Full Warsong Guide
Flare - Heavens Tear
Posts: 331 Arc User
The Warsong Badge bosses can either drop Nirvana S3 or R9S3 molds.
To start, the squad leader needs 12 mirages to start Warsong. Pick the last option, then "Bring the fight to them" or something like that.
For the first part, just defend the pav for 15 mins, can still succeed even if not kill all mobs. Hold aggro on head and kill mobs before they reach NPC and kill it. Dead NPC=Fail Pav. Fail one pav and the Incacerate will not spawn and there will be only partly reduced mobs.
Heads in all pavs: You have to aggro them and keep aggro or will kill NPC and fail the pav. Heads can randomly explode I would say 30% hp gone, sometimes starts with movement buff, can have special statuses like sac or increased att.
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When Defending Pavilions: Run at least 10 meters away when mobs say "Lets die together!" or you will be hit with heavy damage, depending on pav
Wood-Can purge low rate, physical mobs, antiaps buff, close range-explosions take 80% hp
Earth-Easiest physical pav, close range explosions 80% hp, antiaps buffs, can probably purge but I never had it do it
Water-Physical pav, 90 mobs instead of the 30 mobs in other pavs, explosions I would say take about 20-30% hp, high rate of purge, antiaps buff, sometimes had mobs run past you..thats troubling
Metal-Mobs can bramble, explosions of 80% hp, ranged mobs, can purge..medium rate, mobs don't stop running I think, but I'm not sure, anti aps buff
Fire-Mobs just run twice or something, high rate of purge, ranged mobs, anti aps buff
__________________________________________________________________________________
Metal Mobs: Dinos do a metal aoe, swords sometimes seal, Runners almost always seals. Mobs cannot be stunned or froze, so I wouldn't recommend nova or a sealing attack here.
Metal Boss: Kill before it does frenzy
Metal Badge Boss: Easy to just ranged IH the tank as it does aoe stun and hits hard. BB can be knocked down so that would be the only hard part about it.
Drops boots
__________________________________________________________________________________
Earth Mobs:Those giant "BamBam" like mobs do a strong aoe if aggro is not in phy range. One of the small ones freeze and the other just does some aoe if not in phy range, so you have to be immune to movement debuffs when luring here. You can stun mobs here.
Earth Boss: BB right on boss, Kill boss like 3-4 times(lost count), ea time boss dies, you have to aoe some mobs before it spawns again, can frenzy sometimes.
Earth Badge Boss: Just BB, near end of his life, he does heal itself, you can just amp through it or just purge or whatever kills it.
Drops Helmet/Cape for S3 nirvana or R9S3 belts
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Fire Mobs: The tall ones interrupt, so keep them grouped together if you plan on aoeing them. Beetles like to decrease your fire resistance while nerfing your aps. The little bird thing also does aps nerfing, but rarer. Not sure if the aps nerf nerfs channeling. You can stun mobs here.
Fire Boss: BB, it hits hard, he spawns mobs, if you don't kill within 20 seconds, he does a strong aoe and mp drains, so most likely BB falls when that happens.
Fire Badge Boss: It buffs itself in the beginning with APS, Phy Str and such..can hit about 15k per hit if not purged. A barb can invoke and tank it for like 10 seconds before pulling up to squad and the buff should have wore out by then.
Drops wrists/sleeves
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Water Mobs: All I can say is all three like to Occult Ice(bubble) you, so nothing else to say. Just make sure they are in phy range and they shouldn't really bubble. They like to bubble when you are in range other than in phy range. I wouldn't lure big groups here. Apsing the mobs work fine. Mobs can't be stunned I think else I would have done it a lot.
Water Boss: It randomly Bubbles one person. If not killed fast enough(Like 1-2 Mins), it will gain a frenzy buff and short moment later you will see the whole squad bubbled. That bubble can result in squad wipe. Need decent gear for this boss probably or skill lol
Water Badge Boss:The boss does a skill to stun the whole area for a few seconds, I usually spark here. The stun can be canceled. At end, he may do another aoe stun before he dies, but nothing too special about this boss.
Drops Pants
__________________________________________________________________________________
Wood Mobs:The scrop is that one that likes to debuff and seal you when you aggro a group. The others just pretty much debuff you with EP and such. I like to holy path in and do a small aoe to keep aggro from cleric then spark and aps them. That usually resists the seal and purify EP. I wouldn't lure big groups here. You can stun I think, but can't fully remember.
Wood Boss: It does some debuffs I think, like EP if I remember correctly. Just kill in BB and you should be fine.
Wood Badge Boss: Does like a 60% hp debuff at beginning or something, I can't remember exactly, but it was a high percentage. Then after a while, even for aps squads, near the end, it likes to stun the cleric in BB and purge the tanker. With purge like that...its easy for tanker to get 1 hit, so just AD near the end for the tanker to resist purge usually works for me.
Drops Top
__________________________________________________________________________________
Port to "Confront the Incacerate" or something...
The Incacerate: He spawns 5 adds, each have their own abilities, so stay close together..like as one person if possible and kill the mobs as quick as possible. Every mob can do antiaps buffs, so stun/hf upon seeing them. If not stunned quick enough, the adds will gain a antiaps buff and will take longer to kill.
First Add: Spawns upon aggro of boss, so if bm aggros boss, just stun/hf as first move on both boss and add. Mob seals squad if not killed fast enough. So cleric just IH the tank until mob is dead, then cleric BBs.
Second Add: Maybe around 4.2m HP it spawns, stun/hf and kill it fast or it does that aps nerf/freeze and can bubble. Looks like the water boss.
Third Add: 3.8m HP or so it spawns. If not killed fast enough, The Incacerate goes 5 aps, so do the same thing with stun/hf upon seeing it. The aps buff on The Incacerate can be purged with purge weapon or veno after the add is dead. Looks like the metal boss.
Fourth Add:I would say about 2.3m HP it spawns. If not killed fast enough, it will purge/seal the whole squad, thus bringing down BB and can have some sort of crazy damaging aoe. Looks like the fire boss.
Fifth Add: About 1.3m HP I would say it spawns. If not killed fast enough, it buffs The Incacerate with a frenzy buff, thus wiping the whole squad possibly. After add is killed, frenzy buff can be purged. Looks like a small black demon thing. I had squads where at 1.5m hp, they do a nuke to kill before being killed by frenzy, but recently squad usually kills add.
__________________________________________________________________________________
The Incacerate Badge Boss: This one you just BB and just kill it. It drops weapon molds of either R9S3 or Nirvana S3 molds. It drops 2 random weapon molds that are untradable and one tradable Essence of Offense. These weapon molds are not affected by 2x, but at 2x, 2 Essence of Offense are dropped. Armor molds are affected by 2x.
__________________________________________________________________________________
Thats about as guide as I can get atm, fully updated now since it was like 2am when I posted this initially.
To start, the squad leader needs 12 mirages to start Warsong. Pick the last option, then "Bring the fight to them" or something like that.
For the first part, just defend the pav for 15 mins, can still succeed even if not kill all mobs. Hold aggro on head and kill mobs before they reach NPC and kill it. Dead NPC=Fail Pav. Fail one pav and the Incacerate will not spawn and there will be only partly reduced mobs.
Heads in all pavs: You have to aggro them and keep aggro or will kill NPC and fail the pav. Heads can randomly explode I would say 30% hp gone, sometimes starts with movement buff, can have special statuses like sac or increased att.
__________________________________________________________________________________
When Defending Pavilions: Run at least 10 meters away when mobs say "Lets die together!" or you will be hit with heavy damage, depending on pav
Wood-Can purge low rate, physical mobs, antiaps buff, close range-explosions take 80% hp
Earth-Easiest physical pav, close range explosions 80% hp, antiaps buffs, can probably purge but I never had it do it
Water-Physical pav, 90 mobs instead of the 30 mobs in other pavs, explosions I would say take about 20-30% hp, high rate of purge, antiaps buff, sometimes had mobs run past you..thats troubling
Metal-Mobs can bramble, explosions of 80% hp, ranged mobs, can purge..medium rate, mobs don't stop running I think, but I'm not sure, anti aps buff
Fire-Mobs just run twice or something, high rate of purge, ranged mobs, anti aps buff
__________________________________________________________________________________
Metal Mobs: Dinos do a metal aoe, swords sometimes seal, Runners almost always seals. Mobs cannot be stunned or froze, so I wouldn't recommend nova or a sealing attack here.
Metal Boss: Kill before it does frenzy
Metal Badge Boss: Easy to just ranged IH the tank as it does aoe stun and hits hard. BB can be knocked down so that would be the only hard part about it.
Drops boots
__________________________________________________________________________________
Earth Mobs:Those giant "BamBam" like mobs do a strong aoe if aggro is not in phy range. One of the small ones freeze and the other just does some aoe if not in phy range, so you have to be immune to movement debuffs when luring here. You can stun mobs here.
Earth Boss: BB right on boss, Kill boss like 3-4 times(lost count), ea time boss dies, you have to aoe some mobs before it spawns again, can frenzy sometimes.
Earth Badge Boss: Just BB, near end of his life, he does heal itself, you can just amp through it or just purge or whatever kills it.
Drops Helmet/Cape for S3 nirvana or R9S3 belts
__________________________________________________________________________________
Fire Mobs: The tall ones interrupt, so keep them grouped together if you plan on aoeing them. Beetles like to decrease your fire resistance while nerfing your aps. The little bird thing also does aps nerfing, but rarer. Not sure if the aps nerf nerfs channeling. You can stun mobs here.
Fire Boss: BB, it hits hard, he spawns mobs, if you don't kill within 20 seconds, he does a strong aoe and mp drains, so most likely BB falls when that happens.
Fire Badge Boss: It buffs itself in the beginning with APS, Phy Str and such..can hit about 15k per hit if not purged. A barb can invoke and tank it for like 10 seconds before pulling up to squad and the buff should have wore out by then.
Drops wrists/sleeves
__________________________________________________________________________________
Water Mobs: All I can say is all three like to Occult Ice(bubble) you, so nothing else to say. Just make sure they are in phy range and they shouldn't really bubble. They like to bubble when you are in range other than in phy range. I wouldn't lure big groups here. Apsing the mobs work fine. Mobs can't be stunned I think else I would have done it a lot.
Water Boss: It randomly Bubbles one person. If not killed fast enough(Like 1-2 Mins), it will gain a frenzy buff and short moment later you will see the whole squad bubbled. That bubble can result in squad wipe. Need decent gear for this boss probably or skill lol
Water Badge Boss:The boss does a skill to stun the whole area for a few seconds, I usually spark here. The stun can be canceled. At end, he may do another aoe stun before he dies, but nothing too special about this boss.
Drops Pants
__________________________________________________________________________________
Wood Mobs:The scrop is that one that likes to debuff and seal you when you aggro a group. The others just pretty much debuff you with EP and such. I like to holy path in and do a small aoe to keep aggro from cleric then spark and aps them. That usually resists the seal and purify EP. I wouldn't lure big groups here. You can stun I think, but can't fully remember.
Wood Boss: It does some debuffs I think, like EP if I remember correctly. Just kill in BB and you should be fine.
Wood Badge Boss: Does like a 60% hp debuff at beginning or something, I can't remember exactly, but it was a high percentage. Then after a while, even for aps squads, near the end, it likes to stun the cleric in BB and purge the tanker. With purge like that...its easy for tanker to get 1 hit, so just AD near the end for the tanker to resist purge usually works for me.
Drops Top
__________________________________________________________________________________
Port to "Confront the Incacerate" or something...
The Incacerate: He spawns 5 adds, each have their own abilities, so stay close together..like as one person if possible and kill the mobs as quick as possible. Every mob can do antiaps buffs, so stun/hf upon seeing them. If not stunned quick enough, the adds will gain a antiaps buff and will take longer to kill.
First Add: Spawns upon aggro of boss, so if bm aggros boss, just stun/hf as first move on both boss and add. Mob seals squad if not killed fast enough. So cleric just IH the tank until mob is dead, then cleric BBs.
Second Add: Maybe around 4.2m HP it spawns, stun/hf and kill it fast or it does that aps nerf/freeze and can bubble. Looks like the water boss.
Third Add: 3.8m HP or so it spawns. If not killed fast enough, The Incacerate goes 5 aps, so do the same thing with stun/hf upon seeing it. The aps buff on The Incacerate can be purged with purge weapon or veno after the add is dead. Looks like the metal boss.
Fourth Add:I would say about 2.3m HP it spawns. If not killed fast enough, it will purge/seal the whole squad, thus bringing down BB and can have some sort of crazy damaging aoe. Looks like the fire boss.
Fifth Add: About 1.3m HP I would say it spawns. If not killed fast enough, it buffs The Incacerate with a frenzy buff, thus wiping the whole squad possibly. After add is killed, frenzy buff can be purged. Looks like a small black demon thing. I had squads where at 1.5m hp, they do a nuke to kill before being killed by frenzy, but recently squad usually kills add.
__________________________________________________________________________________
The Incacerate Badge Boss: This one you just BB and just kill it. It drops weapon molds of either R9S3 or Nirvana S3 molds. It drops 2 random weapon molds that are untradable and one tradable Essence of Offense. These weapon molds are not affected by 2x, but at 2x, 2 Essence of Offense are dropped. Armor molds are affected by 2x.
__________________________________________________________________________________
Thats about as guide as I can get atm, fully updated now since it was like 2am when I posted this initially.
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You registered on: 2008-08-26 18:12:33
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You registered on: 2008-08-26 18:12:33
Two Words: Old School
Barbmaster: Literally - 23.6k hp BM, 19.8k hp BM, 33.3k hp Barb
Shiniest BM/Barb aroundb:cute
I check the PWI homepage for fail new updates/greed salesb:laugh
Post edited by Flare - Heavens Tear on
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Comments
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I'm also a runner of full warsong as a psychic. Don't under estimate then when it come to cleaning lane and support during boss fight(it does help having extreme poison, tangling mire and expel on my pve oriented genie). And metal and fire pav are such a walk in the park, it's unfair to the better geared melee doing the melee pavillons...
I hope this help and remember that I'm mostly speaking from the point of view of a psychic.
All pav def can buff with every buff advaible in other pav.
Metal pav def = mob are archer and got high pdef and zero mdef, hit for low amount on me when fully buffed.
Fire pav def = magic mob, high mdef and low pdef, pain in the *** when one show up with increased mdef for psychic.
Data about the lane before boss: mob count drop to 3 from 5 in stationary groups (they also use genie skill corresponding to their element)
Metal: same as BH metal(seal, aoe) (cannot be stunned, but can be channel debuffed -> stone smasher or use veno's parasitic nova or bm's myriad sword stance to drop the danger lv if needed, mostly if pulling the whole thing)
Fire: mob like to fire debuff, thus hitting harder with magic, can be stunned and immune to channel debuff and the giant mob aoe
Earth: mob also aoe, they use a freeze, they also use a a hp regain spell that buff speed and can be stunned(channel immune)
Wood: they use extreme poison, elemental weakness(increase pdef, reduce mdef) lack any aoe from what I could see, stun immune(can be channel debuffed)
Water: Use a single target water genie spell that give same debuff as tangling mire, lack aoe and use that sweet bubble of doom.
Boss: Only gonna add stuff, because your list is pretty good already.
Adv metal: He doesn't aoe long range, so caster can simply DD at max range without getting frogged, as mentionned. BB only drop if the boss is standing way too close to the cleric, the aoe stun is truly short ranged.
Regular earth: if your squad got range aoe'r like a psy, it's nice to drag the boss to BB and then let them kill mob spawned (can be stunned)
Adv earth: I actually use diminished vigor on it, since I still got no clue if the IH buff count as a skill or not, if it does, the 20% healing reduction is alway a start... and my tanks don't need empowered vigor at that point.
Regular Fire: I keep sage bubble of life in case boss get to the mp drain part to prevent BB from falling.
Regular Water: Single target bubble of doom can be resisted with Soul of Retaliation, once again I keep bubble of life for the cleric. Aoe version eitheir bypass SoR or it's the 2nd part of an aoe, that's too bad really...
Regular Wood: I think it also/or does elemental weakness as a debuff. He also does an earth dot aoe that CANNOT be purged, I tryed...
Adv wood: His AI will make it run to any cleric in squad to stun+bleed him, nothing to prevent that. I use bubble here also.
Incarcerate: Nothing much to add, all minion are mini clone of the 5 previous boss. And it's wrong saying they can buff with anti-aps, they WILL buff as 1st move if not stunned quick enough. I keep my spark to use earth vector on them and spirit phalanx on tank after I stunned the 3rd add in case of the 5aps buff going up(I then chain expel if it happen around the time phalanx wear off).
For 2nd add, SoR also block his aoe debuff, so I can immediatly use sage bubble of life after it's death.
For 5th add, boss gain an aoe at same time OR one happen when the add is killed(frenzied aoe...).
For 4th add, it's no brainer eitheir to use bubble of life after the fire clone is death if the squad got purged to give some breathing room.0 -
For incarnation, my list Ive drawn says addons spawn at the following amounts of HP: 6.2m, 5.m, 3.8m, 2.4m & 1.2m. I got feeling one might be off a bit but cant remember which.
Ps. BB on last boss is overrated!Trolling Sid since So Hot0 -
WnbTank - Archosaur wrote: »For incarnation, my list Ive drawn says addons spawn at the following amounts of HP: 6.2m, 5.m, 3.8m, 2.4m & 1.2m. I got feeling one might be off a bit but cant remember which.
Ps. BB on last boss is overrated!
The mobs spawn at exactly 100% hp, 80% hp, 60% hp, 40% hp, and 20% hp.
Normally this is at 6.25m, 5m, 3.75m, 2.5m, and 1.25m.
The interesting thing is that the Max HP can be lowered by Sharptooth or Sage soul degeneration which changes where these values occur.
For example, while the second mob would normally spawn at 5m hp... with a 15% sharp tooth on the boss the mob will be delayed until 4.25m hp. Sometimes this is beneficial to give you time to get enough chi to kill the mob quickly. If however the tooth wears off after this the next mob will spawn at 3.75m hp which is almost on top of the last one so it can be dangerous.
No matter what, if you kill off the mob quickly and immune whatever attack the boss was able to get off while the mob was alive, the boss is pretty simple. The boss is only dangerous while the add is alive (it actually just checks every 10s to see if the add is alive and then casts the appropriate skill).[SIGPIC][/SIGPIC]
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Asterelle - Sanctuary wrote: »The mobs spawn at exactly 100% hp, 80% hp, 60% hp, 40% hp, and 20% hp.
Normally this is at 6.25m, 5m, 3.75m, 2.5m, and 1.25m.
The interesting thing is that the Max HP can be lowered by Sharptooth or Sage soul degeneration which changes where these values occur.
For example, while the second mob would normally spawn at 5m hp... with a 15% sharp tooth on the boss the mob will be delayed until 4.25m hp. Sometimes this is beneficial to give you time to get enough chi to kill the mob quickly. If however the tooth wears off after this the next mob will spawn at 3.75m hp which is almost on top of the last one so it can be dangerous.
No matter what, if you kill off the mob quickly and immune whatever attack the boss was able to get off while the mob was alive, the boss is pretty simple. The boss is only dangerous while the add is alive (it actually just checks every 10s to see if the add is alive and then casts the appropriate skill).
That`s actually interesting - Never knew that. Guess I should pay better attention - least I got correct values to draw over old ones, lol. One thing that`s been happening lately though has been the boss doing addon skills when addon was long dead. It doesnt happen all the time but we once got purged 5s after addon died and I found it quite annoying. Maybe it was server lagging as it was right before maint, who knows.
edit: Wrong accounts, damn blessings <.<__Sami__ - Archer - 105/103/102 - mypers.pw/1.8/#132088 - Active
HideYoHubby - Assassin - 105/101/101 - Inactive
WnbTank - Barbarian - 103/101/101 - Catshop0 -
HideYoHubby - Archosaur wrote: »That`s actually interesting - Never knew that. Guess I should pay better attention - least I got correct values to draw over old ones, lol. One thing that`s been happening lately though has been the boss doing addon skills when addon was long dead. It doesnt happen all the time but we once got purged 5s after addon died and I found it quite annoying. Maybe it was server lagging as it was right before maint, who knows.
edit: Wrong accounts, damn blessings <.<
The boss probably began channeling that skill before the add died but I can check later if there is some other delaying mechanism at play. What I remember from the last time I checked the AI of the boss it would just check every 10s to see if the add was alive and cast the appropriate skill. That gives you a 0s - 10s window in which to kill the add so the boss doesn't cast the skill at all.[SIGPIC][/SIGPIC]
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Asterelle - Sanctuary wrote: »The boss probably began channeling that skill before the add died but I can check later if there is some other delaying mechanism at play. What I remember from the last time I checked the AI of the boss it would just check every 10s to see if the add was alive and cast the appropriate skill. That gives you a 0s - 10s window in which to kill the add so the boss doesn't cast the skill at all.
Well I run warsong 2-3 times a day, it happens from time to time but not even daily so I dont know. My guess is simply servers lagging as the delay was so long that channeling didnt really explain it to me. Wish I had the video footage out of it, sadly Im quite certain I already deleted that by accident - fraps takes ridiculous amount of space and I should bother trying other programs.__Sami__ - Archer - 105/103/102 - mypers.pw/1.8/#132088 - Active
HideYoHubby - Assassin - 105/101/101 - Inactive
WnbTank - Barbarian - 103/101/101 - Catshop0 -
HideYoHubby - Archosaur wrote: »Well I run warsong 2-3 times a day, it happens from time to time but not even daily so I dont know. My guess is simply servers lagging as the delay was so long that channeling didnt really explain it to me. Wish I had the video footage out of it, sadly Im quite certain I already deleted that by accident - fraps takes ridiculous amount of space and I should bother trying other programs.
Alright I checked again and the boss actually casts 2 skills after seeing that a mob is still alive. Probably the first one is an AOE or something and the 2nd one is the dangerous ability. If you kill the mob while it is busy channeling the first skill the boss will still cast the second skill after it is done with the first.
In any case the boss does check which adds are alive every 10s. After the add spawns you have a 0s - 10s window to kill it so the boss won't go dangerous.[SIGPIC][/SIGPIC]
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The 1st skill cannot be a damage dealing aoe, because I never noticed him aoe'ing outside of 1-2 time with the 5th add being alive/killed(some people said he only aoe when that add is killed, imo aoe+frenzy is a better combo than simply playing the time bomb). Also, it would activate my Soul of Retaliation and would leave me debuffed after 2nd add if not killed fast enough. And the only time I'm hit with that aoe debuff is when the add poked me 1st.
On a side note, one time after a partial wipe, I had an add spawn on me while coming back, said add being with me.... yeah, wasn't pretty for the rest of the squad.
And an another time, when starting The Incarcerate, he managed to fall through the floor and bubbled back up..... while spamming an army of wood clone. I jumped off the edge.0 -
Should update the main post with the new patch. The Incacerate now spawns three mobs sometimes, havent checked if it's at random times or regular intervals, out of which one mob stand out. If this mob isn't killed within 60 seconds or you kill the wrong mob three times, the boss will disappear and not respawn.0
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