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Albion Online: PvP and PvE Roams, PvP Solo

Albion Online: PvP and PvE Roams, PvP Solo

Category Archives: Albion Online PvP

Albion Online PvP

RoIStore.com, One Of The Best Riders of Icarus Gold Shop With No Complaints

22 Thursday Dec 2016

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If want to buy Riders of Icarus gold online, you will discover that there are
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which should be the best, at least , which shop is a reliable and professionable one.

Actually, a great deal of Riders of Icarus gold shops online are honest for the most
part even though there are some that are not so honest, and then there is some intend
to be honest but provide to be very questionable. One shop in particular has been the
leader in the Cheap Icarus Gold industry for a long time and i would like to
give a review of this one. That’s RoIStore.com, which i think is one of the best
Riders of Icarus gold shop with very few complaints in the past years.

Of all the complaints feedback about MMO shops, the delivery time is the question that
most of the buyers concerned about. You must often complaints that it takes too much
time to get what you have paid. Many Riders of Icarus gold store start to collecting
the gold after you purchased, so it needs a long time to finish your order. That’s why
you have to wait for so long to get the Riders of Icarus gold.

roistore-banner_16

This will not happen to a professional and reliable shop, like RoIStore.com, they
always have enough Riders of Icarus gold in the stock on each server. You can check
how much are available on your server and faction before you place the order. This
will automatically updated once some Riders of Icarus Gold are taken away by their
delivery guy. So what you have seen is the right amount gold they have in stock. It’s
more convenient and cut down the time you have to wait.

In order to stand out from the countless Riders of Icarus gold sellers, we need to
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Simple ordering process, fast delivery in accordance with satisfied live chat help
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Media Contact
Person: Mark
EMail: gamehelper365@gmail.com
Skype: gamehelp365
Website: http://www.roistore.com/

How to Buy Limited Supply Riders of Icarus Items to get Riders of Icarus Gold?

14 Wednesday Dec 2016

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December 14, 2016 – In Riders of Icarus, Riders of Icarus currency is extremely important to players. You are able to utilize Riders of Icarus gold to buy everything you need in the game, such as armors, weapons, drugs and other things. However, it is a little hard to gather much. Here we will offer a strategy to make Riders of Icarus gold easily. Of course, if you hope to buy Riders of Icarus gold, welcome buy from us — RoIStore.com!

This strategy to make gold has yet to be used to its full potential. Some people do take advantage of this but not enough so you can still make a lot of Riders of Icarus Gold using this technique. The only question people have about this is where do I find the limited supply items at? Don’t worry I do go through that in other guides on the site.

First and foremost, what is a limited supply item?
A limited supply item is an item for sale from a vendor but the vendor only has a very limited supply of items for sale. You can know this by the item having a number in the bottom right corner of the picture. These items do respawn, while some take 30 minutes to respawn others take up to 24-48 hrs!

How to Buy Limited Supply Riders of Icarus Items to get Riders of Icarus Gold?

The limited supply items you want to look for to make a lot of Riders of Icarus Gold are usually recipes. I found those to be the most profitable. Typically you can buy a recipe for around 20s and sell it on the auction house for 1-2 gold or more in some cases. I have purchased a recipe before at 25 gold and sold it for 10 gold.

Why on earth would anyone pay 10 gold for something they could buy for 25 gold?
That’s easy! People are lazy! They don’t want to take the time to go to a specific vendor so they can get to Buy Icarus Gold. All you really have to do is go to these vendors and buy the items and then place them on the auction house! How Simple! Of course, if you are a lazy player too, I think this way is not suit for you. You’d better to buy Riders of Icarus gold from RoIStore.com!

Media Contact
Person: Mark
EMail: gamehelper365@gmail.com
Skype: gamehelp365
Website: http://www.roistore.com/

Time to acknowledge this BETA’s progression is awful and move forward

01 Thursday Sep 2016

Posted by albiononlinepvp in Albion Online PvP, Reviews

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Albion Online

AO became boring, plain and simple. We went from a progression gated by weapon fame grind and PvE/PvP activities to all content being gated by gathering, and it’s completely unbalanced. There is absolutely no logic in farming your weapon in a few hours and then spend a month gathering. There is no incentive to do more gateways, hellgates, raids, castles or even decent OW-PvP. You login, realize all you have to do is gather, stay by your guild’s chest a couple hours and logout.

To be fair, we actually got amazing upgrades in this BETA. The new way tiers work for weapons/armors (including crafting), masteries and progression simplification are a few examples of great steps. By the other hand, the way the fame progression was dealt with is absolutely horrendous, and it makes no sense to implement such changes on the last BETA, only a few months before launch. I have to be honest, it feels like we took giant steps back.
Image result for albion online
Don’t get me wrong, I am not asking to “nerf gathering grind”. in BETA 1 gathering was too easy, agreed, so we actually needed some more difficulty on it. Problem is this game is right now far away from being difficult or hardcore; it’s boring, a complete snoredom. There is zero risk in spending hours, days, weeks wandering around in black zones in which you won’t find anyone and praying for the gods that some 6.3 node will not be depleted in one of the tens of maps you visit.That’s the hardcore of this game: walk around and hope for some gathering node. No PvP, no PvE.

Now, even we force ourselves to OW-PvP, even then it’s weird. You again have to walk endless hours and hope for an enemy to show up, usually in numbers that won’t allow even a decent fight. There is no reason to gather friends and do a gateway or hellgate, or even less motive to gather a big group and raid or invade a castle.

The worst part of all this is that the “solution” proposed on gems is absurdly useless in the big picture, and once we criticized it there is now complete silence. Not a single comment or answer on how things are going.

We need to take a step back and realize the current progression is simply awful. Gathering cannot be the main gate for gameplay progression (although it has to be relevant, of course). Now, add all this to this gigantic map size in which no one faces no one due to the spread of players and the ridiculous amount of dungeons and you get what we have now.

My suggestions: weapon grind to be way harder and more rewarding, plus its masteries to mean more (just an idea, but perhaps you could unlock vanilla tiers on the tree and enchanted weapon/armor on the masteries); More resources around/better respawning and a a small nerf on gathering grind at higher tiers; more incentives for gateways/hellgates/raids; remove most of dungeons and link those that remain (link clusters); remove the central outlands island or make it red zone (GvGs with soft gear cap for smaller guilds).

Grimfest’s Feedback for CB2

26 Friday Aug 2016

Posted by albiononlinepvp in Albion Online PvP

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Albion Online

Lets get this game back on the tracks.

Progression
Currently people are asking for you to slow down progression because some your game design is flawed and with the current design I’d have to agree with them. I would prefer you make some changes and leave the current, easy to learn, hard to master progression philosophy in place. We all can agree that balancing is needed with your current destiny board and I feel that the time investment between gathering, crafting and gear usage unlocks is way out of whack. These three areas should take equal amounts of effort to reach the same destination. They should be balanced to where tools are now, which is a meaningful amount of effort to get to a competitive level, but not months or years.

GVG’S
GvG Design is Flawed; I and I am sure many others entered this game with aspirations of being a great GvG’ers. But over the course of my 2 years in this game I have realised that GvGing is not for me and It also comes to my realization that GvGing is a very exclusive activity for those that have the excessive amounts of time or lots of flexibility in their schedules and in most cases are fed gear and in some cases accounts that others have leveled for them to play.. I feel like there should be a disclosure to this feature in its current state with all the criteria that goes into this in game activity.

Problems

  • Way to exclusive, from time restrictions, to resource demands and even limited slots and even skill restrictions.
  • Promotes formation of large guilds and/or alliances aka Zergs because the more people you have the more resources you can bring in as well as farm safer.
  • Promotes Communism which in most cases leads to abuse and waste. Some people mistake this as teamwork but often times they are the ones being fooled.
  • At the end of the day they are pretty much meaningless fights.. Sure people(GvGers and Developers) try to build it up as if they are something amazing but again, less than 5% of your population does GvG’s and I bet over 50% would like to. In addition to this, I would bet 30% of this final beta population is only playing because they are GvGing or trying to support GvG’ers and the masses that have quit the test, quit because there really isn’t anything to do other then Gather for GvG’ers and GvG. My numbers are for perspective purposes, not factual statistics.
  • Over a Half a dozen tests later and still too easy for a single guild to own vast numbers of territories? Stahp. At the time of me typing this Finstack has 25 territories themselves. How is this healthy? You got 1 guild controlling a huge area on the map, if you had say 20 different guilds in the same area the world would feel alive. Your GvG system is killing the game.
  • GvG’s have a choke hold on your game.

Image result for albion online

Possible Fixes

  • Limit number of territories a guild can hold through steep scaling upkeep costs(food and/or silver). This has been a problem from day 1 and you have still failed to see the issue with it or lack the Give a F to fix it.
  • Make each fight more meaningful by not having so damn many of them so often. Think about how you have your city plots set up? Why not have an auction everyday? Because you want someone to get a value out of it before they can lose it. That is how Territories should be. 1 fight a week winner takes all like the resource territories. If your guild members has stuff in their bank, to the victor goes the spoils and the victorious guild can take everything out of the bank from the losing guild if they left anything inside. This also works towards combating zerg guilds. Who cares how many resources they can bring in, in their zerg/communism guild. Even a small guild can set up for a fight once a week and the better team gets the territory, not the one with more time, players, resources.
  • Bring on a WoW style arena system (I’ll be putting up a post for debate here shortly, but having looked at the facts, I am ever more convinced that this system would benefit your game far more than It would hurt your game and would love to have a healthy debate on it.)

Mounts and Seed Vendor

This vendor needs to go. Things offered by this vendor need to be found and collected in the open world.
Farming and everything related In its current state sucks and it benefits the ones who can tolerate suffering more and those that have more alts/accounts. It lacks excitement, it’s dull and it’s boring.

Problems

  • To available because of the vendor.
  • Promotes Multi-Accounts
  • Diminishes Rewards for your average player.

Possible Fixes

  • Beyond T3 mounts, We could see Wild horses/oxen spawning in random locations throughout the world of all tiers depending on their zone. These horses could be killed like a Direwolf and would have a higher drop rate of dropping foals to be sold or traded to mount crafters. You already have the assets, and probably the animations. It would be a pretty easy task to add this. Even drops from NPC’s would be better, anything you can do to get people out hunting for stuff rather then handing it to them.
  • Seeds need to drop off of NPC’s again. I bet many don’t even know they used to drop off of NPC’s. Bring it back.
  • In addition to this, plants should once again offer a low chance of returning a seed when harvesting not a guaranteed return.

Note: This also plays into the fact that guilds wanting to control vast numbers of territories can, but will have to work a lot harder to get it and this is going to force guilds and players to get out and farm NPC’s.

Additional Thoughts for the State of the Open World…..
I want to reason to farm a dungeon or hellgates even if my gear is at max tier and I want to come back with 20 different types of things for 15 different trades, from common materials to “holy shit, if I make it back to town with this, I am RICH kind of loot!.” PvE should feel more like a Diablo series game where you are hunting for something cool and rare. You guys did an amazing job adding in new NPC’s and all that but you give us 0 reason to experience any of that cool content you created for us.

Please add more territories, and bring back multiple territories/villages per region

20 Saturday Aug 2016

Posted by albiononlinepvp in Albion Online PvP, News

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Hi,

BAKA didn’t own our territory for long in this beta and we didn’t really contest, so I guess disclaimer this bit is predominantly going to be speculation based off past experiences.

Last beta it was possible for a single zone to have as many as 8 territories, those territories could be any kind including a village territory. Last beta I was in a small guild of about 40 people at best, most of which were gatherers and crafters. We lived out of a Red Zone that had 6 territories, 2 of which were villages, called Tatterwash. When we inevitably ended up going to war with the group that held the village on the opposite side of the zone, I remember there being constant fights flashing up all across the zone of all sizes. I remember a caravan ambush turning into a 20v20 brawl which we were the victors, I remember just minding my own business picking some flax and 1v1ing a roamer from the enemy side and having to hold my ground. The war in Tatterwash wasn’t exactly earth shattering, but it was a small group against a small group confined to a little, albeit a not valuable, zone where PvP was an almost constant option. Fighting against who we were fighting against truly felt like a war both in the open world and in the GvG’s and finally taking the whole of Tatterwash really felt like an accomplishment that the entire guild felt.

Looking at the map now, I see nothing but 300-500 man guilds if not 800 man alliances dominating entire portions of the map. The smallest village owning guild that I see on the map right now is Finstack with 81 members and an impressive 26 territories. Aside from that, no other small scale guild really owns any villages that I can see at a glance and if there are they’re probably so deep into the black that the logistics of moving through the blob owned zones in between must be an absolute nightmare. Even the larger and zerg guilds have to travel for almost hours just to entertain the prospect of MAYBE finding a gank, and even farther to find an actual fight if they don’t live near a city.

The current layout of territories plays far too much into massive zerg guilds being able to spread their influence much too far. Even Aegis last beta was contained relatively well in 2-3 zones. It makes it nearly impossible for smaller groups to even think about competing, and very little reason to even try. As it stands, my guild of just a few active members have three options if we ever want to consider owning a village within our timezone; the quickest being using one of the 2 mercenary camps in our entire timezone in which we must win a farm, and then follow it up with 3 consecutive wins against this

My guild has maybe 30 active people. Maybe.
If not this, we are forced to go on a campaign across several zones, only taking useless and hardly worth keeping forest zones or w/e those are, just to get a shot at attacking a farm, then the village, during which we have to support logistics against blob level gate camps which can’t ever hope to fight at our size. With zones being as ridiculously large as they are now, I think having multiple village zones and more territories to tarpit the zerg guilds so smaller groups can thrive and have zone become active warzones for awesome PvP content would be a pretty sick deal.

It’s currently just not worth the effort that we would have to go through, against the odds we would be against, just to more then likely get blobbed so hard we couldn’t even reach our territories to actually do anything. Why would I want to drag my face through the 3-4 laughably useless forest territories just for the prospect of maybe being able to attack a village belonging to a guild 6 times our size? It’s just not worth the time.

idk I’m just a small gang PvPer, I miss this game focusing on smaller groups like it was advertising for, so maybe I’m a bit bias. vOv

Albion Players should be LOCKED from cancelling

30 Saturday Jul 2016

Posted by albiononlinepvp in Albion Online PvP

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As much fun as the “sit at the auction house pulling items down and putting them back up 2 silver less to undercut the guy who just undercut you” game is, it’s also important to have time to do other things in the game.

Players should be LOCKED from cancelling Buy/Sell Albion Online Gold orders for at least two hours.

This will save everyone the trouble of having the check the auction house every 5 minutes to ensure their giant stack of items wasn’t immediately undercut by 1 silver. It will prevent people from pulling down their items the moment they see someone sell something lower than them. It will nearly eliminate AH camping, encouraging people to leave town and actually experience everything else Albion has to offer.

And yes, I too have accidently put something up at a ridiculously low price by missing a zero or whatever, so I have no problems with adding a one minute grace time where you can cancel any buy/sell order before it becomes locked in, in case you make a mistake.

First of all, congratulations for developing an amazing game.
I came with a suggestion.
Everybody understands why the character cant move with too much weigth. Its not a problem. But its very boring when you have to ride the ox only to move a few meters or inches. You can develop a system when the character with to much weight riding a ox can down the ox, leaving the weight to Buy Albion Online Gold. The ox will stay in that place and character will be able to move in a normal speed only in a area of a few meters around the ox. The character will have access to all the itens on the ox. If the character wants to move forward that area, he will need to ride on the ox again. It will resolve the problems in the farm and collecting resourses.

Albion Online PvP and PvE

02 Saturday Jul 2016

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In principle, we will keep the distinction between knockdown and kill in place, as it is a crucial component for our upcoming reputation system and it also keeps the experience consistent between PvP and PvE.

Having said that, executing somebody in PvP should not be hard with Albion Online Gold. We absolutely want to make sure that smaller groups of players can execute knocked down players in larger groups without much trouble.

Therefore, we will look into the cast time of the execute ability, make sure that it does not require any energy and also change it in such a way that it is not interrupted by damage. On top of that, we might be adding a passive that you can pick on certain weapons that allows for even faster executes.

core goal of the reputation system (and some other little changes alongside it) is to make yellow and red zones ideal for smaller scale PvP fights, while having the focus of black zones be on guild vs guild and large scale fights and wars. This goes hand in hand with the world map change, where we will drastically increase the number of black zones in the game.

If your only concern is reputation AO Gold system – than players who care about reputation can have knockdown/execution mechanics enabled as an option to not kill someone if they dont want to. But the players who dont care about reputation penalties at all will have an option to always kill opponents they reduced to 0 HP.

Also why keeping consistent experience between PVP and PVE is important? Why is it even a thing? If you want to keep experience consistent Albion Online Silver trading, than why the mobs attack tank with taunt while players dont (unless they are really dense players)?

You are introducing mechanics which hurt PVP(actually also hurt a PVE side, but that cause is lost, i see no point arguing) a lot, and you either cant or just dont want to give any reasons for it. No ‘consistent PVE and PVP experience’ is not a reason. Its just another way to say ’cause we want to’.

Do I have to set those rights individually for Albion Online’s building?

04 Wednesday May 2016

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Albion Online Silver

Now you will never again see storage buildings like player houses or guildhalls in a city, because they cant reliably safely store their stuff.

So as a guild I have to pick a homebase and then can not ever build local guild storage in other cities because they could be ‘bought out’, or even just forces to pay a ridiculous amount to keep their buildings.

Ok I do agree that a greedy guild could take all or a lot of land (yes this could be very very bad!!) But you also have to look at this. Who is going to spend millions of silver on land that is only turning a few thousand in profit? I mean lets face it sure there are going to be guilds that spend a lot for the heck of it but really why dump that much silver on things that aren’t worth it when it could be going into crafting and other things that really help the guild? Also as a player that may own the land in the beginning or later and then gets outbid by a large guild will get some of that money dump they spent to buy the land plot. I mean if a guild drops millions of Albion Online Silver on an area you might walk away with a nice profit.

I know I am playing devils advocate and I do think there are concerns that need to be addressed but I just wanted to bring up the other side as well.

What about ownership management for guilds and access rights for multiple plots.

Say I am a big business with different usage fee rates for say… 20 entities each. (10 guilds and 10 friends of the person / guild)
Do I have to set those rights individually for each building?

Can you make some kind of access rights import scheme / template I can import / save?

This is not just for cities, but lets assume somebody who has to manage say, 10 plots or 30 buildings.

600 individual entries to keep track of.

That would suck.

Can I block people from using my buildings? Can I blacklist guilds / people?

We will be doing a Albion Online blog with some background information.

03 Tuesday May 2016

Posted by albiononlinepvp in Albion Online PvP

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Cheap Albion Online Gold

We are well aware that a lot of players are currently on break as they are waiting for a wipe. On top of that, while we are making the above improvements, we are not doing any aggressive marketing of the game, either. If and when we announce a wipe, it is extremely likely that we will see a huge inflow of players – new players trying the game for the first time, but also a lot of Cheap Albion Online Gold coming back from their break.

In paritcular when it comes to existing players coming back, and course all players active right now waiting for a wipe, we absolutely do not want to disappoint them – and this means that a significant amount of the announced improvements need to be in the game first. After all, there is only so many times that players will go on a break before losing interest in the game, and if we wipe the game too often, without showing enough improvements between wipes, than patience could run out quite fast.

Finally, as some people are concerned with population numbers: those have been pretty constant during the past 4 weeks and are absolutely sufficient for having an active game world for a meaningful beta test. It’s also not a concern to us as there are at lot of things we could do at a moments notice to push up population – but we do not really want to do it before the above stated improvements are in the game.

As stated many times, we are developing Albion Online for the long term. This does require a degree of patience for all parties involved. There are enough games out there doing a hype, crash and burn due to short-termism, and we certainly do not want to be one of them.

We will be doing a developer video blog soon with some background information on the planned changes, and we will also keep you on in the loop regarding timelines for a wipe.

All the best,
Korn

Albion Online swamps, which are focused on fibers

02 Monday May 2016

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I can’t wait until they have certain areas of the world dedicated towards a certain type of material. This will make both gathering (and killing gatherers) more interesting on Cheap Albion Online Gold.

If i need wood i know to go to the “forest” or if i need ore to go to the “mountains”. Much better than all maps having nearly the same resource amounts and having every type.

Along with the map rework I’m hoping to see some trade routes evolve in which have a high traffic of material transport, which in turn will attract bandits, and have this back and forth dynamic of attacking and defending oxen trying to make it to town.

This was a waste of time… when are you actually going to answer all the questions that were asked… wasnt that the intent of the videos?? Answer community questions.. not ramble on about heretics.. which was like 40% of this video.

How can you claim that only crafting is being actually impacted/changed with Cador? I understand if you don’t want to have extra work and create tools for the affected players (pretty much everyone) to play or test stuff around, but being intentionally naive is horrible for those out there testing and giving feedback.

The armor system is being severely changed and the large majority will have to re-roll. Now, before the same old wannabemoderator answer pops up (this is beta, you knew things were going to be reset), let it be known that my (and others) complaint is not about re-grinding, it’s about not having how to. The changes are drastic and the LP limitations were not alleviated.

Not only that, you are changing the armor system without solving its main issue: the 1./.2/.3 unbalance. There is also the enormous impact in tanking that you are avoiding to comment on.

Changes are welcome, specially on a beta environment, but at least try to give the players the tools to test it. I am sorry to say it this way, but please care for their feedback, even if minimally. The concerns on the test server feedback forum are various and have been completely ignored.

By the other hand, what in my humble opinion you should not do, is to blame the players for not reading elderly, ambiguous and abstract posts or pretending things are not happening the way they are.

We like seeing the game changing and watching the evolution of the gameplay, but I don’t see a reason to do that soo gloomly. We want to test new stuff, just give us a way to do it and try to take feedback in consideration. There is no need to ignore so many people just because they aren’t in the central table.

In resume, we have a system changing profoundly the Albion Online Items while you say it isn’t; a system that is impacting several players while you say it isn’t; a system keeping unbalances while you are saying it is solving them; a system that’ll demand people to reroll/retest while you don’t give the tools to do it. What do you possibly gain with that?

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