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  1. #141
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    I sure did.
    Fuck FFXIV, seriously.

  2. #142
    Chram
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    Quote Originally Posted by Krye View Post
    Numbers can you explain to me why anyone would go back to FFXI after playing WoW?

    Camping shit for hours, auto attacking so you can use a weapon skill every 10 seconds, casting 10 second long spells, casting a few spells and then having to rest for 2 minutes, years between new content, zero PVP, takes ten years to get from one place to another.

    It all just seems so terrible compared to fresh PVE and PVP content released at a decent rate, quick and fun ability rotations for dps/tanks/healers, interactive boss fights with new and different mechanics for every boss and even normal mobs, the ability to do a lot of shit solo so you can play at a casual rate, instanced dungeons so you don't have to fight against botters to claim shit. I didn't try WoW at first because I was lolcasualezmodefgts and then I started playing and I became a god by applying the same amount of effort that I did in FFXI. There's heroic mode PVE and competitive arena PVP for players that choose to be more hardcore.

    I just don't understand.
    Like Numbers said before, WoW has a lot of great battle mechanics and content that is constantly added at a good pace. In my opinion however, the game just feels boring. Especially at endgame where all there is to do is Raid (Or PvP but I am talking about PvE in this case.) Raiding is fine and dandy but it got really boring really fast. The thing I liked about FFXI is how each of the events had it owns unique flavor and variety of things to do (Albeit they weren't always for the best.) While I played WoW, it felt like I was just constantly doing a very long "Eliminate all enemies" assault mission.

  3. #143
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    The only thing you could do in FFXI was grind mobs, I don't understand what you're complaining about

  4. #144
    Rainbow Dash was here,
    Applejack is a silly filly.

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    The only thing you do in WoW is grind PVP and wail on people 10 levels lower than you

  5. #145
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    They changed the final AV bracket to 80 only and divided BGs into exp-on and exp-off so twinking is dead. The new cross server dungeon tool teleports you straight to dungeons, so world PVP is dead. Arena has 70 or 80 brackets. The only time you fight people lower level than you if you're going to low level zones and ganking noobs. Is that why you don't like WoW? You couldn't handle getting ganked so you pussed out and ran back to FFShitty? You know, there are PVE only servers for little girls like you

  6. #146
    Rainbow Dash was here,
    Applejack is a silly filly.

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    Quote Originally Posted by Krye View Post
    Blah blah blah
    http://i758.photobucket.com/albums/x...1853902493.png

  7. #147
    dutch are scum
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    I think the biggest problem with WoW for me is the fact they make everything redundant so fast. There is no real feeling of achievement in things, because you know, that no matter what you get, you'll be grinding for something new in a couple of months again. It just feels very shallow.

  8. #148
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    HOT LITTLE SNATCH

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    Bitches love grinding.

  9. #149
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    Sitting in one spot camping one boss that you might not even claim for hours every day for it to potentially not even drop any gear vs. spending a few hours actually playing the game clearing an entire raid that drops 50 pieces of gear. Gear that is extremely difficult to get that will never be replaced leading to stale content vs. gear that's relatively easy to get that gets replaced more often because new fresh and exciting content is introduced to the game.

    Most challenging tactic being kiting a boss in circles for hours vs
    Spoiler: show

    Phase 1

    During Phase 1, the Lich King should be tanked by the main tank at a spot near the edge of the platform. On the phase transition this gives Arthas a greater distance to travel before casting Remorseless Winter, thus the raid gets more time to react and a shorter distance to run. Melee sets up behind him, ranged a few yards away, even closer to the edge of the platform. 5 yards to the side of Arthas, the off tank(s) set up to tank the adds. The raid DPS single target Arthas, AoE should not be used.
    Harmless ghouls and very dangerous Shambling Horrors spawn during the phase. Horrors have a frontal cleave and an extremely dangerous enrage. To survive the enrage, they must either be tranquilized or stunned.
    The adds are mostly killed using the Necrotic Plague mechanism. Every 15 seconds Arthas applies the Necrotic Plague debuff to a player. The plague is a DoT which deals 50k to its target every 5 seconds. Whenever its target dies, or the plague is dispelled, it jumps to any nearby unit - which includes adds. The trick is to have debuffed players run next to the adds and dispel them there, so the plague jumps to an add. The plague also stacks, this means the longer the phase lasts, the faster the adds die. This can be used to kill the Shambling Horrors, because in heroic mode, even the highest dps raids cannot spare the time to switch to the Horrors. Drudge Ghouls can be used to get higher Necrotic Plague stacks before placing it on the Shambling Horror. Each time the plague debuff jumps, Arthas gains one more stack of Plague Siphon, each of which increases his damage dealt by 2%. At about 40 stacks tanks get one-shotted, thus the plague must not jump too frequently.
    The Lich King also periodically casts Infest, which requires the target's HP to be topped off quickly to remove the dot. A Discipline priest can proactively shield the raid between Infest casts, helping to minimize the amount the raid needs to be healed.
    This phase ends at 70%. Arthas should have about 15 stacks of Plague Siphon. When the last add dies, a player (usually the tank) gets the Plague stack (usually about 20).
    Phase 1.5

    At 70% health a 1 minute transition phase takes place. The Lich King moves to the center of the arena, away from the tank, and begins casting Remorseless Winter (a 45 yard AoE). When he moves away from the tank, the raid must flee on the edge of the platform to get out of the 45 yard range. He goes on casting Pain and Suffering, and summons a Raging Spirit every 20 seconds. Immediately after the third Spirit, Arthas casts Quake, which destroys the outer ring of the platform - the raid has 2.5 seconds to move away from the edge.
    During the transition phase, one player usually gets the plague stack from the last add. This player must move about 10 yards away from everyone else and then get dispelled, this removes the plague (and Plague Siphon from Arthas) without further jumps.
    Targets of Raging Spirits have 5 seconds before the add spawns. Raging Spirits melee very hard and possess a frontal cone-area silence ability. They must be killed quickly, so that only one is up in phase two. Frost orbs head towards the raid and explode if they reach it. They have few HP and can be killed by ranged DPS. Pain and Suffering is a stacking DOT that is applied to random raid members. It spreads to nearby players so the raid should spread out some.
    When the Lich King kneels and lights up the ground around him, the raid must return to the center area of the platform before the edges of the platform break away (The area that is about to fall becomes very obvious). Continue to kill any remaining Raging Spirits, but the main tank should pick up the Lich King again as quickly as possible.
    Phase 2

    During Phase 2, the raid must master two different abilities, each of which requires different positioning.
    The Val'kyr pick up raid members, carry them to the closest edge of the platform and drop them to their death. To avoid them, the raid should be huddled up closely near the center of the platform, so that the Val'kyr have the longest path to the edge. They must be snared, slowed and nuked.
    Defile is an AoE which is centered on a random raid member. Whenever it deals damage, it grows larger and increases its damage output. This ability is extremely dangerous and the major cause of wipes in this encounter. In order to avoid Defile, the raid must be spread out and close to the outer edge of the platform.
    Right after the start of Phase 2, Val'kyrs come up next. Thus initially, the raid should group near the center, everyone on the same side (so that all Val'kyr victims are carried in the same direction). Immediately after the Val'kyr have picked up their targets, the raid should spread out, because after 5 seconds, the first Defile takes place.
    The area in which the Val'kyr drops their victims is right where the outer ring that dropped away used to be. If a Val'kyr is summoned while the Lich King is close to the transition phase, it might be more valuable to push him to the next phase instead of killing the Val'kyr. When the Lich King resurfaces the outer ring, the victim is dropped safely on the edge, outside of Remorseless Winter.
    Soul Reaper is a very damaging debuff applied on the Lich King's current tank every 30 seconds. It's a good idea to switch tank after Soul Reaper, otherwise a combination of Soul Reaper tick plus melee hit may instantly kill the tank.
    Phase 2.5 – Remorseless Winter

    When the Lich King falls below 40%, he casts Remorseless Winter again, forcing the raid to the edge of the platform. The transition is similar to the first Remorseless Winter. This time every 15 sec a Raging Spirit spawns for a total of four. Some raids like to use DPS cooldowns after 15 sec, so the Raging Spirits die fast. After one minute, Phase 3 starts.
    Phase 3

    During Phase 3, Arthas continues to cast Defile and Soul Reaper. Instead of Val'kyr, he summons Vile Spirits. Generally, the raid should be well distributed during Phase 3, to minimize the danger from Defile.
    At the start of Phase 3 1-2 Raging Spirits are up, so melee DPS should kill them, while ranged deal with the Vile Spirits. Vile Spirits (10-man normal: 66,000 health; 25-man normal: 200,000) move toward raid members and explode when they reach their target. The most obvious way to deal with them is to AoE kill them before they start moving — fire mages, shadow priests, affliction warlocks and moonkins are very effective at this - but only if the spirits are grouped closely together. The Spirits move very quickly at start but slow down over time, thus snares are helpful. An effective strategy is to drag the Lich King to one edge of the room and then drag him all the way to the opposite side after Vile Spirits spawn, and kite them through Earthbind Totems and frost traps. They start with a small amount of threat on a random player but they can be both taunted and outthreated. The tank who is not tanking can taunt the Spirits onto him and absorb their damage. If your raid is low on ranged DPS, attempting to kill them may not be an effective strategy, and the phase can be survived by simply kiting the spirits and staying spread out.
    Arthas also casts a new spell called Harvest Soul every 70 seconds on a random raid member, which causes 45,000 (25-man 90,000) damage over six seconds. Victims who survive this are sucked into Frostmourne (see below).
    After 15 minutes from when he was engaged Arthas enrages. His enrage gives him an enormous buff to his damage output, but he does not one-shot the raid when he enrages like some other major bosses; therefore it is still possible to push him into phase four (and thus defeat him) after he enrages.[1]
    Inside Frostmourne

    Inside Frostmourne, King Terenas' spirit (an NPC) fights with the Spirit Warden (a mob). Upon entering, players get the Harvest Soul buff, which increases damage done by 100%, but kills after 60 seconds. The buff is removed when leaving Frostmourne. Players leave Frostmourne when the mob is dead.
    This means that the add must die within 60 seconds. The NPC deals nearly enough damage to do the job by himself, but he does need support. The channeled spell from the add (Soul Rip) alone is enough to kill Terenas - it must be interrupted. Tanks should take over the add. Healing classes should heal Terenas. All classes should DPS the add as much as they can, and interrupt Soul Rip. Stunning the add is also very helpful, since it heals itself for 50% damage dealt. It is vulnerable to most forms of CC and interrupts that affect Undead creatures.
    If either the player or the NPC die inside Frostmourne, Arthas gains +200% damage for 15 seconds.
    Phase 4

    At 10% health, the Lich King casts Fury of Frostmourne. This kills all members of the raid and renders them unable to release their spirits (clicking the button displays the message "Your soul belongs to the Lich King"). The Lich King and Tirion will have an exchange during which Tirion destroys Frostmourne using the Ashbringer. The ghost of Terenas Menethil II will appear and resurrect the raid while the spirits that were trapped inside Frostmourne hold the Lich King in place. All raid members who have died during the fight, even from being dropped off the edge by the val'kyr, are resurrected by Terenas at this point. The Lich King becomes immobilized, and players can finish off the Lich King at their leisure.
    Should the raid decide not to accept Terenas Menethil's resurrection, Tirion Fordring melees the Lich King to death; which takes approximately one hour. All players still receive the achievement and loot if he dies in this fashion.

  10. #150
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    Maybe you should try playing for fun every once in a while instead of only playing to get +1 to one stat or another

  11. #151
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    Oh right, there isn't any fun in FFXI, my bad

  12. #152
    okay guy I guess
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    most challenging thing in wow is not turning into a retarded faggot

  13. #153
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    Qalbert lost before he even started playing

  14. #154
    You wouldn't know that though because you've demonstrably never picked up a book nor educated yourself on the matter. Let me guess, overweight housewife?
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    gonna have to side with krye on this. I keep telling people that ffxi had more to do, but the actually boss fights in WoW are a lot more unique than in FF.

    FFXI:

    Fafnir: Fight at the feet
    Tiamat: Fight at the feet
    Jorm: Fight at the feet
    Cerb: STUN LOCK AND....fight at the feet

    Not saying that the fights are easy, just the mechanics of the mobs are redundant.

    Where as WoW:

    Professor Putricide:

    Spoiler: show
    Phase 1
    During the first phase, one of your OTs should run in to the table behind Putricide and use it, transforming them into a Mutated Abomination. His/her job will be to eat the slime on the ground (using Eat Ooze) and slow down the adds that spawn (using Regurgitated Slime). Putricide will throw Slime Puddles at random people - move away from the growing pools of slime they leave on the ground, the Abomination should take care of them. The MT should drag the boss to the left side of the room, around where the tank with (orange) gaseous blight is. Everybody else should be somewhere nearby, but as far away from the (green) tank with ooze as possible.

    Soon Putricide will perform Unstable Experiment (announced by a raid warning), and the ooze tank will start leaking, spawning a Volatile Slime after a few seconds. The Mutated Abomination should slow it down quickly, and everybody else should stay away from it until it picks a target (shooting a green beam at them). The target will be rooted, but able to act. The DPS should try to kill the Slime before it gets to its target, but in case it gets too close, as many people as possible should stack on the targeted raider, so they can split the damage from the explosion that will follow. The Volatile Slime will continue picking new targets, chasing them, and then exploding until it's dead.

    While all of this is happening, the MT should drag Putricide to the other side of the room, under the ooze tank. As soon as the Slime is dead everybody else should follow, because the next Unstable Experiment is going to spawn a Gas Cloud from the blight tank. The Gas Cloud will also pick a target, shooting orange beam at them, and it will too try to chase it. The Abomination should slow it down, the DPS should kill the Gas Cloud. Unlike the Volatile Ooze's target, the one chosen by the Gas Cloud can move, and should kite the cloud as well as possible. A strong DoT will be ticking on the target, but it will lose its potency over time. If the Gas Cloud reaches its target, it will cause AoE damage to everyone around it, based on the number of stacks of the DoT left, so people should get away from that targeted raider.

    The MT will keep moving back and forth between the two sides, the OT Abomination will continue eating the slime puddles and slowing adds, DPS will be staying away from the adds until they pick a target, and then they will burn the quickly... and phase 2 will start at 80%.
    Phase 2
    This phase is almost identical to phase 1, with two minor exceptions. Professor Putricide will now use Gas Bombs (glowing orange flasks around him, that do damage, reduce hit chance, and explode after 20 seconds) and Malleable Goo (missile-like goo that is shot at a random target's location, hitting people on its path). Both abilities are easy to avoid, but the Malleable Goo is the more dangerous one - watch out for it and move out of its way when its cast. Adds will continue to spawn and behave identically in this phase.
    Phase 3
    Phase 3 will begin when Putricide's health reaches 35%. You will want to get him almost there, kill whatever last add you have left, and then force him into the new phase. Adds will stop spawning, the OT will be ejected from the Abomination (and not be able to get into a new one), and Putricide will gain 50% damage and attack speed. He will also apply a stacking debuff (Mutated Plague) on its current tank, every 10-12 seconds. The debuff that exponentially more damage to the entire raid as the stack builds up, and it also heals the boss for a lot if it drops off. You will want to have your tanks switch every 1-2 stacks, to minimize the damage the raid takes. Bloodlust/Heroism and big cooldowns should be saved for this phase, as both the debuff and the slime puddles can overwhelm you.

    Heroic: A few new things will trouble your raid in the Heroic version of this encounter. First, Putricide will no longer use Tear Gas during his phase transitions. Instead, he will summon both a Gas Cloud and a Volatile Ooze. In the 25-man version of the fight, he will also split your raid in half - approximately half of the players will receive Gas Variable debuff, and the other half - Ooze Variable. The people marked with Gas will only be able to interact with the Gas Cloud, and the people marked with Ooze - with the Volatile Ooze.

    The other key change to the fight is the addition of Unbound Plague and Plague Sickness. Putricide will use Unbound Plague on a random raid member about 1-2 times each phase. The Plague will do increasingly more Shadow damage to that player and will jump to nearby raiders if there are within range. To deal with it, you need to have the infected person step away from the rest of the raid, take the Plague's damage for about 10-12 seconds, then move to another raider and pass it on. The old target will receive a Plague Sickness debuff, which increases the damage taken by Unbound Plague by 250%, so they should never get it again; the new target will receive the Plague with as many seconds as were left before the passing (50-48 ideally). The raid needs to continue passing it until the 60 seconds duration expire.


    Blood Queen:

    Spoiler: show
    The majority of the fight is spent in the land phase 1, interrupted occasionally by healing intensive pseudo-phase 2. During the land phase, you will want a few things kept in check. The first person to run to the boss should be the MT. The second person must be the OT, as she will link the player closest to the MT with Blood Mirror, causing them to take equal damage as Shadow damage. There is no tank swapping, Delirious Slash seems to be applied only to the OT, who will be a "soaker". Healers, the tanks will take a lot of damage - easily over 25k per hit on 25-man. Other players will want to be relatively spread out (at 6-10 yards range), but still close enough to be able to run to each other (or to an arbitrary point in the room, say the middle) quickly when Pact of the Darkfallen happens. Should you be targeted with Swarming Shadows (think Jaraxxus' Legion Flames), run to one of the walls, and drop your shadows in a line next to the wall, as far from the raid as you can.

    A key mechanic to the fight is Lana'thel's Vampiric Bite. 15 seconds into the fight she will bite a raider (the non-tank with the highest threat at the time), granting them Essence of the Blood Queen, and turning them into a vampire. The Essence grants 100% damage increase, self-healing equal to 15% of the damage done, and reduction of all threat to 0. However the debuff lasts only 75 seconds (60 seconds in 25-man). After it expires, the vampire is given another debuff - Frenzied Bloodthirst - which gives them the same Vampiric Bite ability Lana'thel used on them (button 1 on their new action bar). When under the effect of the bloodthirst (15 seconds), the vampires need to bite somebody, or fall under the control of the Blood Queen and likely wipe the raid. Biting a fellow (non-vampire) player will grant them Essence of the Blood Queen, as well as refresh the debuff to its full duration on the biter. So every 75 (or 60) seconds after the first Vampiric Bite, the number of active vampires will double. You should end up with 8 (or 16 on 25-man) vampires close to the end of the fight - and the death of even one of them will likely cause you to lack the DPS needed, so beware.

    Shroud of Sorrow is just a passive aura that ticks for a lot of Shadow damage every 2 seconds. It causes reflective abilities and talents (e.g. shamans' elemental shields) to proc very frequently. Twilight Bloodbolt is the reason you want your raid members at least 6 yards away from each other, unless they are melee/tanks.

    And the last part of the fight, the pseudo-phase 2, where Lana'thel flies in the air... 2 minutes into the fight, and 1:30 minutes after that, Lana'thel will Incite Terror, fearing the entire raid for 4 seconds. She will then proceed to fly into the air and shoot a lot of Twilight Bloodbolts at random people for 6 seconds. This is an extremely healing intensive part of the fight, and defensive cooldowns are strongly recommended, if not mandatory. Use them on the first "air phase", since a lot more people will be able to self-heal themselves during the second air, because of the higher number of vampires.

    Heroic: The Heroic version of the encounter is practically identical to the normal one, except for one thing. Lana'thel will now have a buff called Presence of the Darkfallen, which increases the damage done by the Blood-Queen's Shroud of Sorrow aura by 5% for every vampire in the raid. This will make air phases especially difficult to survive, so plan your cooldowns accordingly.


    Blood prince:

    Spoiler: show
    The Blood Prince Council is a three-boss fight, where the 3 princes share a single health bar, similarly to the Twin Val'kyr and the Twin Emperors. A Darkfallen Orb will randomly empower a prince every so often, the prince will become empowered (one of his spells will become much stronger), and he will be the only one the raid can DPS - the other two will have 1 health, but will not die.

    You will need at least two tanks, and one ranged DPS to play the third tank. The ranged tank will need to take care of Keleseth, while the two normal ones - of Valanir and Teldaram. Optionally in 25-man you can have your third tank just stay tank spec and play with Keleseth - higher health pool always helps when tanking. There will be no tank switching, so you can position the three princes where you want them in the beginning of the fight.

    All three princes utilize different abilities, so the raid must adjust each time the Darkfallen Orb switches targets. Keleseth, tanked by the caster tank, will attack with Shadow Lance - a Shadow Bolt-like spell. He will also spawn Dark Nuclei around himself. The Nuclei follow normal threat rules, so it's important that your ranged tank grabs aggro on all of them, and keeps them nearby. They will cause the tank to suffer some damage every second, but will also reduce all shadow damage taken by 35%, possibly stacking. The second effect will significantly reduce the damage the caster takes from the Shadow Lances and Empowered Shadow Lances, while Keleseth is under the effect of Invocation of Blood. The Dark Nuclei will die on their own after some time, so it's also important that the caster tank doesn't damage them too much.

    Prince Taldaram will require a normal tank. You can think of him as the fire-based prince of the encounter. He will use Glittering Sparks to everyone in a frontal cone, applying a DoT to everyone hit by the spell. The spell will probably target a random player, so spread out. The other spell he will use is Conjure Flame, similarly to the one he used in Ahn'Kahet. Taldaram will summon a flame sphere, that will fly to a random raid member. The longer the sphere flies, the less damage it will do on impact, so kite as much as you can. Note that any players near its path will also suffer some fire damage, so be careful where you can. When Empowered, this spell will only lower its damage when it hits other players, so you will need to kite in such a manner that other raiders can "tap" the sphere for a second or two, take some damage, and get away.

    The last of the blood princes, Valanar, seems to be using mostly physical damage. His main attack is the Kinetic Bomb he summons in the air. DPS needs to keep attacking the bomb until it dies, so it stays in the air, because every time it falls to the ground, it explodes for ~10k damage before bouncing back up. His other spell, Shock Vortex, spawns a vortex near a random player. Everybody needs to move away from it or suffer damage and knockback. When Empowered, Shock Vortexes will spawn near all players, so everybody will need to move to a safe area, 13 yards away from where a vortex has spawned.

    Heroic: Two big changes make the Heroic Blood Princes different than their normal counterparts. First, Kinetic Bombs will fall significantly faster, so you will need more than a single ranged DPS assigned to them. It may be easier if you spread all of your ranged DPS in such a way that the entire room is covered by at least 2-3 people. Second, any movement during the fight will apply a stacking Shadow Prison debuff. For every second of movement, you will gain a stack of the Shadow Prison, which inflicts 500 Shadow damage per application every second the player remains in motion. Standing still causes no damage, and standing motionless for 10 seconds removes the debuff.


    WoW's bosses always seemed more interesting to me cause each fight feels really different.

    I will say if you aren't into pvp though WoW for sure can get dull since it doesn't have as much to do as FFXI. But I love to pvp so >.>; I have plenty to do lol.


    stupid FFXIV beta getting in the way of me trying to get the lich king title. I've fought him a few times but only in pick up groups and we haven't killed him yet.

  15. #155
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    The only people that don't like PVP are people that are bad at it

  16. #156
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    oh is tihs an ffxi vs wow thread cool i love these things

  17. #157
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    if youre gonna prove the point of wow being better never include boss fights from wotlk cause wotlk is absolute trash and made that game fucking shit tier

  18. #158
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    man lucienne said it earlier. wow became fuckin redundant when they made 10/25 mans and made everything too fucking easy where a 9 year old canp ick up the fucking game and kill the lich king

  19. #159
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    I LIKE KILLING THE LICH KING TWO TIMES A WEEK FOR 5 MONTHS STRAIGHT

  20. #160
    You wouldn't know that though because you've demonstrably never picked up a book nor educated yourself on the matter. Let me guess, overweight housewife?
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    Quote Originally Posted by Arvin View Post
    if youre gonna prove the point of wow being better never include boss fights from wotlk cause wotlk is absolute trash and made that game fucking shit tier
    I never said wow was better, just the boss mechanics are more complex

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