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 Dedain du Néant (NetherSpite)

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Petrushka
Shyriiu
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Shyriiu

Shyriiu


Nombre de messages : 205
Date d'inscription : 17/02/2008

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MessageSujet: Dedain du Néant (NetherSpite)   Dedain du Néant (NetherSpite) Icon_minitimeVen 21 Mar - 13:38

Dédain du Néant
Netherspite est un énorme dragon du néant qui patrouille dans la salle "Celestial Watch" (~Salle de l'observatoire) (voir carte), l'observatoire personnel de Medivh. Etant le seul dragon qu'on puisse rencontrer dans la tour sombre, il utilisera ses pouvoirs immense pour vaincre toute créature qui tente de s'approcher de lui. La mort de ce dragon n'est pas requis pour avancer dans la tour, mais sa mort fait disparaitre tout les trash entre l'Ombre d'Aran et l'Echiquier, rendant l'approche du Prince et/ou de Plaie de Nuit plus facile.

Citation :
Résumé Rapide du boss:

Dédain du Néant est un boss qui se fait sur 2 phases. Les 2 phases sont les suivantes: Phase de portails et Phase Bannie. Pendant les 2 phases, Dédain fait pop des zones d'ombre par terre qui font de gros dégâts, faut les éviter (penser 1er boss d'Arcatraz). Pendant la phase Portail, il y a aussi une Aura qui fait des degats d'ombre.

Phase Portails:

La Phase Portails est LA grosse difficulté de ce boss. Des portails apparaitront autour de Dédain du néant et les joueurs devront intercepter les rayons qui en sortent sous peine de voir Dedain devenir in tuable ^^ Il y a 3 types de rayon, 1 rayon vert 1 rayon bleu et 1 rayon rouge.

Le rayon Vert est un rayon "heal". Effet sur les joueurs : Heals augmentés, mais total de mana qui baisse rapidement. Effet sur Dédain: Heal 4000 Dégâts par tick cumulable. (4K puis 8K puis 12K puis 16K etc...)

Le rayon Bleu est un rayon "DPS", Effet sur les joueurs: DPS qui augmente (cumulable), mais dégâts subi aussi. Effet sur Dédain: dégâts qui augmentent exponentiellement.

Le rayon Rouge est le rayon "Tank", Effet sur les joueurs: Aggro immédiat Ne JAMAIS traverser ce rayon sous peine de se faire OS. Il augmente aussi le maximum des HP du tank de 30 000 et petit a petit le total des PV baisse. Il a aussi pour effet de heal le tank toutes les secondes, donc généralement le tank n'a pas besoin d'être heal pour ce combat. Effet sur Dédain: Réduction des dégâts.

Phase Bannie

Ici, Dédain se fait "bannir" et arrête de taper au corps a corps. par contre il fait très TRÈS mal à distance, donc cassos contre le mur du fond ^^ Son sort qui set une AOE en cône à une portée de 60m donc on va a l'opposée et on attend tranquillement.

Strat:

La Strat pour défaire Dédain consiste tout simplement à bien synchroniser la prise des rayons par les différents joueurs et aussi le focus des heals. Chaque personne à son rôle dans ce combat, et chacun doit le connaitre parfaitement. En gros ça va donner ceci:

(Je ne parle que des phases Portail)
Phase 1:
Rayon Rouge : Tank 1
Rayon Bleu : DPS 1
Rayon Vert : Tank 2
Phase 2:
Rayon Rouge: Tank 2
Rayon Bleu: DPS 2 (prêtre ombre de préférence)
Rayon Vert: Heal 1 / Tank 1
et on alterne ceci jusqu'à la fin du combat.

Ceci n'est qu'un aperçu pour rafraichir la mémoire (et surtout en attendant que je traduise tout) Pour toute question hésitez pas pendant les raids a me les poser.

[A TRADUIRE]
Prior to Battle

Netherspite patrols the back section of his room, but his aggro radius is not particularly large allowing the entire raid to comfortably enter the room before the pull. The fight is entirely tactical: other than the enrage time the players' gear does not play as large a part in this fight as it does others.

The room itself is enormous, allowing plenty of room for players to maneuver. It is shaped like a square with a semicircular balcony attached to the far end.
Attacks and Abilities

* Basic Melee: Netherspite hits for roughly 8k on cloth, without any buffs stacked on him.
* Nether Burn: Aura type spell (exactly as Baron Rivendare's and Lord Alexei Barov's), deals 1200 shadow damage every 5 sec, affected by line of sight. This damage is resistible, so shadow resist buffs beforehand can negate much of it. Only active during Portal phase.
* Void Zone: Opens a massive void portal that lasts 25 seconds, inflicting ~1k shadow damage every 2 second to all enemies in the selected area. (Similar to that in the Four Horsemen fight of Naxxramas, or Zereketh the Unbound in Arcatraz) Simply move out of the affected area immediately. Players blocking the blue beam (see below) should be especially careful with this because of how fast it can kill them.
* Netherbreath: An attack hitting everyone in a cone out from where Netherspite is facing at the time for ~4.5k arcane damage in addition to knocking them back ~20 yards. Will be cast very frequently during Banish phase. Cast time: 2.5 seconds.
* Empowerment: Undispellable self-buff that increases damage by 200%. Cast during Portal phase a few seconds after beams come up and will remain for the whole phase.
* Enrage: After 9 minutes, Netherspite will enrage, increasing his damage done by 500% (including Nether Burn). Will generally make quick work of your raid, dealing upwards of 30000 damage per hit in melee.

NOTE - unlike most dragons, Netherspite will neither cleave nor damage players with his tail.


Dernière édition par Shyriiu le Sam 22 Mar - 13:15, édité 4 fois
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Shyriiu

Shyriiu


Nombre de messages : 205
Date d'inscription : 17/02/2008

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MessageSujet: Re: Dedain du Néant (NetherSpite)   Dedain du Néant (NetherSpite) Icon_minitimeVen 21 Mar - 13:39

Strategy

There are two phases to this fight that Netherspite alternates between. The Portal phase, (the first one) lasts for one minute, and the Banish phase (the second one), lasts for half a minute. He alternates between these two phases at the given rate until dead or enraged.
Portal phase

* Players get a system warning: "Netherspite cries out in withdrawal, opening gates to the warp."

At the beginning of this phase, three portals of different colors will spawn at fixed locations in the room and will begin emitting a beam of their respective color (see below) towards Netherspite. The beams do not slowly move toward him, but rather appear touching Netherspite once they are created.

If the beams are allowed to hit Netherspite freely, they grant him stacking buffs which strengthen or even heal him. The buffs on Netherspite last 5 seconds from last application (instead of the 8 to 20 seconds they do on players). The beams can (and must) be blocked by players who position themselves between a portal and Netherspite. Players blocking the beams are also affected by a stacking buff, having both a positive and a negative effect which grows more extreme with each second that the player spends blocking a beam. Although the positive effects are quite helpful for the fight, the negative effect makes it difficult (but certainly not impossible) for one player to block a beam for the complete duration of the Portal phase.

Once a buff "ticks out" (player leaves the beam long enough to lose the debuff - 8-20 sec), another debuff is applied to the player called Nether Exhaustion, which prevents him from intercepting that color beam for the next 1 minute and 30 seconds.
Red Beam

* Perseverance (red) - Tank beam:
o Lasts for 20 sec after leaving the beam.
o Hits Netherspite:
+ Damage taken reduced by 1% per tick.
o Hits Player:
+ Netherspite will aggro you.
If no one is standing in the Red Beam, Netherspite uses his standard aggro table.
+ Damage taken is reduced by 1% per tick.
+ Defense is increased by 5 per tick.
+ Health is modified - the first application gives +31,000 maximum health, with additional stacks reducing maximum health by 1000 per stack.
+ Replenishes full health every tick.

Green Beam

* Serenity (green) - Healer beam:
o Lasts for 10 sec after leaving the beam.
o Hits Netherspite:
+ Heals for +4000 health per tick. (Stacking so it heals for 4K, 8K, 12K, 16K etc. -- it is very important not to let Netherspite get hit by this beam.)
o Hits Player:
+ Healing done is increased by 5% per tick.
+ Spell and ability cost reduced by 1% per tick (including abilities that require Rage or Energy, in addition to Mana).
+ Maximum mana reduced by 200. Stacks up until your total mana pool reaches 0. Druids in Bear/Cat Form will have their hidden mana bars affected as well. Rage and Energy maxima are unaffected.
+ Similar to the red beam, mana is restored to the new maximum with each tick.
+ If a Hunter uses Feign Death while tanking the green beam they will become exhausted and not be able to tank it anymore, most likely wiping the raid.

Blue Beam

* Dominance (blue) - DPS beam:
o Lasts for 8 sec after leaving the beam.
o Hits Netherspite:
+ +1% spell damage increase per tick.
o Hits Player:
+ Damage dealt is increased by 5% per tick.
+ Healing received reduced by 1%.
+ Damage taken by spells is increased by 8%.

Portals will always spawn at the same locations in the room during all Portal phases, but their colors will semi-randomly change each time after the first Phase.
Beam Blocking Assignment

This part of the fight relies on individual player responsibility in that all players designated to block a beam ahead of time (see below for suggestions) must be aware of what beam they are supposed to be blocking and when so as to intercept it as quickly as possible:

Those not blocking a beam will be DPSing, or raid healing. Because of the red beam's unique abilities, healers should not ever waste time healing the tank since heals will be almost useless against a tank with tens of thousands of health and the tank will be healed to 100% health within a few seconds anyway. DPSers need not worry about threat since the tank will have automatic aggro while standing in the red beam. After confirming that the tank is indeed blocking the beam, DPSers are free to burn as fast as they can.

For each Portal phase one player is needed to block each beam; while it is certainly possible to use more than one on a single beam during a single Portal phase, this not only makes the assignments far more complicated but is also unnecessary: because of the long interruptions caused by the Banish phase, healers will almost never have an issue due to running out of mana and consequently should be able to keep all raid members alive through the Nether Burn and Void Zones. Remember, heals should never go on the tank save in a dire emergency. Keeping victims of Nether Burn alive with two or three healers is not difficult at all as long as raiders are on their toes and are quick to move out of Void Zones. If done correctly, this fight is comparatively easy on healers.
Blue Beam

DPS classes (preferably with high health and/or shadow resistance). While their damage output increases rapidly, the damage received by them from Netherspite's shadow aura is also rapidly increasing and healing spells on them will become more and more ineffective. Players staying inside this beam for too long are also becoming highly prone to be killed by a Void Zone appearing under them. A Warlock is especially useful here, as he can replenish the health lost through the increased damage from his Drain Life spell. One healer should be designated to heal only the person in the blue beam since it is imperative that he or she remains alive. While this may seem pointless and boring at first, the later Nether Burns later in the Portal phase will kill the blocker quickly without healing.

The person designated to block the blue beam will be taking a significant amount of damage later in the Portal phase as the blue beam is allowed to stack its buff. However, on a reasonably geared player it will still take at least three Nether Burns to kill the blocker even at the end of the phase (the '-healing taken' debuff certainly doesn't help, but can be safely ignored). Since (unlike most dragons) Netherspite neither does any sort of cleave effect nor damages players with his tail, all players should be as close to him as possible so that healers are close enough to heal every single raid member (especially the person in the blue beam). A warlock is especially useful for this task not only because they are able to take less shadow damage from the Nether Burn, but also because their Drain Life ability will heal them for 1k+ damage per tick, taking even more stress off the healers. A shadow priest is also a viable option since Vampiric Embrace also scales with damage and will heal the caster for a considerable amount.

This is perhaps the only beam where the death of a blocker is not too significant. Any class and any spec is capable of blocking this beam, but because of the enrage timer it is beneficial to keep a DPSer in here. If the blocker happens to go down during the portal phase, any other player (who is not blocking a beam and does not block the blue one during the following Portal phase) can simply hop in and ride the beam for the duration until the snag can be worked out. The person in the blue beam goes down more than any other player, but with a raider who has high stamina and a solid healer this should not occur.
Green Beam

Generally, should only be blocked by a manaless class (Warriors and Rogues). A manaless class can stay for a whole beam's duration and not receive any relevant debuff. Therefore, a manaless class (or feral druid) should be used to take the green beam at all costs. The tank who is not in the red beam during the particular Portal phase should always be used as a first option.

However, a reasonably well-geared healer who is willing to use either Super Mana Potions or Dreamless Sleep Potions can take the green beam for portions of a phase. This is generally used when a group has no other choice other than caster DPS - class that uses mana is going to take the beam, it may as well be one who is going to get a benefit from it. Restoration Druids are especially effective in this - their HoTs tick for very high numbers, which can be useful to recover from the Netherbreath - however, Paladins and Shamans can more easily recover from the reduced mana pool.
Red Beam

Classes with high armor, defense and health (i.e. Warriors, Bear Druids, Paladins, Shamans and Hunters). The red beam gives them the massive healing and health needed to tank Netherspite. But despite the replenishment to full health every second, Netherspite can sometimes crit them for very high numbers (upwards of 11k on a plate-wearing non tank). So leather and cloth wearers can still get easily one-shotted despite the augmented health maximum. Resilience from PvP gear can be a useful attribute here.

The player designated to block the red beam is the only one who should be "dancing" in and out of the beam; all other players blocking beams should just sit and take it for an entire phase without moving. It is not possible for a tank to stand in the red beam and soak it up for an entire phase because after ~35 stacks Netherspite will simply one-shot the tank because his or her maximum health will have dipped too low (see above). If a tank takes less than thirty stacks during a single phase then he should be well-off, though twenty-five is even better. As a general rule, tanks should hop in and out of the beam every five seconds to make sure that it ticks on them often enough to not remove the 31,000 health buff, but seldom enough that it does not reduce their maximum health by too much. If a tank does lose the buff and gains Nether Exhaustion, another player (not the other tank) must quickly block the beam for the duration of the phase since it is almost impossible for healers to keep up with the enormous amount of damage Netherspite hits for as well as effectively raid heal (not to mention the buff it gives to him). A holy paladin can stand in the red beam under the effect of an immunity shield such as Divine Intervention and also hold aggro just as they can for the Big Bad Wolf event; this should buy enough time for Netherspite to change phases since the tank should only be dying with a few moments left in the Portal phase.
Beam Rotation

Because of Nether Exhaustion (see above), two shifts of players must be used to block the beams. A solid rotation looks like this:
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Shyriiu

Shyriiu


Nombre de messages : 205
Date d'inscription : 17/02/2008

Dedain du Néant (NetherSpite) Empty
MessageSujet: Re: Dedain du Néant (NetherSpite)   Dedain du Néant (NetherSpite) Icon_minitimeVen 21 Mar - 13:39

SHIFT ONE: PORTAL PHASE

* Red-Tank A
* Blue-DPS A
* Green-Tank B

BANISH PHASE

SHIFT TWO: PORTAL PHASE

* Red-Tank B
* Blue-DPS B
* Green-Tank A

BANISH PHASE

SHIFT ONE AGAIN, etc.
Banish Phase

The Banish phase lasts for about 30 seconds:

* Players get a system warning: "Netherspite goes into a nether-fed rage!" He will dramatically change color to the usual shade of a banished mob.
* Netherspite is banished, remains stationary but still vulnerable to all damage. He will not pursue players and has no aggro table.
* Netherspite is still able to deal melee damage to you during the Banish phase if you get too close to him.
* Damage from Nether Burn aura will stop and no new Void Zones spawn during this phase. The ones already in place, however, are not removed.
* After a few seconds of inactivity, Netherspite will begin targeting random players (exactly like the Shade of Aran), and will attempt to cast Netherbreath on them. This ability has about a ~60 yard range and effects an unlimited number of players in a frontal cone.

Depending on where the portals appeared in the previous phase, Netherspite should be standing either close to the back window if the red beam appeared there or by the entrance door if it was on either side. It is completely unnecessary to remain near Netherspite during this phase and because he will be tucked away in one corner or the other (see immediately above), all players should run to the side of the room where he is not standing. Therefore, with about five seconds remaining in the Portal phase (a mod such as Deadly Boss Mods considerably helps with timing) all players should drop their beams and sprint toward the side of the room away from Netherspite(avoiding Void Zones still on the ground). Because of the room's size and Netherspite's long delay before he even starts casting Netherbreath after entering the Banish phase, the ~60 yard range of the ability can easily be outdistanced by raiders.

Not remaining in combat during this phase presents several substantial advantages: it bides time for cooldowns on potions to recover, it gives players a chance to regenerate a considerable amount of mana, it allows players to bandage/heal to make sure everyone is topped off, and it and it provides an excellent opportunity for players to regroup. A raid with decent DPS should not have any problems at all losing this period of time. Raids who have trouble with him enraging when he is not even close to death need to work out better tactics more likely than remain in for the Banish phase (keep in mind that the person in the blue beam, albeit while talking a significant amount of damage will also be able to inflict substantial DPS on Netherspite).

If it is absolutely required that a raid continue to DPS through a Banish phase, it is not completely impossible. If it is allowed to hit more than a single target, Netherbreath can become too difficult to heal though, especially because the Netherbreath target is almost always knocked out of the healers' range. Therefore, players should be alert to always stand behind or to the side of Netherspite during such a time (unless of course they are being targeted). He will very seldomly melee targets during this phase and will never actually move to do so; also, aggro targets are chosen randomly. Therefore, DPS can burn as quickly as they want while ignoring threat.

Another trick is if you have a shaman drop a Searing Totem when you all run away, Netherspite will try to kill the totem with his Netherbreath(an AOE spell). It will also aggro Netherspite as soon as the banish phase ends providing time for the tank to pick him up.

After 30 seconds, Netherspite will start a fresh Portal phase and clears his aggro table. This means that no damaging or healing spells can be used before the tank can gain aggro. This means that he will have to pick up Netherspite and then drag him over to the red portal or healers will be stuck. Other players should run to where their portals have appeared as quickly as they can.

There is a bug where Netherspite will remain banished for ~10 seconds too long. Don't rely on addons such as Deadly Boss Mods to announce phase changes: they're fairly obvious and a single player prematurely running back within ~60 yards can trigger a fatal Netherbreath that hits the entire raid.
Miscellaneous Hints

* A single tank can handle the red beam for an entire beam phase. He dances in and out of the beam every five seconds to clear Netherspite's -damage% stack and keep his own stack low for a higher max HP. The two tanks can then simply swap between the red and green beams. This simplifies beam management considerably.
* Depending on the tank, players blocking beams may have to move to remain between themselves and Netherspite during the Portal phase.
* No one should ever cross the Red Beam behind its designated blocker. He would temporarily gain Netherspite's aggro who would move in order to reach this player and together with him the Green and Blue beams - which might slip off their respective blockers.
* The Green Beam can be temporarily "stolen" from its blocker to gain a few stacks of its buff for its mana regeneration effect. Make sure to move out after you've gained 5-6 stacks or the original blocker will become unable to accept the Beam back due to having gained Nether Exhaustion.
* Warriors should never use Berserker Stance when blocking the Red Beam. Netherspite can crit them for up to 30,000 damage if they do so.
* Red Beam blockers should be careful when moving out of Void Zones. It is usually possible to move forward or backward enough to not take damage from the void zone without causing Netherspite to shift position (thereby causing the blue and green beams to shift off their blockers and onto Netherspite). Some people prefer to just sit in the void zone as the red beam's healing ability can usually make up for the extra damage.
* Warlocks in the blue beam should cast Curse of Doom at the end of the portal phase when they have many debuffs stacked. It will hit for between 5% and 7% of Netherspite's health.
* Shadow Priests can also sustain a full duration of the Blue Beam if they have 2 points in the Improved Vampiric Embrace talent. Since Vampiric Embrace scales with damage done, the reduction to healing effects is offset. This in turn also benefits the Priest's entire group with massive health gains, since the Priest is the only one affected by the Blue Beam.
* The three different portals always spawn at the same location in the first Portal Phase:
o Red to the right of the entrance
o Green to the left of the entrance
o Blue opposite of the entrance
* Paladins should use Shadow Resistance Aura because the red beam should give the tank more than enough health to survive without Devotion Aura, and it is usefull because Nether Burn can be resisted.
* Priests should cast Shadow Protection or Prayer of Shadow Protection on the raid to help mitigate damage from Nether Burn and void zones. This is especially true for the blue beam blocker.
* While difficult, it is possible to break line of sight on Netherspite during the banish phase. Positioning is key: if the tank positions Netherspite near the door, it is possible to hide in the corner of the first window on the right. This reduces the amount of time running back and forth, and reduces the amount of time Netherspite is able to target players.
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Petrushka

Petrushka


Nombre de messages : 234
Age : 32
Localisation : Tampa, FL
Date d'inscription : 07/06/2007

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MessageSujet: Re: Dedain du Néant (NetherSpite)   Dedain du Néant (NetherSpite) Icon_minitimeVen 21 Mar - 16:25

Raaah stop nous sortir des DS d'anglais xD

Bon, bah je vais prendre mon courage a deux mains et tout lire silent
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Azzera




Nombre de messages : 28
Age : 33
Localisation : Perpignan
Date d'inscription : 02/03/2008

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MessageSujet: Re: Dedain du Néant (NetherSpite)   Dedain du Néant (NetherSpite) Icon_minitimeVen 21 Mar - 16:31

Ca vous dirais de le tenter ce week-end? essayer de clean un maximum ce soir et de tenter ça demain si on a le temps? ça serait sympa, mais faudrais essayer de commencer plus tôt genre a 20h que tout le monde soit présent ça serait bien, pour faire 4heures de raid et non 2h comme on le fait d'habitude Mad

Enfin, déja clean jusqu'au prince ça serait pas mal, aprés on pourra tester si on peut Smile

En esperant faire deux bons raids ce soir et demain, A toute a l'heure!

Amicalement, Azzera.
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Shyriiu

Shyriiu


Nombre de messages : 205
Date d'inscription : 17/02/2008

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MessageSujet: Re: Dedain du Néant (NetherSpite)   Dedain du Néant (NetherSpite) Icon_minitimeVen 21 Mar - 17:43

Azzera, mon plan pour ce weekend : Ce soir

Attument
Moroes
Dame de Vertue
Opera
Curator
(Ombre d'Aran + Chess) Si possible sinon demain en 1ere partie

Demain dans meilleur des cas:
Directement Dedain et si on l'a go sur Prince

Je vais traduire ces tactiques t'inquiete pas Böb ^^ J'ai juste tout mit la pour les avoir a un endroit bien défini, je m'y colle d'ici 30 minutes, je commencerais par mettre un résumé en francais et je traduirais le tout petit a petit, de quoi donner un apercu rapide, puis pour ceux qui veulent comprendre en détail le combat, je finirais de traduire ^^
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Petrushka

Petrushka


Nombre de messages : 234
Age : 32
Localisation : Tampa, FL
Date d'inscription : 07/06/2007

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MessageSujet: Re: Dedain du Néant (NetherSpite)   Dedain du Néant (NetherSpite) Icon_minitimeVen 21 Mar - 18:45

Google"Shyriiu"tradutor sera ton nouveau nom !

Mais il n'y a pas moyen de les avoir directement en francais ? Bon, après si tu es chaud pour traduire, ca serait bien sympathique Very Happy
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Shyriiu

Shyriiu


Nombre de messages : 205
Date d'inscription : 17/02/2008

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MessageSujet: Re: Dedain du Néant (NetherSpite)   Dedain du Néant (NetherSpite) Icon_minitimeVen 21 Mar - 19:10

Les strats francaise sont merdique d'un et de deux, je traduis moi meme et pas avec google =)
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Tari




Nombre de messages : 6
Age : 40
Date d'inscription : 15/04/2008

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MessageSujet: Re: Dedain du Néant (NetherSpite)   Dedain du Néant (NetherSpite) Icon_minitimeLun 21 Avr - 2:11

Shyriiu a écrit:
Azzera, mon plan pour ce weekend : Ce soir

Attument
Moroes
Dame de Vertue
Opera
Curator
(Ombre d'Aran + Chess) Si possible sinon demain en 1ere partie

Chez R.E on tourne sur Moroes, Opéra, Cura, Aran sur notre 1er soir afin d'être sûr d'avoir le tp bibli et éviter les repops ... Attumen n'a pas de réel intéret, hormis le loot et la possibilité de réparer mais théoriquement ( à moins de wipe en chaine) le besoin ne s'en fait pas ressentir.

Le 2em soir on s'attaque donc au chess puis au prince ! Et si tout se passe bien attument et la dame tombent dans la foulée Wink
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http://re-chogall.game-team.fr/
Shyriiu

Shyriiu


Nombre de messages : 205
Date d'inscription : 17/02/2008

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MessageSujet: Re: Dedain du Néant (NetherSpite)   Dedain du Néant (NetherSpite) Icon_minitimeLun 21 Avr - 3:54

En fait depuis ce weekend, on fait une nouvelle séquence :

1er soir : Moroes Opera Cura Aran Chess Prince
et ce dimanche on a fait : Attumen Dame Terrestrian Dedain et pour la 1ere fois, Plaie de Nuit =) On vien de vider en entier karazh pour la toute premiere fois =)
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Soryn/Mythes




Nombre de messages : 8
Date d'inscription : 09/04/2008

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MessageSujet: Re: Dedain du Néant (NetherSpite)   Dedain du Néant (NetherSpite) Icon_minitimeLun 21 Avr - 14:43

gg a vous Wink
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Petrushka

Petrushka


Nombre de messages : 234
Age : 32
Localisation : Tampa, FL
Date d'inscription : 07/06/2007

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MessageSujet: Re: Dedain du Néant (NetherSpite)   Dedain du Néant (NetherSpite) Icon_minitimeMar 22 Avr - 10:40

Il me semble qu'on a trouvés le bon rythme sur Kara =)

GG a tous les présents pour le down de Nightbane.
On a pas un pti screen ? ^^
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Shyriiu

Shyriiu


Nombre de messages : 205
Date d'inscription : 17/02/2008

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MessageSujet: Re: Dedain du Néant (NetherSpite)   Dedain du Néant (NetherSpite) Icon_minitimeMar 22 Avr - 11:57

J'en ai prit 1 Smile je le mettrais sur le fofo quand je serais chez moi
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Hotrek
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Hotrek


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Date d'inscription : 06/06/2007

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MessageSujet: Re: Dedain du Néant (NetherSpite)   Dedain du Néant (NetherSpite) Icon_minitimeMar 22 Avr - 18:06

idem
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