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Djin Council

 
Répondre au sujet    Nuke Index du Forum -> Salon de Guilde -> Stratégie -> Raid 25 cataclysme -> Trône des quatre Vents
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MessagePosté le: Sam 13 Nov - 01:12 (2010)    Sujet du message: Djin Council Répondre en citant

As the brave adventurers enter the Throne of the Four Winds from the Southern platform, they can see the Mighty Al'Akir in a central platform. However the way to him is blocked by a trio of genies, each born of a single element. One ice, one nature and one wind. It seems that the path has been split in three and the once strong group must split asunder in order to delve further into this place... Whatever will happen to them?
 
Raid Setup (10 man):
 
2 Tanks
3 Healers
5 DPS
 
Raid Setup (25 man):
 
3 Tanks
6 Healers
16 DPS
 
Bosses and their Abilities:
 
Anshal (West) - 4.12 Million health (10 man), 17 Million (25 man)
 
Withering Winds - Shadow Damage & -100% Healing - Zone wide when no one is on his platform.
Soothing Breeze - On ground around random target - heals boss, silences and pacifies players.
Nurture - Summons adds 
Ravenous Creeper - Melee damage & Toxic Spores - Nature damage every second for 5 seconds, up to 25 stacks.
At full energy:
Zephyr - Heals and increases damage done by boss (& adds if any are up) 
 
Rohash (East) - 4.12 Million health (10 man), 17 Million (25 man)
Deafening Winds - Nature Damage & Silence - Zone wide when no one is on his platform.
Slicing Gale - Steady Nature Damage Aura.
Winds of Change - Very hard to see ability that spins around the room knocking back anyone that it hits (RE: C'thun eyebeam).
At full energy:
Hurricane - Vortex, Nature DoT & launched into air (fall damage).
 
Nezir (North) - 7.21M Million health (10 man), 25 Million (25 man)
Chilling Winds - Frost Damage & -500% Haste - Zone wide when no one is on his platform.
Wind Chill - Frost Damage & +10% Frost damage taken stacking debuff.
Frost Patch - Puts frost patches on the ground
Permafrost - AoE Conal Frost damage.
At full energy:
Sleet Storm - 15 second Frost DoT, split between whole platform.



Overview of each Boss:
 
The basis of this fight is that you need to have at least 1 person on each of the platforms or they throw up a zonewide debuff that will screw you over. 
 
Rohash (The Eastern One) is tankable by a healer or dps, and is a real pain to attack with melees as there are 3 tornados flying around that platform that do high damage, pretty much unhealable. This means you need to have one healer and one dpser over there (10 man), and 2 healers 1 dpser (25 man). He also has an ability that throws everyone on that platform in the air he uses when he gets to 100% energy. This means that the DPSer or Healer needs to have levitate/slow fall, so one of them has to be either a mage or priest. He also does an ability called Winds of Change, which is a C'thun beam style ability, but if you get hit by it you take a lot of damage + get knocked off the platform (and the winds that carry you back up are buggy and so don't always save you). Also, if nobody is on the platform the entire raid gets silenced + stacking nature damage, and this will trigger if you get knocked off. This ability is very hard to see so be very careful! His normal attack is a weak ranged attack with a 1.5 to 2 second cast time, easily tankable by any ranged dps or healer.
 
Anshal (The Western One) You should start the fight with one tank and one healer with him (10 man), two healers one tank and two AoE dps (25 man). The tank should focus dpsing down the adds, as they dont have much HP (on 10 man tank can solo, on 25 man you'll need 2-3 AoE dps there to help out), and make sure the boss and none of the adds are in the void zone he spawns (Soothing Breeze). 
When he gets full energy he casts Zephyr. This is a channeled spell similar to tranquility, healing the boss and all adds and giving them all a stacking buff increasing damage by a large amount. Until the buff fades the boss will REALLY hit hard, so make sure to get cooldowns on the tank.
 
Nezir (The Northern One) should also start the fight with one tank and one healer (10 man), one tank and two healers (25 man). This guy has a lot more health than the other two in both difficulties, so the majority of your time will be spent here (unless you are assigned full time to somewhere else). This boss does a stacking debuff increasing frost damage taken by 10% each stack, as well as a frost damage aura, so you will need your tank/healer(s) assigned here to switch with the tank/healer(s) assigned to Anshal (western one) after around 3-4 stacks. This is done by both teams going and jumping at the same time, this results in no debuff because it takes a good few seconds with nobody on the platform for those to take effect, and makes the swaps as pain free as possible.
This guy's main ability is a frontal cone of frost damage. It's high damage so make sure it's facing away from any DPSers. He also does frost patches on the ground quite often which provide a slow and high DoT to those foolish enough to stay in it.
When this guy gets full energy he does a 15 second "Sleet Storm" which is a powerful frost damage DoT, also affected by the stacking debuff. Just power-heal through it and it will be fine.
 
The Fight:
 
Basically you split your raid into the appropriate groups and you are able to go to your respective platforms before you engage as well, their aggro radius is quite small. You will need to use slightly different tactics on 10 to 25 man, so I'll separate them below. These are the general areas that overlap on both difficulties.
All 3 of them need to die within 60 seconds of eachother, once one "dies" it channels a 60 second long buff called "Gather Power". Not acually sure what happens when it finishes channeling, however I'm pretty sure it will be either a full heal or some insta-kill of everyone, especially with a cast time that long.
Another thing to watch out for is that when they get 100 energy and do their ultimate attacks, the wind tunnels you use to  travel from platform to platform on are disabled for the 15-20 seconds they have their abilities up. So be careful with jumping during those times!
 
10 man:
 
So you have 1 tank, 1 healer go to Anshal (Nature guy, west platform) and 1 tank, 1 healer go to Nezir (Frost guy, north platform). The rest of your raid (5 dps, 1 healer) will head to Rohash (Wind guy, east platform). On the pull you have all dps nuke down Rohash to around 50% health, then all but the assigned 1 dps and 1 healer jump over to Nezir (Northern platform). At about the same time you will be doing your first tank swap to reset the stacks (if you have good dps).
The 4 dps that go to Nezir will dps him down to about 20% while the dps that remained with Rohash will continue nuking him but not killing, of course. Once Nezir is on 20%, you jump over to Anshal (about the same time as the next tank swap if you have good dps) and kill him. Once Anshal dies, Rohash will be on 5-10%, and then all dps from Anshal's platform (plus the tank and healer) can jump over to Nezir and finish it off about the same time as the single DPS finishes off Rohash. 
Overall a simple fight, they die very fast as they have low health, once you know their abilities and what to look out for then it's very easy to counter/avoid everything.
 
25 man:
 
For this fight on 25 man you will need 1 tank, 2 healers and 2-3 DPS (with AoE capabilities) to be assigned full time to Anshal (Nature guy, west platform). 1 tank and 2 healers full time on Nezir (Frost guy, north platform) and 2 healers and 2 dps assigned to Rohash (Wind guy, east platform). That leaves 12-13 DPS left unassigned. The best way to sort this is to split them up into 2 groups, one group being ranged dps and one being melee, seeing as melee can't really dps Rohash.
 
You then assign them to alternate dps between Nezir and either Anshal (melee) or Rohash (ranged), switching when the frost stacks get too high. 
The tank swaps will happen every 3-4 stacks, the tank/healer squad from both Nezirs and Anshals platform will jump at the same time with the tanks quickly picking up the bosses when they land.
Rince and repeat this until they start getting low, aim to get Anshal and Rohash to around 5-8%, and Nezir to 10%. Get the DPS teams to finish the outer adds, jump together to the middle, bloodlust and win. As long as you are careful of the abilities and get the stacks under control the fight is fairly simple.
 
Youtube Links:

First video: <Ensidia> 10 man, Hunter PoV



Second video: <For the Horde> 25 man kill. Mage PoV

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MessagePosté le: Sam 13 Nov - 01:12 (2010)    Sujet du message: Publicité

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MessagePosté le: Dim 14 Nov - 14:00 (2010)    Sujet du message: Djin Council Répondre en citant

As the brave adventurers enter the Throne of the Four Winds from the Southern platform, they can see the Mighty Al'Akir in a central platform. However the way to him is blocked by a trio of genies, each born of a single element. One ice, one nature and one wind. It seems that the path has been split in three and the once strong group must split asunder in order to delve further into this place... Whatever will happen to them?


Traduction :


Alors que les braves aventuriers entre dans le Trone des Quatre Vents par la plateforme sud, ils peuvent voir le puissant Al'Akir dans la plateforme centrale. Cependant le chemin est bloqué par un trio de génies, chacun venant d'un element.
L'un de glace, un de nature, et l'autre du vent. Il semblerai que le passage se sépare en 3, et que nos aventuriers doivent se séparer pour aller plus loin.
Que va t-il leur arriver?
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MessagePosté le: Dim 14 Nov - 14:14 (2010)    Sujet du message: Djin Council Répondre en citant

Bosses and their Abilities:

Anshal (West) - 4.12 Million health (10 man), 17 Million (25 man)

Withering Winds - Shadow Damage & -100% Healing - Zone wide when no one is on his platform.
Soothing Breeze - On ground around random target - heals boss, silences and pacifies players.
Nurture - Summons adds
Ravenous Creeper - Melee damage & Toxic Spores - Nature damage every second for 5 seconds, up to 25 stacks.
At full energy:
Zephyr - Heals and increases damage done by boss (& adds if any are up)

Rohash (East) - 4.12 Million health (10 man), 17 Million (25 man)
Deafening Winds - Nature Damage & Silence - Zone wide when no one is on his platform.
Slicing Gale - Steady Nature Damage Aura.
Winds of Change - Very hard to see ability that spins around the room knocking back anyone that it hits (RE: C'thun eyebeam).
At full energy:
Hurricane - Vortex, Nature DoT & launched into air (fall damage).

Nezir (North) - 7.21M Million health (10 man), 25 Million (25 man)
Chilling Winds - Frost Damage & -500% Haste - Zone wide when no one is on his platform.
Wind Chill - Frost Damage & +10% Frost damage taken stacking debuff.
Frost Patch - Puts frost patches on the ground
Permafrost - AoE Conal Frost damage.
At full energy:

Sleet Storm - 15 second Frost DoT, split between whole platform.



Traduction :


Boss et capacités :


Anshal (Ouest) - 4.12millions de pv a 10 et 17millions a 25


Vents de Fletrissure - Dégats d'ombre et -100% au heal. Zone quand personne ne se trouve sur sa plateforme.
Brise Apaisante - Sur le sol autour d'une cible aléatoire - Heal le boss et pacifie les joueurs (pas d'action possible)
Elever - Invoque des adds
Lianes Affamées - Dégats au cac et Spores Toxiques - Dégats de nature toutes les 5secondes, stackable 25gois.
Quand son énergie est full : Zephyr - Heal et augmente les dégats du boss (et de ses adds si il y en a)


Rohash (Est) - Meme pvs que Anshal


Vents Assourdissants - Degats de nature et silence - Zone quand personne n'est sur sa plateforme.
Vent Tranchant - Aura de dégats de nature
Vents du Changement - Capacité très dure a voir, qui toune autour de la salle et knockback ceux qu'elle touche (rayon de c'thun)
Quand son énergie est full : -Ouragan - Vortex, dot de nature et bump aérien (avec dégats de chute)


Nézir (Nord) - 7,12millions d'hp a 10 et 25millions a 25.


Vents Glacants - Dégats de givre et -500% de hate - Zone quand personne n'est sur sa plateforme
Gel du Vent - Dégats de givre + 10% de dégats de frost subis par stack.
Plaque de glace - Pose une plaque de glace au sol.
Permafrost - Aoe de givre en cone.
Quand son énergie est full : Tempete de Neige Fondue - dégats de givre séparés entre tout les joueurs sur la plateforme.
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MessagePosté le: Dim 14 Nov - 20:45 (2010)    Sujet du message: Djin Council Répondre en citant

Overview of each Boss:

The basis of this fight is that you need to have at least 1 person on each of the platforms or they throw up a zonewide debuff that will screw you over.

Rohash (The Eastern One) is tankable by a healer or dps, and is a real pain to attack with melees as there are 3 tornados flying around that platform that do high damage, pretty much unhealable. This means you need to have one healer and one dpser over there (10 man), and 2 healers 1 dpser (25 man). He also has an ability that throws everyone on that platform in the air he uses when he gets to 100% energy. This means that the DPSer or Healer needs to have levitate/slow fall, so one of them has to be either a mage or priest. He also does an ability called Winds of Change, which is a C'thun beam style ability, but if you get hit by it you take a lot of damage + get knocked off the platform (and the winds that carry you back up are buggy and so don't always save you). Also, if nobody is on the platform the entire raid gets silenced + stacking nature damage, and this will trigger if you get knocked off. This ability is very hard to see so be very careful! His normal attack is a weak ranged attack with a 1.5 to 2 second cast time, easily tankable by any ranged dps or healer.

Anshal (The Western One) You should start the fight with one tank and one healer with him (10 man), two healers one tank and two AoE dps (25 man). The tank should focus dpsing down the adds, as they dont have much HP (on 10 man tank can solo, on 25 man you'll need 2-3 AoE dps there to help out), and make sure the boss and none of the adds are in the void zone he spawns (Soothing Breeze).
When he gets full energy he casts Zephyr. This is a channeled spell similar to tranquility, healing the boss and all adds and giving them all a stacking buff increasing damage by a large amount. Until the buff fades the boss will REALLY hit hard, so make sure to get cooldowns on the tank.

Nezir (The Northern One) should also start the fight with one tank and one healer (10 man), one tank and two healers (25 man). This guy has a lot more health than the other two in both difficulties, so the majority of your time will be spent here (unless you are assigned full time to somewhere else). This boss does a stacking debuff increasing frost damage taken by 10% each stack, as well as a frost damage aura, so you will need your tank/healer(s) assigned here to switch with the tank/healer(s) assigned to Anshal (western one) after around 3-4 stacks. This is done by both teams going and jumping at the same time, this results in no debuff because it takes a good few seconds with nobody on the platform for those to take effect, and makes the swaps as pain free as possible.
This guy's main ability is a frontal cone of frost damage. It's high damage so make sure it's facing away from any DPSers. He also does frost patches on the ground quite often which provide a slow and high DoT to those foolish enough to stay in it.

When this guy gets full energy he does a 15 second "Sleet Storm" which is a powerful frost damage DoT, also affected by the stacking debuff. Just power-heal through it and it will be fine.



Vue d'ensemble de chaque boss :


La base du fight est qu'il vous faut toujours une personne sur chaque personne, sans quoi vous aller vous faire zoner et zerg a la seconde d'après.


Rohash (celui de l'est) est tankable par un heal ou un dps, et c'est en plus une vraie plaie pour l'attaquer au cac car il y a 3 tordanes qui volent autour de la plateforme, qui font des dégats tels qu'ils sont pratiquement inhealables. Ce qui veut dire que vous devez avoir 1 heal et 1 dps sur cette plateforme (en 10) et 2 heal, 1 dps a 25. Il a en plus une abilité qui envoie voler les joueurs quand il passe a 100 d'energie. Ce qui veut dire que les personnes sur cette plateforme auront besoin de levitation ou de chute lente, prenez donc un pretre ou un mage au moins.Il a également un rayon a la C'thun qui vous envoie valser en dehors de la plateforme, les tornades seront sensés vous sauver, mais comme elles sont assez bugées, en général vous mourrerez. De plus si il n'y personne sur la plateforme, le raid entier va se faire CS + stack de debuff nature.  Le rayon est très difficile a voir alors soyez hyper attentifs. La seule autre attaque du boss est son attaque standard, un cast de 2sec, qui fait peu de dégats, c'est pour cela qu'il est tankable par un dps distance ou un healer.


Anshal (celui de l'ouest) Vous devriez commencer le combat avec un tank et un heal a 10, 2 heal + 1 tank + 2 dps aoe en 25.Le tank devra se concentrer au dps sur les adds, ils ont peu de HP ( a 10 ils sont solotables par le tank, et a 25 il vous faudra 2 3 dps aoe pour cela) . Le tank devra également faire en sorte que ni les adds ni le boss ne restent dans les aoe au sol qu'il fais pop.
Quand il passe full energie, il lance zephyr. C'est une canalisation similaire a la Tranquilité du druide, qui soigne le boss et les adds, + un buff stackable qui augmente grandement les dégats faits, tant que le buff n'est pas parti le tank va prendre très très cher, soyez sur de pouvoir poser des CD sur le tank pendant ce temps.


Nezir (celui du nord) devra également avoir un  heal et un tank ( en 10) et 1 tank + 2 heal en 25. Celui la a beaucoup plus de hp que les autres. La majorité de votre temps sera passé ici (sauf si votre assignation est exclusivement sur une autre plateforme). Le boss fait stack un debuff qui augmente les dégats de givre, ainsi qu'une aura de dmg frost. Il faudra donc que les tank et heal assignés sur lui switch avec ceux sur Anshal (a l'ouest) tout les 3 4 stacks. Il faut que les 2 "équipes" changent de plateforme en sautant en meme temps, ce qui se soldera par 0 casts de la part des 2 boss. 
La principale action de ce boss est un cone de froid, qui fait très mal, faites en sorte de ne pas le mettre face au dps. Il fait également les flaques de givre au sol, qui ralentissent et qui DOT les pécors qui resteront dedans (et ca fait mal)
Quand ce boss passe full énergie, il cast un gros dot de givre affectés en plus par les stacks, overheal dessus et ca devrait passer.
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MessagePosté le: Dim 14 Nov - 20:51 (2010)    Sujet du message: Djin Council Répondre en citant

The Fight:

Basically you split your raid into the appropriate groups and you are able to go to your respective platforms before you engage as well, their aggro radius is quite small. You will need to use slightly different tactics on 10 to 25 man, so I'll separate them below. These are the general areas that overlap on both difficulties.
All 3 of them need to die within 60 seconds of eachother, once one "dies" it channels a 60 second long buff called "Gather Power". Not acually sure what happens when it finishes channeling, however I'm pretty sure it will be either a full heal or some insta-kill of everyone, especially with a cast time that long.

Another thing to watch out for is that when they get 100 energy and do their ultimate attacks, the wind tunnels you use to travel from platform to platform on are disabled for the 15-20 seconds they have their abilities up. So be careful with jumping during those times!



Traduction :


Le combat :


Pour commencer, divisez votre raid dans chaque plateforme, et vous pourrez aller sur vos plateformes respectives avant d'engager le fight, le rayon d'aggro des boss est très petit. Vous aller devoir utiliser des strats assez différentes en 10 et en 25. 
Vous allez devoir tuer les 3 boss a 1min d'intervalle, car une fois que l'un meurt, il canalise un sort de 1min appelé "Partage du pouvoir". Personne ne sait ce que ca fait, mais c'est a peu près sur qu'il se remettent full life, ou qu'ils butent tout le raid d'un coup, surtout avec un cast aussi long.
Une autre chose a regarde est leur barre d'energie, quand elle est full ils cast une grosse attaque, les tunnels de vent que vous utilisez pour passer de plateforme en plateforme sont inactives pendant les 15 secondes qui suivent leurs ultimates. Faites donc attention en traversant les tunnels.
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MessagePosté le: Dim 14 Nov - 20:58 (2010)    Sujet du message: Djin Council Répondre en citant

10 man:

So you have 1 tank, 1 healer go to Anshal (Nature guy, west platform) and 1 tank, 1 healer go to Nezir (Frost guy, north platform). The rest of your raid (5 dps, 1 healer) will head to Rohash (Wind guy, east platform). On the pull you have all dps nuke down Rohash to around 50% health, then all but the assigned 1 dps and 1 healer jump over to Nezir (Northern platform). At about the same time you will be doing your first tank swap to reset the stacks (if you have good dps).
The 4 dps that go to Nezir will dps him down to about 20% while the dps that remained with Rohash will continue nuking him but not killing, of course. Once Nezir is on 20%, you jump over to Anshal (about the same time as the next tank swap if you have good dps) and kill him. Once Anshal dies, Rohash will be on 5-10%, and then all dps from Anshal's platform (plus the tank and healer) can jump over to Nezir and finish it off about the same time as the single DPS finishes off Rohash.

Overall a simple fight, they die very fast as they have low health, once you know their abilities and what to look out for then it's very easy to counter/avoid everything.



Traduction :


a 10 :


Mettez un tank et un heal sur Anshal a l'ouest, 1 tank et un heal sur Nezir au nord. Mettez le reste du raid sur Rohash a l'est. Au pull ,burstez Rohash jusqu'a le mettre a 50%, puis tout le monde sauf 1 dps et 1 heal passent sur Nezir au nord. Si votre dps est bon vous devrez switch également les tanks et heal entre Nezir et Anshal.
Les 4 dps vont sur Nezir et le dps jusqu'a 20%, pendant que le dps restant sur Rohash le descend également, sans le tuer bien sur. Une fois que Nezir est a 20%, sautez vers Anshal puis tuez le (environ en meme temps que le 2eme switch entre Nezir et Anshal) Une fois Anshal mort, Rohash devrait etre vers 5-10%, puis tout les dps qui etaient sur Anshal passent sur Nezir et le tue en meme temps que le dps tout seul acheve Rohash.
Un combat assez simple donc, les boss meurent très vite, une fois que vous etes habitués a leurs capacités, ca devient facile de tout esquiver.
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MessagePosté le: Dim 14 Nov - 21:03 (2010)    Sujet du message: Djin Council Répondre en citant

25 man:

For this fight on 25 man you will need 1 tank, 2 healers and 2-3 DPS (with AoE capabilities) to be assigned full time to Anshal (Nature guy, west platform). 1 tank and 2 healers full time on Nezir (Frost guy, north platform) and 2 healers and 2 dps assigned to Rohash (Wind guy, east platform). That leaves 12-13 DPS left unassigned. The best way to sort this is to split them up into 2 groups, one group being ranged dps and one being melee, seeing as melee can't really dps Rohash.

You then assign them to alternate dps between Nezir and either Anshal (melee) or Rohash (ranged), switching when the frost stacks get too high.
The tank swaps will happen every 3-4 stacks, the tank/healer squad from both Nezirs and Anshals platform will jump at the same time with the tanks quickly picking up the bosses when they land.

Rince and repeat this until they start getting low, aim to get Anshal and Rohash to around 5-8%, and Nezir to 10%. Get the DPS teams to finish the outer adds, jump together to the middle, bloodlust and win. As long as you are careful of the abilities and get the stacks under control the fight is fairly simple.


Traduction : 



A 25 :


Pour ce fight en 25, vous allez mettre 1 tank 2 heal et 2 ou 3 dps aoe sur Anshal a l'ouest. 1 tank et 2 heal sur Nezir (nord) et 2 heal + 2 dps sur Rohash (est). Ce qui laisse a 12 13 dps non assignés, séparez les en 2 groupes, cac et ranged.


Les cacs switcheront entre Nezir et Anshal, tandis que les ranged switcheront entre Nezir et Rohash, ils switcheront quand ils auront trop de dot de givre de Nezir.
Les switchs de Tanks se feront tout les 3 4 stacks, les tanks et heal de Nezir et Anshal switcheront en meme temps, les tanks reprendront vite les boss a l'aterissage. Mettez Nezir a 10%, les cacs mettront Anshal a 5%, les ranged feront de meme avec Rohash, butez les 2 en meme temps, puis passez au middle, lachez la BL et achevez Nezir. Tant que vous esquivez les capacités, et gérez les switch de tank, tout se passera trèèèès bien !
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MessagePosté le: Jeu 25 Nov - 18:57 (2010)    Sujet du message: Djin Council Répondre en citant

Traduite et lue
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MessagePosté le: Ven 26 Nov - 02:26 (2010)    Sujet du message: Djin Council Répondre en citant

hébé !

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MessagePosté le: Ven 26 Nov - 07:44 (2010)    Sujet du message: Djin Council Répondre en citant

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MessagePosté le: Ven 26 Nov - 12:53 (2010)    Sujet du message: Djin Council Répondre en citant

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MessagePosté le: Jeu 2 Déc - 18:32 (2010)    Sujet du message: Djin Council Répondre en citant

Strat ok Okay  merci pour la traduction Tzaynsh
 
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