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Thread: The Rift - Boss 1-8 Strats

  1. #1
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    Ok, so the first 3 boss strats here are how we've been doing it, so it shouldn't be news to anyone. The Remaining strats are complied from other groups and what they have used to successfully beat bosses 4-7.
    Boss 8 remains stratless as no one seems willing to part with the information.

    Items needed

    • 5 Hope Tokens per person (needed on every boss fight)
    • Essences of Athelas
    • Celebrant Salves
    • Oils for hunters
    • Lembas
    • Spare weapons/shields
    • Repair anvil needed if you plan 4+ hour raiding

    General Pulls and Rules of Combat in The Rift
    Troll and Troll-keeper : Troll Keepers must be defeated first. Trolls are nearly impossible to kill until the keeper is dead. Also, do not let them get separated. If the troll gets too far from it’s master it will wildly attack with the statement “You not master, me smash” and proceed to one shot everyone in the area.
    Hillmen, Hillmen-Slave, Orc Master : Mez the Hillmen-Slave (woman) and keep her mezzed until everything else is dead otherwise she will keep healing the hillmen. Make sure you kill her last. Also Keep the Slave Masters (Orc) mezzed. It’s very important he be mezzed ASAP. He can buff the Hillmen slave with some powerful abilities. Once the Slave and master are mezzed, start in on the HIllmen themselves. Deprived of buffs and heals they should come down pretty quick.
    After the Hillmen are dead, take out the Orc Master, then the Slave woman.
    Orc Master and bunch of slaves : Occasionally you’ll get a group of just Hillmen and a Master. Mezz the master, kill the hillmen and then the orc last. Same as above, the Master can buff the hillmen pretty heavily so make sure you get them mezzed ASAP.
    Summoners : Always kill the summoner first. They will continue to summon fire worms on you until you do. The longer you take, the more worms you’ll have to deal with. If you get a pull of Summoners, fighters, etc. Sleep the Summoner, kill the adds, then kill the summoner.
    __________________________________________________ ______________________________
    Barz - Troll
    Level: 51
    Arch Nemesis
    Dread +5
    137,260 HP
    Chest Contains: near perfect Saphire (Boots) and around 700 silver (54ish per person) as well as other assorted items.
    Mitigation : Fire and Light = Remarkable, everything else Superior.
    Updated 2/15/2008 to reflect Book 12 changes.
    Barz now has a Status effect from the moment you start the fight called "Ire of Zurm".
    Barz has a nasty ability to inflict great harm, and wipe you out, if you aren’t paying attention. So during the entire fight be sure to keep an eye out for the following comments Barz will make in chat (he will usually say them in speech as well but not always so WATCH THE SCROLL!)
    • No power is stronger than barz - AOE power drain and ~600 damage. Casters need to stay back for this or risk losing your power.
    • I’ll gnaw on your bones – Instant death to anyone in range when this goes off. It’s an AOE effect so any and everyone within range is getting splattered. Get outside of roughly 10 meters and you’re safe. Note, it takes barz around 3-4 seconds to pull this off and you can see the drumming animation coming. As long as you’are outside of range when he finishes, you're safe.
    • I will bring down the caverns on you – This is pretty rare, only seen it once personally but others seem to encounter it more often. Same idea as above, get away and you’re safe. AOE massive damage ability.
    The basic idea with Barz is to keep him at arm's length and load up on DOT Fellowship maneuvers as often as possible. You can rush in for close combat, but watch the AOEs and be sure to get away.
    As you fight him, Barz will call for help at various points; ~95k, ~69k and ~42k Health.
    The waves will be normal things..
    Wave 1 - Troll and troll keeper
    Wave 2 - Hillmen and Slave
    Wave 3 - Palefolk, Hillmen, Slave, Slave master

    Getting as much hate on one person and kiting Barz as much as possible is a great help, but Barz will occasionally wander off to attack the group. He will come directly back to the person with the max hate however.
    When a wave starts, EVERYONE except the kiter should immediately fall back to near where you entered the room. The Kiter should run Barz through and around bridge and stairs area while the rest of the group kills the adds.
    As with the normal mob fights, the adds have to be dealt with properly. Treat them exactly as you would the mobs you fought on the way up to Barz. The previous trick of sleeping the slave at the end of wave 2 and keeping her slept no longer works so kill her as soon as the rest of the wave is destroyed. If you try to use the old tactic on her now, you sill simply have 2 slave when Barz summons the third wave.
    Another new twist is Barz will now attack the person he steals power from during "No power is greater than Barz". The person about to get slammed will know it becuase you'll cower. Do your group a favour and run directly at Barz when this happens. it will help prevent him from taking pot shots at others before returning to the kiter. Also be away he hits for 3 hits of 330+ per hit. So get some healing on the target before they get beat down.
    To help the person kiting, LM should throw sticky tar on the bridge from time to time, and Burglar's can throw an occasional Dust in the eyes. If you have a Hunter willing to kite, they can use Quick shot with Strength stance to slow him down as well. Turning and throwing an occasional Barbed arrow might not seem like much, but if you're getting the group DOT on him, every little bit helps shorten the fight.
    If you get stuck at the end of the third wave and you need to get Barz down quickly (he should be ~35K by that point) you can sleep the last slave and hold her until barz is dead and then kill her. No other waves pop so it doesn't matter if she dies first or last. It's just 20k damage you can do to Barz first if you choose.
    A couple of tips. During the first wave, the troll likes to play with Lore master pets. This usually results in the Keeper and the troll getting seperated and the troll going off on one of his "master not here, me smash" rampages. Having the LM dismiss their pets before this wave hits might be a good idea.
    __________________________________________________ ______________________________

    Zurm - Troll
    Level: 51
    Arch Nemesis
    Dread +5
    137,260 HP
    Drops: near perfect Saphire (Boots)
    Mitigation : Fire and Light = Remarkable, Superior: Everything else.
    This really isn’t much different from Barz at the core of it. You’ll be kiting Zurm and dealing with Adds.
    The twist with Zurm is he has no massive AOE blast, but instead has a ranged attack that carries a very long lasting stun effect. The damage is high, but not like Barz, but the stun effect means you have no way to avoid the next few hits.
    The best way to deal with Zurm is to let a Burglar run him around the two tower rocks near the middle of the battle ground. Keep a lose master targeted on the burg and spam resist stuns and you should be ok. It’s VITAL for this fight that everyone try to keep hate off themselves as much as possible. If you do get hate, you get to be the running fool. So be aware of hate at all times.
    Like Barz, there will be waves on adds that you must deal with. Exactly like barz they are Trolls and Hillmen. You deal with them exactly the same as before. Keep Zurm kited around the stones, and wipe out the adds. When the slave shows up, mezz her, kill the Hillmen, then keep her mezzed while killing Zurm.
    __________________________________________________ ______________________________
    Once you have downed both Barz and Zurm, return to the giant and he will open a passageway for you. You must hustle at this point. Run down the passageway and across the bridge. You’ll see a couple more Giants in a clearing. Grab their quests and get the hell out of the way. Head to the barter vendor in the corner and wait. After a couple of minutes you’ll see a wave of mobs rush up and fight the giants. Run down the path those mobs came up. You have 6 minutes before another wave will come down. Head towards Furz’s chamber, you’ll have mobs to deal with but remember, every 6 minutes a wave will pass through the chambers. If you’re in the way, you’ll have to deal with them.
    __________________________________________________ ______________________________
    Fruz - Troll
    Level: 52
    Arch Nemesis
    Dread +5
    157,402 HP
    Drops: Sparkling Diamond (Hands)
    Mitigation : Common: Good. Fire and Light: Remarkable Superior: Everything else.

    Furz is in a room just up the broken stairs from the Summoner fights. You only need to clear the area directly in front of the first set of doors. There are 3 sets total, two you can reach from outside and a third set you can only reach from within the room. Furz is blocking this third door.
    When you enter the room head to the LEFT corner. This is as far from Fruz as you can get. If you get too close to him the doors close and you’ll be fighting. Anyone still outside will stay outside until you win or wipe.
    Fruz must be tanked in the same corner you ran to when you entered. This keeps him away from the broken stair case in the center of the room as well as the campfire he is sitting next to. The Left corner is preferable to the right because the pile of rocks in the righ corner will sometimes catch Fruz and cause him to go into exploit mode.
    Split your raid with the main tank in the corner with his back to the wall (tanks love this kinda stuff right?) and 2-3 others on Fruz to burn him down. Burgs work great here as they can keep him addled up and dusted to the point where Fruz does little damage to the tank and the ablity to open DoT Fellowship maneuvers means the whole raid can focus on their jobs while occasionally throwing a blast at the boss.
    Everyone else in the raid, and I hope you brought hunters and champions, will focus on the stairs. Every few minutes a wave of 5-6 mobs will rush down the steps directly for Fruz. They will ignore you no matter what you do. Do not let them get to Fruz, each mob will heal him for ~5k. So 5x6 = 30K instant heals.
    Your best bet is to have a Champ (or two) lined up at the bottom of the steps as well as any hunters who have rain of thorns slotted. Lore Masters should keep sticky tar on the steps. Root with arrows and then stun with champs to make sure you catch all of them as close to the steps as possible. These are ~2k mobs so the group can just blow them out quickly. Do this until Fruz is dead. There does not appear to be a fixed number of waves, so you’ll need to be sharp.
    Once you get comfortable with the stun/root cycles you can have people fighting Fruz while you wait for the next wave but be very very careful of hate management. If Fruz gets near the steps, he’ll get cured before you can get him away.
    Fruz also has a nasty habbit of going into exploit mode if he rushes too close to the steps. The only way to get him back out is to have EVERYONE rush him and wait for him to land hate on someone. Then have that person try to walk him away.
    Once Fruz is dead, all the doors will reopen, including the one that he was sitting at. This is the path to the Drake.
    Note: Killing Fruz has no effect on the random mobs rushing in to fight the giants in the other room. So if you come back later to do more of the Rift, remember these mobs WILL be running around.
    __________________________________________________ ______________________________

    Zogtark - Orc
    Level: 51
    Arch Nemesis
    Dread +5
    138,633 HP
    Drops: Glinting Amethyst (legs) - from chest
    Mitigation : Fire: Average. Light and Beleriand: Good Everything Else: Superior

    Note: Unlike Boss 1-3 above, I’m writing a compilation of what others suggest. The strats above work 100% with certainty because we (DBS) have used them and won with consistency. These are untested in our personal experience.
    After Furz is dead open the door in his room and continue to drake area - clear the whole area, ignore two Elder Fire Drakes (dont come close to them as it starts event). Zogtark should not aggro afaik as he is scripted. You can safely pull one-by-one, keep usual drake strategy (head away from raid, etc).
    Killing Zogtark is tricky - start by chest and fight in center area. Ignore flying fire drakes (there are 3 of them flying all the time) as they have only fire debuff when you are under them.
    MT and OT should run to two Elder Fire drakes and start tanking them (again, head away from raid). Rest of raid ignore them, do not damage them - there will be spawn of worms which you must kill first.
    After worm wave is gone, focus on first Elder Drake and start dps-ing him (do not damage other). At certain point the Elder Drake goes into air and Zogtark will run to you - MT (one who tanked the now flying drake) must start tanking the boss, OT still tanks the other Elder Drak (it might be that both are in air now, in such case, still focus range-dps on only one).
    Everyone must start range-killing the flying Elder Drake. At certain point it will land, so you can finally kill him on ground. Keep Zogtark away from Elder Drakes as he will heal them (and they can start flying again btw).
    After first Elder-Drake is dead, handle the other same way. Zogtark is still only tanked. Keep debuffing or you will get in big problems btw.
    After both Elder-Drakes are dead, just tank-and-spank the boss.
    The loot comes from chest. You must keep it open all the time - if you know Barad Gularan chest, then you should know that it can disappear with your valuable loot.
    killing Zogtark will not stop patrols and certain groups in his area from respawning.
    __________________________________________________ ______________________________
    Narnulabat - Orc
    Level: 52
    Arch Nemesis
    Dread +5
    145,958 HP
    Drops: Glowing Red Ruby (Body)
    Mitigation : Superior: Everything
    After leaving drake area stop just behind the door and make sure everyone understands how to fight the intermeddiate path to fifth boss, Narnulabat.
    Trash here is really troublesome one - two islands have static monsters (Fumarole, sort of volcano spawning other monsters, Burning Limrafn). There are five at first island and two at second island. Sometimes one spawns just after last bridge on left.
    Keep raid grouped in close group and slowly move - Volcanos will appear only when someone comes close. So discover one by one, immediately focus dps to destroy it.
    There will be Defenders and Fighters comming (2+1) once about every minute. Mezz/stun them if you are busy with volcanos, then kill them.
    It is possible to pass this area without killing all volcanos, just keep on right side and continue further. And it is also possible to ignore Burning Limrafn as they despawn in 30 seconds.
    Narnulabat is on platform, Ghashfra Seers are in four corners of that platform - those will heal Narnulabat and are locked in their spot. You will need to kill them one by one before going for Boss.
    During fight, there is hole in middle of platform, avoid it. The hole is destination of Darklings which start form left and right side out of platform and slowly move towards hole. If you let them reach a hole, they will turn into elite monster - do not let this happen.
    Assign hunters or lore-masters to take care of Darklings (kill them before reaching the hole). For lot of fun Darklings can use stealth.
    Let MT start by tanking Narnulabat - best is to kite him around the platform as he hits very hard. Use anything you can to slow him (tar ftw). Take Seers down one at a time while Darklings are continuously killed. Then take down the boss.
    Killing Narnubalat will not stop volcanos (Fumoils) and other monsters from spawning.
    __________________________________________________ ______________________________

    Shadow-Eater & Stone-Biter - Orc
    Level: 53
    Arch Nemesis
    Dread +5
    Shadow Eater:146,061 HP, Stone Biter: 46,830
    Drops: None. Chest spawn. Occasional teal items. Often junk.
    Mitigation : Common: Good Fire: Fair Light: Fair Ancient Dwarf: Fair Shadow: Fair Beleriand: Average Westernese:Fair

    Note: This is the strat I(Airamis) used when doing this with another kin. It works 100%. If you played FFXI and fought Ying and Yang, you know more or less how this works.
    Enter the building through door at Narnubalat place and just keep going and killing until you are at room with fences on right and two guards standing on front of middle door. Kill the guards, get read and by opening the door the boss and his fellow (Stone-Biter) will get ready to be killed.
    These two mobs have wildly different HP. Shadow Eater has 146K+ and Stone Biter has roughly 45K. Yet, they must die within 10-15 seconds of each other or there will be a nasty set of pops.
    A sub group should pull off and tank Stone Biter away from the main group. The job is to simply keep him occupied while doing as little damage to him as possible.
    Shadow Eater needs to be burned down to 45K hp as quickly as possible.
    Once Shaow Eater is ~45K HP, bring Stone Biter back together with him and start AOE on both. Try to keep the HP values fairly close. Switch off every 10k or so and even them out. One person should be assigned to keeping an eye on their health and calling out the switches to ensure they die at the same time.
    At various points in this fight, darklings will appear. These are incredibly weak glowing orbs. Kill them as fast as possible. Otherwise they turn into not so very weak Trolls you’ll have to kill as well.
    There is a glitch on this fight. Occasionally the Summoner that occupies the room before the fight will summon a lizard that gets trapped in the gate or on the opposite side. This makes attacking the lizard trigger the fight, making it impossible to heal or buff between clearing the room and fighting the bosses.
    Killing Shadow-Eater will not stop monsters in tunnels before him from respawning.
    __________________________________________________ ______________________________
    Thrang - Orc
    Level: 53
    Arch Nemesis
    Dread +7
    144,630 HP
    Drops: Pristine Opal (head)
    Mitigation : Common: Superior [b]Fire:[/b] Fair Light: Superior Ancient Dwarf: Superior Shadow: Superior Beleriand: Superior Westernese:Superior
    Giant down there is actually not boss and will not be killed, it's poor giant tricked into hostility in part of the fight.
    Tank Giant, dedicate one healer to tank. Tank must stay all the time in melee range otherwise Giant starts throwing rocks at random fellowship members (deadly).
    Four waves of monsters will spawn from top of the arena like place. Last wave will also introduce Thrang - he will come out of the door with 4 shamans (heavy HoTs) which you have to kill first - best is to separate one from rest and kill it, then proceed.
    Thrang is doing AOE damage, so avoid being near him. Use walls/obstacles to have shamans out of sight from each other.
    The spawns :
    1. up to 6 scrappers/defenders/fighters
    2. up to 5 scrappers/defenders/fighters
    3. 2 scrappers
    4. 2 summoners (mez one, kill other, beware of worms), kill last summoner after all his worms are killed
    5. Shamans and Thrang, fumeroles, use champion for off-tank shamans one by one
    At Thrang fight - he will initially stick himself in middle of stairs. After shamans are dead, he will come down. It's important to know that untanked Thrang will range fire fellowships members (deadly).
    The key to the fight is how to deal with the shamans. Positioning is critical. Someone needs to be keeping Thrang's attention so he doesn't eat your minstrels, and the shaman's need to be locked down in such a way that they aren't all healing each other (range, spacing - use the room). What's likely killing your support classes is Thrang's AE. Think about how to avoid/mitigate that and it will help.
    The key is to keep the shamans apart, you can burn though one healing, not when they start stacking them.
    With regards to where you are fighting them. I was never able to get the shamans down while down below, you might want to try fighting them up top. There is a fair bit of room up there if you use it all.
    Watch for de-buffs from thrang, and keep the shamans under control. If they start running around things will get out of control fast.
    You just need to split the shamans up so they're far away enough from each other so that the one you're killing isn't being healed, while making sure that thrang isn't firing arrows at your minstrels that kill them in two hits all the time. Splitting the shamans up is the fun part, whether you do that with a guard/champ/burg is really up to you, we've managed to do it several different ways, so there isn't just a single strat that works.
    Thrang must be kited into volcanoes in bottom of room as it debuffs him.
    There is a bug (as of November still active) where after wiping door between Shadow-Eater and Thrang dont open (or even the fences before Shadow-Eater room is closed). Leave Rift, disband raid, form it again and enter - you have to fight your way to Thrang through some respawned packs.
    __________________________________________________ ______________________________
    Thaurlach - Balrag
    Level: 54
    Arch Nemesis
    Dread +10
    225,250 HP
    Drops: Firey Quartz & Dazzling Emerald (Weapons & shield, Shoulders)
    Mitigation : Unknown.
    Verum victum totus

  2. #2
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    In >>> this <<< thread on Rift strats in our forums, there are some other tactics that I don&#39;t see in this thread, worth consolidating perhaps, that players highlight as "essential" to success...

    ...Shamans for example. In the other thread, there are 5 points on the Shamans, alone, and seem to emphasize these tactics as essential for this stage.
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  3. #3
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    That&#39;s what I get for not reading our own areas.

    I added in teh Shaman notes.

    Basically 1-3 work for us so they are pretty much what we&#39;ve done.

    The dual boss fight is a recap of what the Riders did when I went with them and it&#39;s completely effective.

    Honestly Boss 4,5, 7 and the Balrog are the only "unknown" as near as I can tell. Thrang (7) is moderately known to me becuase the ridders did it when Iwas with them, but we wiped twice once Thrang himself showed up
    Verum victum totus

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    I&#39;ve killed boss 4 and Thrang before so I might be able to fill in any holes with those 2. I&#39;ve also attempted the Balrog once. We got him down about half way and then wiped when he started spewing out his poison. The strategy for him is complicated though.

  5. #5
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    I couldent find the thread that Tyrandir said he posted the Balrog fight tatics in so I thought I would just post it here.

    Here is the position that the Tank needs to be in when fighting the everseer and location, this also shows the locations of the darkling holes and the lever positions and numbers.


  6. #6
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    I hadn&#39;t posted it because someone said they had already, but here is the strat link again:

    http://tabakinship.dkpsystem.com/vie...p?threadid=193

    Also, from the diagram on this link, it looks like the tanking of the Seer should be up on those stairs, that way the seer can be faced away from everyone and the Mins can be out of LOS by positioning on the edges of the pillars.

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  7. #7
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    Will get familiar with it by next week&#39;s run... thanks Ty.
    <div align='center'>~* Luinel, GM Scholar, Elf LM50, Nardur, GM Explorer (Tailor/Forester/Prospector), Capt48, Narial, GM Jeweller, Elf Burg48, Luine, GM Metalsmith, Elf Guard50, Celebereg, Elf Hntr50, Naridur, Capt50, Henchman, Capt47, Luindir, Min40 *~
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    Also since we have Thrang down and we will be basically doing Balrog now more often some other topics should come up.

    One thing I have had told to me from friends in other Kins that do Balrog is traits are a major help on him, so if you dont have the following traits maxxed out you should start working on them.

    Fidelity, Honour and Idealism to help against the shadow damage.
    Here are the links to the levels and where to go to get them.

    http://lorebook.lotro.com/wiki/Trait:Fidelity

    http://lorebook.lotro.com/wiki/Trait:Honour

    http://lorebook.lotro.com/wiki/Trait:Idealism


  9. #9
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    The rift gear also is particularly designed and suited to be helpful with the shadow mitigation, at least it is for LM ?!? That true for other classes?

    I&#39;ve been thinking about that for some time, that the Rift gear is not as good as Epic Gear, in that the Rift Gear seems designed to be specialized for... the Rift, rather than general Class uberness. It would seem ideal to get to a point where everyone&#39;s got their "up to the Balrog" Rift gear equipped just to take on the Balrog, hehe.
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  10. #10
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    yeah as near as I can tell every set has at least one "on use" shadow mitigation boost piece.

    BTW< updated Barz fight info with what we learned tonight, 2/15
    Verum victum totus

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