius instead of an 8 yard radius, like in Phase 2).
Changing Earth:
Only 7 or 8 crags can be up during this phase. Living Rockslides will spawn from every crag once every 5 seconds.
Chilling Whorls:
Windy anomalies form all over the plateau that form as a result of Deathwing’s flying around. Stepping in one reduces all Fire damage taken by 25% and removes the Volatile Flames and Scorching Swiftness (one stack per second) effect from Living Rockslides. It also prevents the application of Volatile Flames to Living Rockslides. Several of them move around at up to 175% movement speed. Chilling Whorls can spontaneously form or dissipate, but there can never be fewer than 3 of them within a 30 yard radius at any one time. Each Chilling Whorl covers an 8 yard radius. On Heroic, these also cause Living Magma to lose heat 10 times as fast and have 50% reduced movement speed. In addition, Living Magma will not use Pyroclasm or leave a Lava Pool on death while inside a Chilling Whorl. Finally, on Heroic, anyone standing in a Chilling Whorl suffers 2000 Frost damage every 0.5 seconds.
Living Rockslides gain the following additional abilities:
Volatile Flames:
When a Living Rockslide walks over a Lava Pool, they gain this effect. Volatile Flames deals 7500/10000(H) Fire damage to all targets within 8 yards every 3 seconds. This effect lasts for 15 seconds plus an additional 15 seconds for every Lava Pool the Living Rockslide touches. Stone Shell and Stone Barrage cannot be used while affected by Volatile Flames.
Scorching Swiftness:
Stepping in Lava Pools will increase the Living Rockslide’s movement speed by 50%/100%(H) and attack speed by 10%. This effect stacks once for every Lava Pool they step through. In addition, the Living Rockslide is immune to movement impairing effects.
Explosive Blows:
While affected by Volatile Flames, the Living Rockslide’s deals out explosive attacks that deal 150000/200000/450000/600000 Fire damage, split over all nearby targets within 10 yards and knocking players back 5 yards.
Post by
Interest
~-~-~ PART THREE ~-~-~
Phase 4:
At
70%
health, Deathwing will become invulnerable and cause a huge tremor at the base of the mountain, causing the lava below to bubble furiously. All the crags around the plateau instantly rise up and players are given 30 seconds to reach the top of a crag and escape (by right clicking on Deathwing as if he were a vehicle). Anyone who fails to do this will be consumed by the fury of the lava as the volcano erupts and Deathwing flies away.
Deathwing’s back is about 40 yard long and 20 yards wide. All players automatically receive the
Vantage Point
buff for this phase and the following phase.
During this phase, players will also have to deal with a Grip mechanic. All players start with 100 Grip (shown as a bar in the UI). Grip is lost over time at a rate of 1 every 2 seconds. If a player’s Grip reaches 0, they are knocked back off of Deathwing and plummet to their death. Players can restore their Grip by clicking on Deathwing’s elementium plates when they stick up (there will be a noticeable visual and a green arrow pointing over them). However, grabbing onto Deathwing’s elementium plates has a price, as it causes:
Singe Grip:
Grabbing onto Deathwing causes 10000 Fire damage instantly, but restores 25 Grip.
On 10-man, there will be 3 plates available to Grip at any one time. On 25-man, there will be 10. On Heroic mode, these plates have a noticeable “respawn” timer of 15 seconds, so use them well.
Raging Heat:
This ability damages the group for full damage, regardless of position.
(!) Swerving Dive:
Attempts to dive in order to remove the unexpected riders. Damages all targets struck by the dive indiscriminately for 90000 Physical damage and knocks them back up to 20 yards. Reduces the Grip of all players by 10. Cannot be used more often than every 15 seconds. He will always dive forward, arcing towards the ground or water.
Molten Flames:
Deathwing breaths liquid fire that ignites the air, dealing 25000 Fire damage every 0.5 seconds to targets caught in it. Has about a 10 yard radius. Lasts for 30 seconds. Will only target flying targets. The effect cannot damage targets standing on Deathwing.
Breath of Death:
Ignites the entire sky with decimating flames, instantly killing all enemies. This is used if no player is riding Deathwing.
During this phase, 2/5 Twilight War Drakes will spawn every 30 seconds. Each will have a Twilight Elite Lancer, Twilight Elite Battlemage(H), Twilight Elite Invoker(H), or Twilight Elite Intercepter. These NPCs will behave somewhat differently during this phase.
Twilight War Drake:
These will only attack from a range and use Incendiary Myst if they have a Twilight Elite Battlemage or a Twilight Elite Invoker riding them. They will land and attack with melee as opposed to using Shadowflare Breath if other Twilight Elites are riding it or they carry no rider.
In addition, when their rider is killed or dismounted, the drake will join the battle on Deathwing’s back (if it hasn’t already). If the drake carries no rider and has 75% or less health (these conditions can be fulfilled in either order, but the Drake will land on the ground first if the latter occurs before the former), the Twilight Drake will become disoriented for 10 seconds, allowing a player to mount it.
The Twilight War Drake will then have to be subdued periodically by dealing damage (125000/180000(H)) within 10 seconds of the warning alert to retain control of the drake. Players can ride the drake as a normal flying mount (at 280% flying speed). However, they are allowed to perform any actions (Shamans can even lay totems). Players also retain the Vantage Point buff and are not subjected to the Grip mechanic, but keep their original level of Grip upon leaving the mount on
Heroic mode.
Dismounting will cause the Twilight War Drake to attack the raid, giving no second opportunity to be mounted.
NOTE: These mounts are pseudo-vehicles, meaning it’s possible to enter and leave one, but you will not get a vehicle actionbar (you will retain yours instead as you cast your abilities).
Twilight Elite Lancer:
They will now leap off their mount at 25% health, using Diving Charge to do so.
Twilight Elite Battlemage:
They no longer have a Twilight Link with their Drake mounts and must be killed off individually.
Twilight Elite Battlemaster:
They will now leap off their mount at 25% health, using Villainous Leap to do so. They will attack the Drake’s target, regardless of actual threat mechanics.
Twilight Elite Invoker:
They can only Bolster the War Drake.
Twilight Elite Interceptor
Health: 1,300,000/2,000,000/2,250,000/3,150,000
(!) Electric Barb Net:
Throws a barbed wire net at a target, dealing 30000/35000(H) Physical damage instantly and rooting them for 12 seconds. Also deals an additional 30000/60000(H) Nature damage every 2 seconds while rooted. The effect can be removed by having someone else pull the net off of you. However, the player that removes the net will suffer 30000/35000(H) Physical damage during the attempt. On Heroic, the net must be damaged first and has 300,000 health.
Grapple Shot:
Grapples a target for 20000/23000 Physical damage and an additional 7000/8500 Physical every second for 5 seconds. The Elite Interceptor will then pull himself or herself to the target, jumping off the War Drake, who will dive down to join the fray.
(P) Venomous Strikes:
The blades of an Elite Interceptor drip with some of the deadliest venom in existence. Each melee attack has a 50% chance of dealing 10000/12000(H) Nature damage instantly and an additional 7500/9000(H) Nature damage every 2 seconds for 10 seconds. Also reduces movement speed by 10%. This effect can stack up to 5 times.
Deadly Strikes:
When Venomous Strikes is stacked 5 times, all attacks against that target deal an additional 50000/65000(H) Nature damage. This consumes a stack of Venomous Strikes. This cannot occur more often than once every 5 seconds on Normal Mode. This effect has no cooldown on Heroic Mode.
Twlight Elite Interceptors can also drop Grappling Hooks, which can pull other enemy riders off their drakes.
Note: Pet users during this phase (and Phase 4a/Phase 5) will receive a buff:
Soul of Bonding
, while riding a drake, which gives your pet infinite attack range, even though it is riding next to you. This is to compensate for the fact the pet normally cannot fight during this stage of the encounter.
(H) Phase 4a:
Phase 4a is a modified version of Phase 4. On Heroic Mode, at 70% health, players will need to mount Deathwing (see Phase 4), but instead of just flying around, Deathwing will call a Twilight Riftcaster to create a Twilight Rift, which is capable of transporting Deathwing and anyone else nearby to various places in Azeroth.
He will always travel to your faction’s capital (Orgrimmar or Stormwind) and attack it. If a group manages to achieve the feat of entering Phase 4a for the first time on a realm this attack will happen over the normal phase of those capital cities (and other zones), and Deathwing is quite capable of damaging players and NPCs alike (although they are unable to fight back). After the first time, Deathwing will appear over phased versions of those cities (and other zones).
Deathwing will then always travel to the opposing faction’s capital after traveling to your faction’s capital. He will do this if he somehow reaches 60% of his health (the Riftcaster(s) will automatically create a rift) while still over your capital city.
Afterwards, if Deathwing is still above 50% health, he will teleport to other zones (the zones are: Desolace, Feralas, Uldum, Ashenvale Forest, North and South Barrens, Tanaris, Northern Stranglethorn Vale, Hillsbrad Foothills, The Hinterlands, Arathi Highlands, Burning Steppes, Badlands, and Westfall) as mechanics allow (see below!). He will never enter the same zone twice and will instantly kill the raid if he somehow manages to make it to all these zones with the raid still alive.
Phase 4a is similar to Phase 4 otherwise, although some abilities are modified and Deathwing himself has access to some new abilities (see above to see some add-related Heroic effects that would apply here).
(H)(!) Swerving Dive:
Attempts to dive in order to remove the unexpected riders. Damages all targets struck by the dive indiscriminately for 120000 Physical damage and knocks them back up to 20 yards. Reduces the Grip of all players by 10. Cannot be used more often than every 15 seconds. He will always dive forward, arcing towards the ground or water. In addition, this will damage players on the ground and causes an impact that damages the zone for 5%.
(H) Molten Flames:
Deathwing breaths liquid fire that ignites the air, dealing 30000 Fire damage every 0.5 seconds to targets caught in it. Has about a 10 yard radius. Lasts for 30 seconds. Will only target flying targets. The effect cannot damage targets standing on Deathwing. In addition, he will fire additional Molten Flames at targets on the ground.
(H)(!) Devastating Firestorm:
Breaths an inordinate amount of fire, damaging all targets below Deathwing for increasing fire damage over 4 seconds (peaking at 150000 Fire damage). Players on the ground can take cover by being out of line of sight. This also damages the zone for 10%.
(H) Swift Maneuver:
Deathwing attempts to remove players from his back with unheard of strength and agility. Reduces the Grip of all players by 20 and causes 10000 Physical damages. Requires Rift Empowerment. Players who gained Singe Grip within 5 seconds of a Swift Maneuver suffer no Grip reduction
(H) Rift Empowerment:
Every time Deathwing travels through a Twilight Rift, his damage increases by 20%. In addition, your Grip deterioration due to Deathwing’s abilities increases by 20%.
In addition, 30 seconds after Deathwing travels through a Twilight Rift, he will call more Twilight Riftcaster(s) (1 on 10-man, 3 on 25-man). If one is slain, Deathwing will simply call another one immediately.
(H)Twilight Riftcaster
Health: 5,500,000/8,750,000
(H) Dark Manipulation:
Causes the Twilight Riftcaster to suffer 75% reduced damage from attacks and restore 10% of its maximum health every 2 seconds.
(H)(INT) Twilight Rift:
40 seconds after Deathwing travels through a Twilight Rift, and every 15 seconds after (regardless of when the Riftcaster actually spawned), each Riftcaster will attempt to open a Twilight Rift. 5 second caster time.
If Deathwing travels through a Twilight Rift, players will have 15 seconds to enter it (if they’re on a Twilight Drake, because they will spawn during this phase as normal and can be ridden as normal) or be instantly killed. They will have the usual 30 second berth of time between the transition from Phase 4a to Phase 5. Deathwing will, however, enter a Twilight Rift to the Maelstrom (and remove his Rift Empowerment stacks) and the travel will be instantaneous.
Phase 5:
At 50%, Deathwing will fly quickly towards the Maelstrom. Players are given 30 seconds to regroup on his back or they will die (they receive a 150% movement speed bonus so this should be no issue). During the travel time, no grip will be lost and the raid will suffer 90% less damage from attacks. In addition, adds will despawn/fly away (depending on the add) on Normal mode. On Heroic mode, the travel to the Maelstrom is instantaneous (see Phase 4a) and all adds that spawned during that phase will join the battle during Phase 5.
As soon as Deathwing arrives at the Maelstrom, several things will occur:
Deathwing’s body becomes even hotter, making it impossible to grip his scales because they meld to him. In addition, this causes him to deal more fire damage overall and he erects a powerful shield around himself.
Raging Heat:
Now deals 100% more damage than normal. Only damages targets at the same altitude as Deathwing.
Singe Grip:
Deathwing’s scales are so hot that you cannot normally grab his elementium plates any longer.
Twilight Aegis:
Makes Deathwing impervious to all damage and effects.
During the first 75 seconds of the fight, players will not lose any Grip.
For the first 45 seconds of this phase, a cut scene will play. Take note Raging Heat will continue to deal damage so healers must pay attention. During this phase, several important NPCs will enter the scene, starting with the Earthen Ring shamans (take note that all offensive abilities have virtually infinite range unless stated otherwise):
Thrall (Go’el)
Health: 103,070,400
Mana: 80,000,000
Doomhammer:
Thrall uses this mighty weapon as a focus for firing Lightning Bolts for 25000 Nature damage.
Chain Lightning:
Deals 75000 Nature damage to the initial target and up to 5 additional targets. Targets damaged beyond the first suffer 33% less damage. 2 second cast.
Lightning Strike:
Calls down a savage bolt of lightning, dealing 250000 Nature damage and stunning targets for 5 seconds. This will always target Deathwing and damages him as well as any targets caught in the vertical range (including enemy targets on Deathwing’s back – this causes no friendly fire). Deathwing cannot be stunned by this ability. Instant cast. 30 second cooldown.
Totem of Storms:
Targets that come within 20 yards of the totem will gain 25% movement speed and attacks have a chance of firing a Lightning Bolt for 10000 Nature damage. This buff lasts for 15 seconds after leaving the area (and is refreshed every second within the area). Is recast every 60 seconds.
Aggra:
Health: 94,700,000
Mana: 76,000,000
Flame Shock:
Deals 15000 Fire damage plus an additional 15000 every 3 seconds over 18 seconds. Instant cast.
Engulfing Flames:
Encapsulates a target in fire, dealing 10000 Fire to the target and 5000 Fire to allies within 10 yards every 0.5 seconds for 2 seconds . Channeled.
Magma Sphere:
Blasts a target with magma, dealing 150000 Fire, If the target is affected by Aggra’s Flame Shock, this attack deals an additional 50000 Fire damage to all enemies within 20 yards (including the target). This will be cast on a Flame Shocked target when possible.
Totem of Flames:
Attacks random enemies for 15000 Fire and 1500 per second over 5 seconds. This effect can stack up to 10 times. 1.5 second cast time. In addition, blesses allies within 20 yards to cause 10% additional damage as Fire, lasting for 15 seconds. This effect is refreshed every second while the totem is active. Is recast every 60 seconds.
Muln Earthfury
Health: 117,178,400
Mana: 66,000,000
Granite Lance:
Fires an impaling bolt of stone at the target, dealing 75000 Physical and reducing the movement speed of that target by 75% for 3 seconds. 2 second cast.
Stone Shockwave:
: Sends powerful shockwaves that launch multiple bolts of stone at a target and all targets within 20 yards of it for 50000 Physical damage and an additional 5000 Physical damage every 2 seconds for 6 seconds.
Protection of the Earth:
Creates a protective covering of earth that shields allies within 20 yards, reducing damage taken by 75% for 15 seconds. Channeled.
Totem of Stones:
Periodically fires boulders at targets within 20 yards, stunning them for 2 seconds. Also reduces damage taken by allies within 20 yards by 25% (stacks with Protection of the Earth to yield 100% - they stack additively). Recast every 60 seconds.
Farseer Nobundo
Health: 85,892,000
Mana: 95,000,000
Drowning Torrent:
Blasts a target with a mighty geyser of water, dealing 50000 Frost damage every second for 2 seconds. 2 second cast and 2 second channel.
Tidal Orbs:
Channels for 5 seconds, summoning one Tidal Orb every 0.5 seconds. These will fire at random enemies for 15000 Frost damage or random allies for 15000 healing over the next 10 seconds. In addition, heals the caster for 1% (2%) maximum health per second while channeled.
Refreshing Waters:
Heals a friendly target and 2 additional targets, prioritizing NPCs over players. Heals for 25000 (50000 for NPCs) plus 5% (10% for NPCs) of the target’s maximum health and half as much to other targets.
Totem of Waves:
Restores 2% (4% for NPCs) health and 2% mana every 3 seconds to allies within 20 yards. In addition, players can interact with the totem to receive an Enchanted Droplet, which restores 5/10% (on friendly NPCs) health, 5% mana, and all Fatigue to a friendly target. The totem has only 3/10 of these Droplets every 60 seconds. Enchanted Droplets last for 30 seconds. Totem is recast every 60 seconds.
The Earthen Ring shamans will attempt to defeat Deathwing to no avail. Thrall calls for the Dragon Aspects using scales he obtained from them (see Twilight of the Aspects for further details) and they join the battle with haste. Alexstrasza will arrive at the 45 second mark with a slew of red drakes.
Alexstrasza the Life-Binder
<Queen of the Dragons>
Health: 165,150,000
Mana: 94,700,000
Presence of the Life-Binder:
Heals allied NPCs for 0.333%/0.5 (1%) of their maximum health every 2 seconds. In addition, healing received by affected targets is increased by 200/100%. This also causes Deathwing to exclusively attack Alexstrasza as if she has maximum threat.
Breath of the Red:
Deals 15000 Fire damage to frontal targets every second for 5 seconds. Heals allies in front for 5000 per second for 5 seconds. Channeled. Has a cone range that spans Deathwing’s body. (The first breath will destroy
Barrier of the Coming Twilight
)
Rejuvenating Fire:
Heals a friendly target for 5% (10% for NPCs) of their maximum health every 2 seconds for 12 seconds. Cannot be used on self. Cannot affect more than one target at a time.
Radiance of Life:
Pulses a wave of healing energy that restores the health of all friendly targets by 30% health. This does not benefit from the bonus healing effect. Can only be used as often as once every 60 seconds.
(H) Life Ward:
Protects Alexstrasza from effects that reduce her maximum health.
Alexstrasza’s initial breath will break only the barrier Deathwing erected. Kalecgos will then arrive at the 60 second mark.
Kalecgos
<Aspect of Magic>
Health: 87,855,500
Mana: 130,650,000
Breath of the Blue:
Deals 17500 Frost damage each second for 5 seconds. Will chill Deathwing’s scales, allowing players to pry them off and suffer no damage/50% less damage (H). In addition, the breath reduces damage of Raging Heat by 75%/50%. These effects last for 20 seconds. Will freeze other damaged targets for the duration of the breath.
Mystic Blast:
Fires a concentrated burst of magical energy, dealing 50000 Arcane damage instantly. This deals increased damage proportional to the amount of increased casting speed Kalecgos has (if he has +100% casting speed it increases the damage of Mystic Blast to 100000).
Arcane Empowerment:
Empowers one of the other Aspects, increasing their attack and casting speeds by 100% for 15 seconds. Each successful attack will also increase Kalecgos’ attack and casting speeds by 20%, stacking up to 5 times, for 10 seconds. (This does affect channeled effects, such as the breaths the Aspects use.)
Magical Surge:
Using his newfound powers, Kalecgos can create unstable fields of pure energy that have a 10 yard radius. These increase the damage done by friendly targets (players and their minions/pets only) by 25% (additively stacks with other damage bonuses). This also deals 7500/12500 (H) damage per 2 seconds to all targets (including friendly) in the field. Lasts for 20 seconds. Up to 1/3 can be active at a time. Can never be stacked. Can only be conjured in the higher altitude.
About 30 seconds after, Ysera will join the fight.
Ysera
<The Dreamer>
Health: 85,892,000
Mana: 75,000,000
Breath of the Green:
A breath of verdant gas invites sleep, dealing 12500 Nature damage per second for 5 seconds. Reduces Deathwing’s attack speed by 100%/50%(H) for 20 seconds. This effect is tripled for other damaged targets.
Dream Ray:
Deals 25000 Nature damage and an additional 10000 every 3 seconds for 9 seconds. Stacks up to 3 times. 1.5 second cast.
Verdant Slumber:
Consumes all stacks of Dream Ray, putting enemy targets to sleep for 2 seconds for every stack of Dream Ray and dealing 7500 Nature damage every second.
Dream Shift:
Ysera shifts into the Dream. When Ysera is in the Dream, her Nature damage is increased by25%, but she cannot use physical attacks and is unaffected by attacks. This effect lasts for up to 15 seconds but may cancel prematurely.
Finally, a minute after, or 2.5 minutes into this phase, Nozdormu will join the fight.
Nozdormu
<The Lord of Time>
Health: 103,945,000
Mana: 63,000,000
Breath of the Bronze:
Deals 20000 Arcane damage every second for 5 seconds. Also reduces the chance for targets to hit by 50% for the duration of the breath. This effect is reduced on Deathwing (25%/10% (H)). Damaged targets have a 20% chance of being stuck in time for 3 seconds.
Sands of Time:
When Nozdormu successfully strikes with a melee attack his time between attacks increases by 20% per stack. Nozdormu’s damage increases by an amount based on the attack speed reduction (i.e. +20% damage at the first stack, all the way up to +100% at the final stack). This is NOT a haste mechanic and does not follow haste calculations.
Breaking Rift:
Only used at 5 stacks of Sands of Time. Instantly deals 500% melee damage (base melee swing is roughly 50000 prior to reduction to about 20000 Physical, then accounting for bonuses will equate to about 200000 Physical damage on Deathwing) and creates a rift on that target, dealing 25% of the damage dealt (50000) over 5 seconds to all enemies within the 5 yard radius.
Time Zone:
Creates areas that can increase or decrease actions (movement and attack/casting speeds) by up to 50% (multiplicative stacking). (This is a direct percentage and not a haste value, and should not follow the haste formula). Cannot be conjured on a place Magical Surge exists and can be spawned on both altitudes. Lasts for 20 seconds. Affects all targets except boss NPCs. Up to 1/3 can exist at a time.
How it works:
Quickest: Cast time and swing timer are halved (i.e. a spell will cast in half time. This also boosts resource generation proportionally). Also increases movement speed by double.
Slowest: Cast time and swing timer doubled (i.e. a spell takes twice as much time too cast. Also affects resource generation). Reduces movement speed by 50%
Deathwing will also use a plethora of attacks during this phase (in addition to the previously noted ones for this Phase):
(+) Molten Claws:
Deathwing’s talons now emit intense heat that cannot be extinguished. Deals 6000/9000 (H) Fire damage every 2 seconds for 40 seconds. On Heroic, successful melee attacks increase Fire damage taken by the target by 25% through the debuff, Molten Vulnerability, stacking up to 999 times (has no duration). In addition, when a target with Molten Vulnerability dies, Deathwing’s damage increases by 100% per stack and makes Deathwing invulnerable (also a persistent effect).
(!) Withering Breath:
Deathwing’s Breath reaches devastatingly high temperatures, dealing 250000 Fire damage every second for 8 seconds. On Heroic, this ability also reduces the maximum health of the target by 10%, stacking up to 10 times. In addition, the breath lasts for 10 seconds. This ability is used in conjunction with Swerving Dive and the Twilight Elite Interceptor’s Entangling Net to damage the Earthen Ring Shamans, although it can be used on Alexstrazsa as well. This ability has a 5 second cast time.
(!) Swerving Dive:
This ability has a 30 second cooldown. Now reduces Grip by 20 instead of 10.
Embrace of Flames:
Grapples the main aggro target (Alexstrasza), instantly hitting with two melee attacks and dealing an additional 100000 Fire damage. This attack cannot miss.
(M)(E) Twilight Fury:
Increases attack speed by 100%/150% (H) for 30 seconds. (Can be dispelled as if it were a magic or enrage buff.)
Molten Flames:
Same as phase 4, except it cannot damage the Dragon Aspects.
(!) Devastating Firestorm:
Breaths an inordinate amount of fire, damaging all targets in the lower altitude for Fire damage every second for 4 seconds. 4 second cast. Deals an increasing amount of Fire damage over time (starting at 25000/30000(H) and maximizing at 100000/150000(H)).
(!) Elementium Enchantment:
Deathwing’s elementium plates now shield him from attacks, reducing damage taken by 5% per stack, starting at 10 stacks for a total of a 50% damage reduction. Every 3/10 Singe Grips will move enough plates to remove a stack of Elementium Enchantment.
(URSCRWD) Hour of Twilight:
If the Earthen Ring shamans or Alexstrazsa are defeated, Deathwing will create a cataclysmic storm that engulfs Azeroth, destroying all life for 10^100 Shadowflame damage.
In addition, the following happens:
A total of 3/8 adds (Twilight War Drake plus a rider counts as one add) will spawn every 30 seconds
(after Kalecgos joins the fight).
One of these will always be a Twilight Elite Interceptor and will always spawn at the Low Altitude Others spawn at altitudes based on the add riding the drake:
Twilight Elite Interceptor, Elite Battlemage, Elite Invoker, Riftcaster: Low Altitude.
Twilight Elite Battlemaster and Lancer: High Altitude.
Twilight Elite Interceptors gain a new ability:
Entangling Net:
Uses a strong net to hold the target in place for 20 seconds. This is always used on one of the Earthen Ring Shamans. Withering Breath is used 7/5(H) seconds after. The net has 800,000/1,100,000/3,000,000/3,600,000 health.
Twilight War Drakes no longer become disoriented as in the previous phase. They can no longer be ridden as a result. On Heroic, they also become Enraged and deal 25% more damage.
To replace these drakes, the Aspects will bring drakes from their respective dragonflights (2/5 for each dragonflight):
Ruby Watcher/Azure Skyrazor/Emerald Drake/Time Warden
Health: 2,000,000
Fire/Frost/Acid/Sand Breath:
Deals 30000 Fire/Frost/Nature/Arcane damage to the target (and its rider, if applicable).
Talon Edge:
Slashes viciously with its talons, dealing 15000 Physical damage and an additional 3000 Physical every 3 seconds for 12 seconds.
Fly to Beacon:
During this phase, as each of the Dragon Aspects appears, they will also spawn a magical orb that floats over Deathwing’s back. By activating it, all drakes of that flight will instantly fly to it and can be mounted (just like the Twilight War Drakes in Phase 4). Unlike the Twilight War Drakes, these Drakes bear riders willingly, but will be unable to attack while mounted (and cannot suffer damage). If a player dismounts from a Drake, they cannot mount on another for 15 seconds and the Drake rejoins the battle until it flies to another activated beacon.
These drakes also respawn 10 seconds after they are killed, but will never attack Deathwing and will instead attack Twilight War Drakes and their riders exclusively.
Finally, there is a mechanic for Phase 5 called “Altitude.” There are two separate Altitudes which dictate what will happen to players:
High Altitude:
This is applied if the player is more than 40 yards above the Maelstrom platforms (where the shamans are), or about 50 yards over the water. Players at this altitude will suffer damage from Raging Heat and also have a Fatigue bar. A full fatigue bar will last for one minute. After Fatigue is fully…fatigued, the player suffers 10% of their maximum health in damage every second until they can restore their Fatigue. Players on Deathwing’s back are not subject to Fatigue (they are subject to the Grip mechanic instead) because they are being healed by Alexstrasza’s breath. Take note that Deathwing and the Dragon Aspects are about 75 yards away from the shamans (about 80-85 yards above the Maelstrom). Fatigue restores at a rapid rate at Low Altitude (similar to breath or fatigue in the world).
Low Altitude:
This is applied to players who are not at the High Altitude. They do not suffer from Fatigue or Raging Heat. However, they are in danger of dying to Devastating Firestorm (and possible other things).
Post by
Interest
~-~-~ PART FOUR ~-~-~
(H) Phase 6:
At the beginning of Phase 6, players will have 30 seconds to get on Deathwing before he flies directly into the Maelstrom. You will see a cinematic of him plummeting down through Deepholm and crashing through the ground, creating a gaping hole where he sunders the earth. Eventually your group and he will fall into semi-spacious cavern (of about 50 yards in radius). He will fall towards the middle of the cavern, above which is a floating crimson stone that constantly rotates – the World’s Heart.
At this point you can then engage the boss and are able to rest up before doing so (moving too far towards the center of the room begins the final part of the encounter).
Deathwing will use the following abilities:
Twilight Shell:
Creates a twisted barrier composed of stone and dark energy, healing Deathwing for 0.5 of his maximum health every 3 seconds. This effect expires when Deathwing restores 50% of his health. Immune to healing taken reduction effects and instantly negates any damage suffered (although the damage will still be considered dealt).
Earth Warding:
Shields Deathwing, causing him to receive 100% bonus healing and preventing his cast abilities from being interrupted. Has 100/300 charges and each successful attack removes a charge. Grants spell reflection.
Fiery Backlash:
Melee and ranged attacks against Deathwing cause the player to suffer 200 Fire damage every second, stacking up to 10 times. Also allows 10% of your spells (per stack) to become immune to the reflective properties Earth Warding grants. Last for 5 seconds..
Raging Heat:
Deathwing’s body, although covered in elementium plates, does not insulate the intense heat that radiates outward. All enemies take 10000(H) Fire damage every 2 seconds. This effect ignores line of sight. (Same as Phase 2, just noting the tooltip again)
Twilight Blast:
Causes 100000 Shadow damage. 15 second cast. If successfully cast, the cast time of Deathwing’s next Twilight Devastation is reduced by 95% and it can now be cast for a brief moment.
Twilight Devastation:
Kills all enemies instantly. 10 second cast.
Spark of Darkness:
Every time Deathwing heals 5% of his maximum health, the next Twilight Blast is instant, but cannot allow the use of Twilight Devastation.
At the beginning of the phase, the following spawns (1/3 of them will spawn):
Fiery Blood of Neltharion:
Health: 20,000,000
Coagulate
When Fiery Blood of Neltharion spawns, it is stunned for 10 seconds.
Fixate:
Fiery Blood of Neltharion will attack the target with the highest threat after Coagulate is finished as long as it is alive. Immune to all crowd control but vulnerable to slowing effects.
Expungement:
Deals 200000 Physical damage to the target, which can be mitigated by armor. Also reduces the target’s movement speed by 5% for 20 seconds. At 5 stacks, the target is rooted for 20 seconds and it will require 2/5 magical dispels to remove it. Used every 8-10 seconds.
Boiling Blood:
Deals 7500 Flamestrike damage per second to targets within 8 yards for 5 seconds. Each tick will increase damage taken by Burning Blood by 25% per stack for 5 seconds. Used every 20 seconds.
Burning Flow:
Removes all movement impairing effects. Used every 3 seconds. Increases movement speed by 50% when used (normally they move at 120% of a player’s speed). In addition, heals the Fiery Blood of Neltharion for 10% of its maximum health.
Searing Bloodline:
Fires a rope of scalding blood at a target, dealing 25000 Flamestrike damage to them and then chaining to up to 4 additional targets within 8/6 yards of each other (cannot strike the same target twice). Each successive target struck increases the damage done by 100% to that target. In addition, all damaged targets suffer 5000 Flamestrike damage per 2 seconds for 8 seconds and have 50% reduced movement speed. On 10-man mode, the Fiery Blood of Neltharion will cast this as the same time as Expungement. On 25-man mode, only one Fiery Blood of Neltharion casts Expungement at a time and the remaining two will cast this instead during each cast cycle.
In addition, one of the following will be spawned at all times:
Heartstone Ascendant:
Health: 5,000,000/15,000,000
Tremor Aura:
Deals 32000 Physical (unmitigatable) damage per second to all targets within 8 yards.
Stone Clout:
The melee attacks of a Heartstone Ascendant strike abnormally hard for 100000 Physical damage.
Granite Tomb:
Encases the target with the highest threat in melee range in stone, dealing 75000 Physical damage, immobilizing them, but reducing their damage taken by 75% for 15 seconds.
Spikestone:
Whenever the Heartstone Ascendant is damaged by a ranged attack, it fires a spiked piece of rock at the attacker, dealing 20000 Physical damage plus 10000 Physical per second for 5 seconds. This effect stacks.
Final Quake:
Upon death, deals 25000 Physical damage to the raid and reduces Deathwing’s Earth Warding effect by 50/150 charges.
Crumbling Shell:
For every 1% health the Heartstone Ascendant has missing, it suffers 2% additional spell damage and deals an additional 1% damage.
(H) Phase 7:
At the beginning of Phase 7, Deathwing will have recovered a large amount of his strength (he should have 70% health), and will begin his final assault against you. This phase is actually a bit similar to Phase 2, but with some very profound differences.
N’Zoth’s Corruption:
The Old God N’zoth asserts its power over Deathwing, giving the fallen Aspect a shadowy visage and infusing all of Deathwing’s attacks with dark power.
(+) Corrupted Magma Breath:
Blasts all targets within a frontal cone for 225000 Shadowflame damage and 25% to all others. Players standing behind a Cavern Rockfall will suffer only 10% of this damage instead. In addition, all damaged targets suffer 100% of the damage they suffered from the breath over 8 seconds. 3 second mobile cast.
Twilight Heat:
Deals 10000 Shadowflame damage every 2 seconds. Deals an additional 10000 Shadowflame damage to 1/3 random target(s) every 2 seconds.
(!) Footsteps of Shadowflames (Twilight Lava):
Deathwing’s feet are hot enough to melt the rock he stands on, turning it into twisted, shadowy lava that deals 60000 Shadowflame damage every second to enemies that stand in it. In addition, if Deathwing stands in a Twilight Lava for more than 10 seconds, the pool gets 50% larger and Deathwing’s damage dealt is increased by 25% for 12 seconds. The damage bonus can stack. Twilight Lava are created every 10 seconds underneath Deathwing. Twilight Lava start at a size of an 8 yard radius and last for 60 seconds.
(!) Dusk Magma:
When Twilight Lava are created during Phase 7, 2/6 Dusk Magma will spawn:
(H) Dusk Magma
Health: 40,000,000/100,000,000
Scalding Shadows:
Deals 30000 Shadowflame damage per second to all enemies within 8 yards and increases Shadow and Fire damage taken by 10%, stacking up to 20 times and lasting for 5 seconds.
Burn Out:
Dusk Magma start with 100 Heat and lose 5 Heat every 3 seconds. Movement speed is increased by 1% for each point of Heat the Dusk Magma has (Base movement speed is 80% and at 100 Heat it’s 160%). At 0 Heat, the Dusk Magma dies (this never happens).
Reignite:
Due to the nature of the area, Dusk Magma will regenerate 10 Heat per second.
(L)(!) Dark Expulsion:
When a Dusk Magma dies, unleashes a Shadowy Nova, knocking all targets within 20 yards back and dealing 300000 Shadow damage to all targets within 10 yards. In addition, upon death, the room will fill with a small amount of Twilight Lava (the room will continue to fill up with Twilight Lava to the point that players will have to use the rocks that jut up everywhere as “stepping stones.” These are laid out uniformly around the cavern and are about half the height of a player. After 90/275 Dusk Magmas die, or after roughly 7.5 minutes, the Lava will be too high and pretty much result in an automatic wipe.)
Cavern Rockfall:
Whenever Deathwing moves, Cavern Rockfalls will occur (the distance to move Deathwing out of his Lava Pools will create a single Rockfall) over players, dealing damage to anyone standing in it equal to 20% of their maximum health every 2 seconds. This can damage enemies as well (excluding Deathwing and Grasp of N’Zoth). Cavern Rockfalls are about 5 yards wide and last indefinitely.
Fiery Discord:
A chaotic whirl of Shadowflame surrounds all enemies, dealing 25000 Shadowflame damage and an additional 25000 for every player within 8/5 yards of them. In addition, all damaged targets have 50% reduced movement speed for 3 seconds. 1 second mobile cast.
Twilight Obliteration:
Used 40 seconds into Phase 7 and every about 20 seconds after. It is always used after Corrupted Magma Breath (also used about every 20 seconds). Deals 500000 Shadow damage to the target and causes Deathwing’s melee attacks to deal 25% more damage and convert all melee damage to Shadow damage for 5 seconds. The intensity of this attack will cause 2/6 Cavern Rockfalls and knock back all players except the damaged target several yards. 2 second mobile cast.
Throughout the fight, one N’Zoth’s Grasp will spawn every 20 seconds. They will always spawn relatively close to Deathwing. In addition, on 25-man, a second N’Zoth’s Grasp will spawn nearby the center of the room once every 30 seconds…
N’Zoth’s Grasp:
Health: 2,750,000/4,000,000
Constriction Aura:
An aura will pulse outward, reducing the actions of all targets within 10 yards by 50%. Lasts for 10 seconds. Only one aura can be active at a time.
Projectile Negation Aura:
Reduces all spell damage and ranged attack damage taken by 100% to all allies within 10 yards for 10 seconds. Only one aura can be active at a time.
Touch of the Old God:
The old god’s influence corrupts a nearby target within 20 yards, choosing the closest target. Deals 8000 Shadow damage every second and stacks N’Zoth’s Empowerment, which reduces Shadow damage taken by 4%, increases haste by 4%, and increases movement speed by 8% per stack. At 25 stacks the player is mind controlled permanently. In addition, while affected by N’Zoth’s Empowerment, the target is immune to the aura effects. Lasts for 20 seconds.
Hunger of the Old God:
If N’Zoth’s Grasp isn’t using Grip of the Old God on an enemy target, it deals increasing Shadow damage every second for 10 seconds to all players, dealing 200000 Shadow damage on the final tick. It will then release a violent torrent of shadows, killing all players instantly.
(H) Phase 8:
When Deathwing reaches 30%, Thrall and the four Aspects (in humanoid form because the cavern is too small to contain them all in dragon form. In addition, the domain of Deepholm (especially in proximity to the World’s Heart) greatly suppresses the abilities of the Aspects in that manner. There are obviously additional explanations that reduce the power of the other Aspects. Note: The Aspects are vulnerable to Cavern Rockfall.
Thrall
Health: 103,070,400
Mana: 80,000,000
Doomhammer:
Thrall uses this mighty weapon as a focus for firing Lightning Bolts for 25000 Nature damage.
Chain Lightning:
Deals 75000 Nature damage to the initial target and up to 5 additional targets. Targets damaged beyond the first suffer 33% less damage. 2 second cast time.
Deluge Totem:
Twilight Lava in the area deals no damage and hardens, making it subject to being shattered. In addition, all Fire damage taken by allies within the 10 yard radius is reduced by 25% and also grants them immunity to the damage-over-time effects of Twilight Breath. Dusk Magma that enter the area will be stunned and pacified (meaning they deal no damage to nearby enemies). Also reduces their Heat by 20 per seconds. This totem will be laid on areas with the most Twilight Lava first.
Air Barrier Totem:
When used by a player, causes them to negate the next two sources of direct damage. Can grant this effect upon players three times. The totem has a 1 minute cooldown and the usage range is 100 yards (in addition will show on player’s UI, allowing them to click without searching for the totem).
Earthlock Totem:
Prevents the area around the Earthlock Totem from collapsing, removing all Cavern Rockfall within a 10 yard radius and preventing any further Cavern Rockfall in that area for 10 seconds. Used every 10 seconds, and it prioritizes areas with more Cavern Rockfall.
Totemic Mastery:
From Thrall’s position in the center of the room, he is allowed to lay his totems anywhere.
Elemental Vanguard:
Prevents all damage from Cavern Rockfall.
Alexstrasza the Life-Binder
<Queen of the Dragons>
Health: 165,150,000
Mana: 94,700,000
Presence of the Life-Binder:
Heals allied NPCs for 0.333%/0.5 (1%) of their maximum health every 2 seconds. In addition, healing received by affected targets is increased by 200/100%. This also causes Deathwing to exclusively attack Alexstrasza as if she has maximum threat.
Rejuvenating Fire:
Heals a friendly target for 2% (4% for NPCs) of their maximum health every 2 seconds for 12 seconds. Cannot be used on self. Cannot affect more than one target at a time.
Radiance of Life:
Pulses a wave of healing energy that restores the health of all friendly targets by 10% health. This does not benefit from the bonus healing effect. Can only be used as often as once every 60 seconds.
Blast of the Red:
Replaces Alexstrasza’s breath attack. Deals 15000 Fire damage to all enemies within a 5 yard radius. Heals allies for 7500 within the same 5 yard radius.
Kalecgos
<Aspect of Magic>
Health: 87,855,500
Mana: 130,650,000
Mystic Blast:
Fires a concentrated burst of magical energy, dealing 20000 Arcane damage instantly. This deals increased damage proportional to the amount of increased casting speed Kalecgos has (if he has +100% casting speed it increases the damage of Mystic Blast to 40000).
Arcane Empowerment:
Empowers one of the other Aspects, increasing their attack and casting speeds by 100% for 15 seconds. Each successful attack will also increase Kalecgos’ attack and casting speeds by 20%, stacking up to 5 times, for 10 seconds. (This does affect channeled effects, such as the breaths the Aspects use.)
Magical Surge:
Using his newly gained powers, Kalecgos can create unstable fields of pure energy that have a 10 yard radius. These increase the damage done by friendly targets (players and their minions/pets only) by 25% (additively stacks with other damage bonuses). This also deals 7500/12500 (H) damage per 2 seconds to all targets (including friendly) in the field. Lasts for 20 seconds. Up to one can be active at a time. Can never be stacked. Cannot be conjured near the center of the room.
Blast of the Blue:
Calls the freezing cold of the north, shattering all hardened Twilight Lava. At the beginning of phase 8, this will instantly freeze and shatter all accumulated Twilight Lava. In addition, it deals 5000 Frost damage to all enemies.
Ysera
<The Dreamer>
Health: 85,892,000
Mana: 75,000,000
Dream Ray:
Deals 10000 Nature damage and an additional 5000 every 3 seconds for 9 seconds. Stacks up to 3 times. 1.5 second cast.
Verdant Slumber:
Consumes all stacks of Dream Ray, putting enemy targets to sleep for 2 seconds for every stack of Dream Ray and dealing 7500 Nature damage every second.
Dream Shift:
Ysera shifts into the Dream. When Ysera is in the Dream, her Nature damage is increased by 25%, but she cannot use physical attacks. Additional effects are suppressed. Lasts a maximum of 15 seconds.
Blast of the Green:
Conjures an emerald orb imbued with narcotic power that deals 10000 Nature damage in a 5 yard radius and reduces the movement speed and attack speed of enemies by 50%. (Deathwing is only affected by the attack speed reduction) for 5 seconds.
Nozdormu
<The Lord of Time>
Health: 103,945,000
Mana: 63,000,000
Sands of Time:
When Nozdormu successfully uses Blast of the Bronze, his cast time increases by 20% per stack. Nozdormu’s damage increases by an amount based on the cast speed reduction (i.e. +20% damage at the first stack, all the way up to +100% at the final stack). This is NOT a haste mechanic and does not follow haste calculations.
Breaking Rift:
Only used at 5 stacks of Sands of Time. The next Blast of the Bronze deals 250% bonus damage and creates a rift on that target, dealing 25% of the damage dealt over 5 seconds to all enemies within the 5 yard radius.
Time Zone:
Creates areas that can increase or decrease actions (movement and attack/casting speeds) by up to 50% (multiplicative stacking). (This is a direct percentage and not a haste value, and should not follow the haste formula). Cannot be conjured on a place Magical Surge exists and can be spawned on both altitudes. Lasts for 20 seconds. Affects all targets except boss NPCs. Up to one can exist at a time.
Blast of the Bronze:
Fires a blast of time magic at an area, dealing 20000 Arcane damage and traps damaged enemies (excluding Deathwing) in time for 3 seconds.
In addition, N’Zoth will focus his assault on the Aspects, spawning N’Zoth’s Grasp near them. The first one will spawn near Alexstrasza, then Kalecgos, then Ysera, then Nozdormu (afterwards the cycle repeats). The N’Zoth’s Grasp will only spawn when the preceding one dies. During this phase, they only have one ability:
N’Zoth’s Grasp
Health: 2,750,000/7,500,000
Touch of the Old God:
The old god’s influence corrupts a the nearest aspect. Deals 20000 Shadow damage every second and stacks N’Zoth’s Darkness, which reduces all damage dealt by 4% per stack. While affected, the target is unable to perform actions. At 25 stacks the Aspect is corrupted, allowing N’Zoth to have total control of them and forcing them to blast the raid into oblivion. Lasts for 60 seconds.
Deathwing will also receive two new abilities in an attempt to defeat his foes:
Shifting Earth:
Forces all players to the center of the room. Deals 25000 Physical damage.
Cataclysmic Encapsulation:
Creates an enormous ring of molten flame that deals 250000 Fire damage every 0.25 seconds to targets touching it. The ring will start at a 50 yard radius and shrink by 5 feet (in radius) every second. There are two visual areas where there is open space to escape, but they vanish after 6 seconds. During this time, players gain Adrenaline Rush, which increases their movement speed by 150%. This ability is channeled, but Deathwing can cast Fiery Discord during this time and will do so at least twice.
At 3%, an event will begin, and the four Aspects and Thrall will move to the center of the room and begin to channel a spell, putting a spell of protection on themselvees. Deathwing will use
Shifting Earth
to force all players to the edges of the room, then engulf the entire room in fire that deals damage similar to
Cataclysmic Encapsulation
, leaving an open path that allows players to reach the center. In addition, several Dusk Magma will spawn and chase players. After 20 seconds, the fire will erupt, killing all players outside the area the Aspects and Thrall are enclosed in (players inside the protective area suffer no damage). If no player reaches the center, the barrier is unable to take the full brunt of the blast and the encounter ends.
Afterwards, the players must finish off Deathwing, who will use all his abilities except Shifting Earth and Cataclysmic Encapsulation. At 1%, the final cinematic event will occur, and the players will have finished the encounter.
Post by
Interest
Last one. Go ahead and post.
Change Log:
8/25/2011: Deathwing Encounter thread created. Pre-fight and Phases 1 and 2 added.
8/26/2011: Phase 3 added.
8/27/2011: Phases 1, 2, and 3 slightly edited to accommodate for Phase 4 mechanics. Grammatical errors also fixed when found.
8/29/2011: Phase 1 add health greatly reduced for 25-player mode. This is because otherwise it would be a challenge beyond belief (I may actually change it around and instead increase 10-man add health, but I'm not sure yet). Phase 4 added.
9/11/2011: Phases 1-3 adjusted: Living Magma add added to Phase 2 Heroic to increase difficulty. Falling crags now deal damage, etc.
9/19/2011: Fight comparison against Blizzard's take on the encounter added. Please check page 2.
9/25/2011: Phase 5 added. Sorry it took so long.
10/13/2011: Phase 4a (Heroic Only) added.
10/13/2011: Introduction post edited. Now has updated Disclaimer and improved Table of Contents that splits the fight into parts.
10/13/2011: Anchors added
10/13/2011: Some earlier phases (mostly Phase 4) were slightly modified.
10/14/2011: Added additional explanations of Phase 4a.
10/16/2011: Added abilities to Phase 5 that should have been there in the first place.
10/21/2011: Added Phase 6 in celebration of Blizzcon. Yes, it is really that short.
11/3/2011: Added Phase 7.
11/3/2011: Greatly increased Deathwing's health on 10-man and 10-man Heroic (from 125 million to 190 million on normal, and 175 million to 253 million on heroic).
11/3/2011: Fixed the wording for some other phase abilities to note Deathwing can use that ability while moving (Phase 2 Magma Breath).
11/8/2011: Fixed some typos.
11/26/2011: Added Phase 8. Sorry guys -.-
Post by
Interest
Disclaimer
As if someone would take you seriously?
= P
It happened last time I tried to do something like this. It never hurts to cover all my bases.
Post by
Lenience
Disclaimer
As if someone would take you seriously?
= P
It happened last time I tried to do something like this. It never hurts to cover all my bases.
What happened?
On-topic, this has a lot of potential, Twilight Isle sounds incredibly nice, just like quel'danas was back in its day.
The Deathwing fight sounds epic I especially love that resting period on phase 2 and I'm betting the resting timer will be shorter on heroic?
Post by
TheReal
I deleted my derisive post; that's what happened.
Post by
Interest
What happened?
On-topic, this has a lot of potential, Twilight Isle sounds incredibly nice, just like quel'danas was back in its day.
The Deathwing fight sounds epic I especially love that resting period on phase 2 and I'm betting the resting timer will be shorter on heroic?
Actually, I was thinking about giving no "rest" timer so to speak on Heroic. This means they won't be able to drink or rez but they still get a bit of buffer time to kill the remaining adds...
Andddddd Phase 3 added.
Oh yes, and on Twilight Isle, I tried to give it an Isle of Quel'danas feel without punishing smaller realms for not having enough people to advance to <insert stage here> with fewer dailies.
Post by
MartinThunder321
This sounds cool, but wow that is a large amount of abilities for deathwing to use. Also the damage from fire breath seems small, since the flamebreath world event killed us all instantly, lol. I hope the raid encounter isn't to complex or hard to complete, it'll be interesting to see what they will add for real, heard from wowhead that there is going to be a point where you jump on his back for sure.
Post by
Interest
This sounds cool, but wow that is a large amount of abilities for deathwing to use. Also the damage from fire breath seems small, since the flamebreath world event killed us all instantly, lol.
The breath he uses in comparison to the zone-wide breath are different. Don't worry, it'll be there...in some way.
B'sides, there's enough one-hit kill mechanics in the fight as it is!
Post by
Axyn80
I have determined the true interest of this thread. He has changed his avatar.
Holy **** omfg. I think the world needs to get a revamp now that Interest has had a revamp.
Post by
Atik
Where is the chromatic dragon in that list of bosses? Hmmmmmmmmmmmmmm?
Unless he gets a solo raid, that is...
Post by
Axyn80
And his signature has changed.
Mr. Interest, how will I know where the forum rules are if the #1 poster no longer has it everywhere in his signature? How can I find it?
/panic
Post by
Interest
Where is the chromatic dragon in that list of bosses? Hmmmmmmmmmmmmmm?
Unless he gets a solo raid, that is...
I actually would prefer it as a solo raid. Besides, I don't know everything lol.
And his signature has changed.
Mr. Interest, how will I know where the forum rules are if the #1 poster no longer has it everywhere in his signature? How can I find it?
/panicThe audience it was intended for almost never read it.
Post by
Tartonga
This is your passion, dude. What are you doing not working in Blizzard?
Post by
802855
This post was from a user who has deleted their account.
Post by
Interest
This is your passion, dude. What are you doing not working in Blizzard?
I have to wonder the same honestly.
Well the thing is I'm an early 20s year old guy without much
tech
experience. I'm unsure what I would even do on the job app to Blizzard.
Post by
338102
This post was from a user who has deleted their account.
Post by
Interest
Gotta say my friend
not to discredit you or anything but i think the majority of the players are more interested in stompin' Deathwing rather than listening to minutes and minutes of lore. just a heads up before you finish the post sequence :)
just an example, most the people i run with got annoyed at the Lich King's fight phase begin where he talks with fordring. specially if they wipe, having to walk all the way up and restart the LK lore encounter is painful, so an 8 phase fight would really not be quite adequate, and it would simply be too problematic learn 8 sets of fight phases, let alone the lenght of the fight, which i am to say probably no more than 10-12 minutes should be within it, but im guessing it could spam as long as 30 mins with so many phases.
other than that, your work is really apreciated and well dictated, i enjoy such things and i sure remember your LK epic fight as well
cheersThat's why I chose to separate them from each other. All the fight mechanics and logistics will be in one massive bulk and the remainder, such as the lore, can easily be passed over as it will be encompassed mostly by the last post
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