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Legion Frost Mage Spell Animations and Artifact Preview, Alpha Class Posts, Skirmishes and Heroics
10.03.2016 um 09:43
yesterday's Legion Alpha build
, we're previewing one of the newly-available specs:
. We've also rounded up all of the Blizzard posts covering class feedback from the latest build.
Frost Mage Spell Animations
As Frost Mages are one of the new specs open for testing on the Legion Alpha, we're covering their spell animations. This is our eighth Legion spell animation video; we have a
if you want to catch up on the other specs.
are two new talents with distinctive animations. Frost Mages unfortunately do not have many updated animations yet, but hopefully this is simply because the spec is new.
Frost Mage Artifact Acquisition
Below is the questline for Frost Mages to acquire
. More artifact videos can be found on our
YouTube Artifact Acquisition Playlist
This greatstaff was wielded by Alodi, the first Guardian of Tirisfal. He bore the staff into many battles against Legion forces for the century in which he served as Guardian.
Shortly after Alodi stepped down as Guardian, he disappeared with the staff. No one knows where Alodi or the staff ended up, except perhaps Alodi himself.
Hit the spoiler button to read the quest dialogue.
Suche nach Schwarzfrost
Meryl Felstorm tells you of the staffs powerful lineage. Alodi, it's maker and wielder for passed it on to his favorite apprentice and so on until the Archmage Arrexis. He asks you to search for information that could give you a clue to the whereabouts of Ebonchill. You search through old documents and learn that Arrexis was attempting to build a new warding system against demonic entry. A powerful mage hunting eradar named Balaadur ambushed him during this ritual and probably took the staff for his own.
Suddenly a ghostly figure appears.
Alodi says: My staff...in the hands of the enemy! We must get it back!
Meryl says: With the invasion I have no doubt he is either here or watching. I propose something... audacious.
Let us recreate Arrexis's ritual! If we start the ritual at an invasion point, that will attract Balaadur's attention. He will likely ambush us, but we will be ready.
Alodi says: That just might work. We will need information on this ritual and the power to pull it off. Let us get to it.
You are given 3 tasks. To go to Deadwind site by Karazhan and located information on the ritual, Find Daio in the tainted scar, and go the the Dalaran bank and grab powerful mana gems that Aldoni left, to give you the extra boost of power you will need.
Forschungsstandort der Totenwinde
you find a few ritual items and then look for texts that explain the ritual when you are suddenly spoken to by a ghostly apparition.
Merina says: Are you here for me? Or just what's left here?
I was left here to watch over the site and no one ever came to get me. I wasn't strong enough to defend the site, or I was here too long, I'm not sure.
If you want that ritual to work, you will need the focus that was left here. I tried to keep it from the monsters but I was too weak.
You can find it over there, by my corpse. I think its keeping me here. Take it far from here and maybe I can leave too.
You take the focusing crystal and then make your way to the Tainted Scar. In
Daio der Klapprige
you must seek out and speak with Daio the Decrepit. You find him at what looks to be an ancient ritual site. You tell him that you have come to ask about Arrexis and his ritual. That you must face Balaadur. Daio warns you about the ritual, how Arrexis was dragged screaming into the Nether and that his entire cadre of mages were slaughtered. You reassure him that you have the aid of Meryl Felstorm and the spirit of Alodi, and that you know exactly what you will be faced with this time. Daio asks to test you. If you are able to defeat the demons he summons then he will aid you. After dealing with a few demons, Daio decides to help you.
Daio says: Well done, but Balaadur has been hunting mages for longer most have lived. You must be ready to use all your abilities to face him.
For the final piece of the puzzle, a simple stone. A stone from Balaadur's personal realm, left here by accident on one of his many ambushes.
I gave Arrexis a piece so he could attune his ritual to demonic energies, you may have what remains. May it bring better luck to you.
All that's left is to venture to the Dalaran bank and obtain the mana gems from Alodi's personal vault. You speak with Glutonia the bank manager, you ask that you would like access to the personal vault of Alodi, Archmage of Dalaran.
Glutonia says: Hah! You don't look like him! Fine, let's see here...
Well, you have his sigil. How did you get that? Well I guess I have no choice.
You tell that lug if he wants to pick up where we left off I'm here every day every hour!
After completing all 3 quests you head back to Meryl and Aldoi's spirit.
Alodi says: So the Baroness still runs the bank? She was quite the sassy elf back in my day!
Meryl says: I'm pretty sure she's a goblin now.
Alodi says: Oh... I guess even reality bending astral entities need a change of pace from time to time. She is still a she though, right? Meryl?
Finally you have the tools you need. In
you are to recreate Arrexis' ritual in Faronaar and defeat Balaadur. You take the flight master to Faronaar and Alodi's spirit speaks with you on your travel.
Alodi says: I'm with you friend, though my power is diiminished. The world has changed so much since my time. I would have enjoyed exploring these isles before the invasion.
I will aid you in the ward construction and use of the Mana Gems, and provide what power I can. I have a feeling everyone will be quite busy. Then there is Ebonchill.
You finally arrive in Faronaar and see Meryl is already there.
Meryl says: Ah you've arrived! I've already begun. I trust Alodi is with you?
Alodi says: I'm here, though greatly diminished so far from the hall.
Meryl says: Do what you can, old friend. Welcome to Faronaar, a key invasion point of the Legion!
While I distract most of the defenders below, you will setup the ritual wards at the locations I've marked for you.
Here's a conjuration spell that will build the ward and summon a few guards as well.
When you are done, meet me at the Altar of End Times. It's location should be obvious. Good luck!
Alodi says: These filthy demons, feeding on the blue dragonflight!
That ship in the sky is truly ominous. This is truly a fight to the finish.
This ritual area is a good place, very visible. Demons love their rituals.
Meryl says: You've done it, I can feel arcane levels rising in the area. The demons have pulled back temporarily as well, I think they intend to really hit us hard.
This next part will be complicated. We will need to start the ritual here to draw all that power. While we do that, we will most likely be attacked.
We'll have to stop casting to fight off the attackers, but will need to get back to it when we can. Once we are close, that is when I expect to be ambushed by Balaadur.
Prepare yourself. When you are ready, speak to me and we can begin the incantations.
Good! It looks like we are about to be attacked as well. Begin Quickly!
Meryl yells: Above you, its forming!
We are close! Can you feel it?!
Balaadur yells: Did you really think this would work? Come to me little mage!
You are pulled into the demonic portal and suddenly appear in Balaadur's realm.
Balaadur yells: Foolish mage, for your insolence your end will be slow!
This display is meaningless! Your doom is at hand!
Alodi yells: You will not use Ebonchill to kill any more mages, demon!
Balaadur yells: Impossible! Bah, I need no human tool to destroy you!
You have the strength of an archmage, but I have a few more tricks to show you...
You will still...fail...
Upon defeating Balaadur, you are able to finally claim Ebonchill as your own.
Frost Mage Weapon Models
This model video covers all the styles and colors for
. More model videos can be found on our
YouTube Artifact Models Playlist
All weapon styles can be added to the
Legion Dressing Room
and can be browsed on the "Appearances" tab in the
. You can also
save and share an Outfit with this artifact
- a custom transmog set!
There is an additional sixth style in the data, which may be coming in a later patch:
Alpha Skirmishes and Heroics
On March 10, PvP Skirmishes and several Heroic Dungeons opened on the Legion Alpha. You can browse all the boss abilities on the
Legion Dungeon Journal
and learn about each dungeon with
Method's Dungeon Guides
We've opened up Skirmishes for testing on Alpha. Please keep in mind that Skirmishes have changed in Legion. Healers will only be placed in 3v3 matches while DPS and Tanks may find themselves in either 2v2 or 3v3 matches. Good luck and have fun!
Alpha Blue Posts
Blizzard was very active on the Alpha Class Forums yesterday, addressing bugs, future spell changes, and spec philosophy. We have updated our
to include the relevant blue posts after the changes to a particular spec. We've also listed all the blue posts separately below. For more alpha tools, we have the
Legion Talent Calculator
PvP Talent Calculator
Artifact Weapon Calculator
While they didn't make it in in time for today's Alpha build, we'd like to share some upcoming changes so you can keep these in mind for feedback.
Tod und Verfall
's cooldown will be halved for Blood, providing more reliable AoE damage/threat.
will apply a snare. Lastly, Death Strike's healing will be going up, and will be based off a slightly shorter slice of time (significant net buff overall). Keep up the constructive feedback, thanks!
It is not a design goal for
to be difficult to keep up. Blood, percentage-wise, is intended to have the strongest reactive tanking mechanic (
) and the lowest preventative damage reduction (
) of all of the tanks. That means that the focus of the player's attention needs to be on using
well to be a good tank. Having
be relatively easy to keep afloat frees up mental space and class resources to improve
usage in an effective manner. When using
isn't the right thing to do in the next GCD, the choices of pooling resources, making sure
stays afloat, properly utilizing
Tod und Verfall
plus all of the other things tanks are expected to do is a large space to display player skill.
Haste is only devauled as described here when you achieve global cooldown saturation. Given the recent secondary stat changes and how many times we have adjusted the rotation to increase GCD utilization so far this year I will be very surprised if GCD lock is an issue outside of Heroism/Bloodlust.
It's okay that
doesn't scale well with Haste, and it's okay that it isn't Frost damage (Mastery never affects all your damage), but it's not good that it falls behind on both. This causes the contribution from
to fall off as the expansion marches on even if your relative proportions of Crit/Mastery/Haste stay the same. We're making a change in the next build to address this.
- The frequency of
procs will increase as you gain Haste and as you gain Crit chance. Additionally, we're going to make
proc only off critical autoattacks to reinforce this change.
's tooltip is corrected for next build -- its functionality in this build is the intended one. It reduces e the cooldown of
by 15 seconds and increases its movement speed by 30% (to 100%). The duration change to 3 seconds affects all specs.
It's also worth mentioning that the animation for Wraith Walk is, um, very placeholder.
With regards to AE, Unholy should be at its strongest when there are multiple targets present for an extended period of time, especially if they are clumped up. We need to do some work on the spread of damage contribution -- almost everything needs to come up a little bit, especially the abilities that give the spec "rot" damage (
are unlikely go up by much). We don't plan to change
Tod und Verfall
's baseline uptime right now - using it skilfully is a good opportunity for Unholy players to shine in short AE windows.
should offer an additional way to deal damage in a very prolonged AE situation, and is especially good against swarms of enemies.
Feral falls into neither of those categories. Haste doesn't give us any discernible increase in our direct damage, and the rest of our damage (the majority) does not benefit at all. Are there any plans to address it?
Druids use a mix of the two categories. The first for everything within Cat Form, and the second for everything else. Haste tuning may be low on Feral right now, but there's nothing design-wise that forces that to be the case. It's just not tuned yet. (Further Feral-specific feedback in the Feral thread, please!)
When you say its tuned low, are you aware of its current interaction for us? It doesn't actually effect bleeds at all. I would say thats NO tuning in regards to our abilities. Its actually close to a completely worthless stat at the moment in comparison to everything else (even Versatility, and people don't really enjoy this stat either).
So i would say, design is where the issue is. Bleeds where not designed to interact with haste, vice versa.
No, there's no intention for Haste to affect Bleeds. As far as we can tell, the idea that Haste is worthless is based on live tuning, not alpha design. There's no design issue with Haste for Ferals that we see, merely tuning. We'd love to hear what the concerns actually are, if any.
As long as haste does not benefit bleeds, haste will continue to be poor unless its contribution to our direct damage is substantially increased to compensate. That is a design issue, not a tuning issue, because the problem cannot be resolved without changing the mechanics of the spec.
Mastery doesn't affect all of Feral's damage, yet is of high value. Similarly, Haste could be of high value, if things were tuned differently, without affecting all of Feral's damage.
At its core, Feral's damage is made up of direct damage (Autoattacks, Shred, Ferocious Bite), and bleed damage (
). Haste improves the direct damage, and Mastery improves the bleed damage. Balancing both sides of that relationship ensures that Haste and Mastery stay balanced. There are many elements on both sides of that equation (and thus, many tuning knobs). Baseline ability costs and damage, and especially talents. (People also commonly forget the impact talents have on stat values, only paying attention to whatever the current meta follows as the highest DPS talent selection.
Currently on live, that equation is rather unbalanced in favor of the bleeds. That's supported by base damage, and heavily reinforced by talents that favor them (
most of all), and a current tier set bonus that effectively acts as a large amount of Haste (reducing the value of more Haste). If the direct damage were stronger, and Haste-favored talents (such as
) were stronger, and set bonuses were different, that could swing the other way.
s are a new wrinkle in balancing this equation for Legion, and we'll have to ensure that it doesn't skew that balance. I agree that artifact traits currently favor bleeds, and we can tune the artifact to solve that, and also tune the core abilities to assist.
We'll get there, and we'll certainly find the assistance of the Feral theorycrafters valuable. Please keep an open mind, and consider all of the possibilities, not just the accepted meta. Thanks!
I agree that the core gameplay is looking really good right now (especially once the T18 set bonus is gone), and we don't want to change that.
I don't think the gameplay will change much due to stat balance tuning, though. (At least, I'm not looking for it to change). In fact, unlike many of our rotations, I think the Feral one is fairly resilient to change. In many other specs, it can be a 'house of cards', where it's challenging to adjust tuning on one thing, without risking breaking the rotation when you consider some other talent setup or ability. Feral, however, is fairly elegant in its mechanics. To break it you'd have to really push some ability so far that
or something silly, which is easy to avoid doing.
Regarding the commonly suggested change of making bleeds tick faster with haste, we see that as solving the stat balance problem, while actually making a bigger problem worse. The fact that the direct damage is so much weaker than bleeds is a problem that we need to fix anyway. If Feral bleeds ticked faster with Haste, that would just be doubling down even further on "Bleeds are all amazing, DD is terrible, it hardly matters if you
well." The gameplay works best when you care about both sides of that situation. Making bleeds tick faster with Haste would just be pushing even more weight onto that side of the table. Making them balanced isn't going to change that gameplay about caring about bleed uptime. In fact it will increase the skillcap. The more unbalanced that equation is, the less skillfully balancing both of them matters.
Would still like some control over Hati, only way I can get it to stop attacking anything is if I unequip my weapon.
Without taking Chimaera Shot, I find some areas of downtime in my rotation if I get unlucky with Wild Call, which I don't like (feels sluggish and boring)
Is Bestial Wrath meant to make you, your pet and Hati translucent and slightly red or is that broken?
Hati should (may still have bugs) follow all commands you give your pet.
Beast Mastery is a Focus-based spec, so should not be GCD-locked. Talent choices allow you to customize how high your GCD utilization is.
Zorn des Wildtiers
making you partially transparent is a bug.
Sorry? Can you elaborate on this a bit?
Why would a focus based spec not be GCD locking? We've historically been the poster boy class for filled GCDs and high APM workflow, so I'm assuming there's a different thought process regarding what involves being GCD capped (like cast times).
edit; to clarify here, there's nothing wrong with a hunter spec being designed around having downtime, but I don't think "because you use focus" is the reason.
It's a spec that uses Focus as its primary resource, and doesn't have a spammable filler, nor any form of variable Focus consumption. If it were GCD-locked, Focus would be pointless.
increased GCD on top of that makes it even harder to maintain those short duration debuffs on target...
Aye, the durations of Deadeye and
will be going up in adjustment. I believe there's an artifact trait that will be adjusted as well.
No, it's not intended that
doesn't apply to
Several changes are coming regarding traps that didn't make it in in time for today's Alpha build. Traps will no longer share a cooldown, and their cooldowns are being significantly lowered. Additionally, many trap talents had placeholder damage numbers, and are being fixed to actually do respectable damage.
's baseline damage is also going up massively, such that it'll be worth using even against a single target. Keep these changes in mind, and continue giving us constructive feedback, thanks!
Undoubtedly, Phoenix Flames has dominated the feedback about Fire Mages. We've heard you, and have had plans to change it, just hadn't gotten a chance to do so yet. We wanted to let you know that it will be changing, so that hopefully you all can focus on discussing any other concerns/feedback about Fire. The current plan is that it will become its own separate active button, with up to 3 charges (45sec recharge), and a proc on
tick to generate an additional charge. In the next build, you should be able to give that a try. Thanks!
1) One of the "major talents" -
Es ist kalt draußen
- will be completely useless if you take the Lonely Winter talent, for those people who want to play with no pet to worry about. You should add something to that talent for Lonely winter players
I believe it already does. Anywhere a trait buffs an ability that is replaced with a talent, the trait should buff the talent instead.
should work, just a bug.
That's a bug; RSK's cooldown should be back to what it was next build.
The change to
Tritt der aufgehenden Sonne
's cooldown accidentally broke it for
interaction; that'll get fixed. With that fixed,
should be working pretty solidly with the new Mastery. It does cause you to cap Energy, but that's expected when you make everything free.
Sturm, Erde und Feuer
: Is it possible to have guardians like from
Sturm, Erde und Feuer
give xp/loot credit if they attack something and kill it without us cleaving onto it? If we pull 3 mobs with SEF and they don't group up perfectly to get cleaved by FoF from our main body, or we don't actively target them, then we get no loot or
This is on our list to investigate. We'll likely be able to make it count as long as an ability damaged them, not just the SEF's auto attacks.
Auge des Tigers
: Is it suppose to roll damage/HoT from every
or just refresh duration? Is the debuff only suppose to be able to be on one target?
Refresh. It's a single target DoT to maintain. It's intentionally the very passive option on the row, if you prefer that gameplay.
: A couple builds ago this ability was changed to move much slower around you and in a weird path that usually ends with all 4 stopping in front of you. The orbs are too close to the player and don't always hit the target you're right in front of.
Sounds like just bugs. They should smoothly orbit around you.
: I have never liked this ability as WW. On paper is looks fine, but in a raid encounter the extra chi usually comes when I'm not expecting and ends up getting wasted by either capping and not dropping an orb (bug), or dropping the orb while moving so I would have to go out of melee range to pick up the chi orb.
This is improved (solved?) in Legion. It just saves it until you can benefit from it, no more orb, no more potential waste.
1.5 min cd and Energizing Elixirs 1 min cd are the only 2 abilities that we have now to activate this talent (besides dropping in health). Could this be changed to be a usable ability similar to the rogue healing flask or switch what the ability procs off of?
In what ways is the automatic trigger on getting knocked low not sufficient? The trigger on ability use is supposed to be just gravy, on top of that.
The only problem I see in the current iteration is the fact that you can be at 3 chi out of 5 with the talent, The buff procs, Tiger Palm, and the buff goes away. Meaning you use up the buff first, but un-intentionally wasting a chi builder from Tiger Palm.
If it allows for the full Tiger palm chi generation plus the
(meaning it only gets used up when you tiger palm at 0, 1, or 2 chi) then it would be useful. But currently in my API, I have to force the simulation to ONLY Tiger Palm at 0, 1, or 2 chi while the buff is up, otherwise Tiger Palm at 0, 1, 2, or 3 chi.
This will be fixed.
Any way with the new Haste changes that we could get
to behave like other channeled spells (Drain Soul, etc) and have Haste add an extra instance of damage?
Channeled spells do not get additional ticks with Haste.
Sturm, Erde und Feuer
Clones still jumps to monsters out of combat pulling extra stuff. THEY STILL jumps to critters too.
Im really scared to use them in dungeons atm so im not sure if I like the new
Sturm, Erde und Feuer
This will be fixed.
Void Bolt's cooldown is no longer affected by haste in this build, assuming this is a bug.
This is a bug and should be fixed in the next build.
The 1.0 sec GCD floor is disappointing news. Do Shadow Priests just need to have awkward haste caps all expansion as a result of GCD overage and Void Form stacks?
Voidform gives some added room to below the 1.0 GCD floor so that you don't hit it during normal play (you may during Surrender to Madness).
The bug that I mean is activating
and not having the stealth bar pop up.
This is not a bug. The thought is that there are so few buttons that require stealth, it's not worth having stealth be a forced separate action bar (it still can be, through macros/addons if you prefer). That's certainly subjective, of course, and we're interested in feedback from everyone on that.
One of the most common feedback topics here is AoE; we're not ignoring that. Subtlety AoE is divisive, for sure. Some like it (and so aren't posting here), and some dislike it. We're fine with that. Subtlety has a very different, but extremely strong in its own way, form of DPSing in AoE situations. If it's a style you're not comfortable with, it's OK to prefer other specs that have more traditional forms of AoE gameplay.
There's also discussion about talents. Subtlety is trying to satisfy a wider variety of players than before, and its talents reflect it. Something that "should be baseline" to you, is likely "avoid at all costs" to someone else, and so fits well as a talent. There's definitely tweaks we can do to talents to improve them, and we'll continue iterating, though.
A few notable changes are coming soon but didn't make it in in time for today's Alpha build, but you can keep these in mind when giving feedback. Several talents are going to swap places to create more better choices among their talent row. Also, Spiritual Resonance and Fist of Stone are being replaced with two new talents. One will add a proc to make your next
free and double damage. The other will replace Rockbiter with a stronger ability with charges and a short recharge time. This will provide a non-GCD-locked playstyle option, if you prefer that combat style. Keep up the constructive feedback, thanks!
Totem des Schutzes der Ahnen
's effect is not intended to consume a combat resurrection charge in raids (if it did, it would provide no benefit to a raid group). Please let us know if you see it do so on alpha. As people surmised, the changes in this build are meant to bolster the intended use of the spell--protecting the raid during what the Shaman deems to be the most dangerous portion of the encounter.
Seelenstärke der Ahnen
shares the name of the similar effect from past expansions, it does not have nearly the same consistent raid coverage or uptime, which may be coloring the first impressions. It is a powerful effect and can be tuned however necessary during the alpha while observing its uptime in practical situations.
A damage cap on
Totem des Schutzes der Ahnen
triggering (much like Guardian Spirit, which is the spell most similar) is something we've discussed and have always known is an easy option if it winds up being needed. That said, if the only major concern with the talent is that it will be abused in a Mythic raid context to break encounters in problematic ways, there is the entire alpha (with most raid testing yet to come) to give specific feedback on encounter situations. The argument that there is a serious problem will be better handled in the context of real examples that we can evaluate and decide how to handle. Bear in mind that we have a default preference for class abilities to work as advertised in all game situations.
Please do give the feedback when you have significant examples however; this is exactly what alpha/beta is for, and this is an unusual ability that we want to watch throughout. All this is is to say--we don't necessarily want to have the world where new and unusual class abilities are filtered through a gauntlet of potential high-level raid problems (or severely premature analyses of Mythic raid compositions) and "fixed" before they've been played with in that context or in any other. Most broadly, as always, the best mode of alpha feedback to describe actual experiences (positive and negative) from playing the game.
A couple important changes didn't make it in in time for today's Alpha build, but we wanted to share now, to help guide feedback.
's effect is being replaced with the
Grimoire der Überlegenheit
effect (permanent Doomguard/
Grimoire der Überlegenheit
is being replaced with a new passive talent, Soul Conduit, which causes each Soul Shard you spend to have a chance to be immediately refunded (chance rolled individually per Soul Shard).
Additionally, there's another change coming, specific to Affliction's artifact. Souls for the artifact will no longer be targetable units; they will instead be just a soul that appears when you kill an enemy, plus occasionally escaping from the artifact. The artifact's active button will consume all of the nearby souls, and grant you the buff for 5sec per soul consumed. No more targeting/killing souls required.
Thanks for all the constructive feedback, and keep it coming!
In addition to the changes above, next build should have a significant buff to
Grimoire der Dienstbarkeit
for all specs. We want to make sure it remains attractive as an all-purpose talent option for those who want to retain the standard Warlock-with-Imp/Felhunter/Felguard (based on spec) profile.
Hopefully there will be a buff or some way to track how many souls are active so we know exactly what our buff will be.
The button will show it.
is a talent that is loved by some people, and hated by some people. Being an optional talent, that's fine, as long as other competing talents are attractive gameplay to you; are they? Why or why not? Remember to ignore tuning; the "best" talent on the row, DPS-wise, is irrelevant at this point.
You should be seeing "A powerful spell is already active" if you recast Doom on a target that already has Doom and is not near the end of its duration. If your cast fizzles out with no error, that's a bug.
Hand of Doom works the same way--this does mean you can have minor gaps in Doom uptime with Hand of Doom, but the talent's value is not significantly impacted.
Doppelt hält besser
is even harder to take now, as it competes with a damage effective Storm Bolt and Shockwaves AoE stun. I really don't like this restriction on mobility, but I'll excuse it if you finally give us a Kills reset the CD on Charge.
are no longer DPS gains. They're now utility.
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