1. #1

    Potential Warrior Talents and Glyphs in WoD

    Disclaimer:
    Numbers are merely theoretical placeholders until properly tested in an environment, such as the Beta or PTR!

    Warrior Abilities
    Berserker Stance
    Replaces Battle Stance
    Fury Only
    TYPE: Basic Attack Modifier (Single-Target) / Ability Modifier (Varied)
    TARGET TYPE: Self
    BUFF TYPE: Resource Generation / Global Cooldown Reduction
    GCD: Same As Live Server

    Basic Description:
    A reckless stance that significantly increases Rage generated by Auto Attacks and reduces your global cooldown by 0.5 seconds.

    Specific Details:
    Upon changing to this stance the Warrior's Rage generation from Auto Attacks is increased to X and reduces the Warrior's global cooldown by 0.5 seconds.

    Visual:
    The visual effects for Berserker Stance at the same as the live server Berserker Stance.
    Warrior Talents
    Blaze of Glory
    Level 30 Warrior Talent

    Replaces Impending Victory on the Talent Tree
    TYPE: Passive (Self)
    TARGET TYPE: Self
    BUFF TYPE: Resource Generation / Immortal
    BUFF DURATION: 5 Seconds
    COST: None
    COOLDOWN: 3 Minutes
    GCD: None

    Basic Description:
    Your undying resolve prevents you from succumbing to grievous wounds. Upon taking fatal damage the only thing sustaining your failing body is your indestructible will, instantly granting you 100 Rage and allows you to keep fighting far beyond your mortal limits for 5 seconds to see the battle to its glorious conclusion.

    If you manage to slay the creature that dealt your killing blow or witness their defeat you live to fight another day, otherwise you succumb to your wounds and die. This effect may only occur once every 3 minutes.

    Specific Details:
    Upon taking fatal damage the warrior instantly generates 100 Rage and is immune to death for 5 seconds. During this time they cannot be reduced below 1 health but are still susceptible to crowd control effects.

    Should the Warrior manage to kill the target that slew them the Warrior is instantly recovers 20% of their maximum health and Blaze of Glory goes on cooldown. If the Warrior fails to slay their killer in 5 seconds or still be standing when their assailant dies the Warrior perishes and Blaze of Glory goes on cooldown.

    Visual:
    Upon activation the Warrior’s eyes leave afterglows as steam rises from their body and a blood trail follows them constantly. Should the Warrior slay their would-be killer they roar triumphantly, otherwise the Warrior dies as a pool of blood surrounds them.

    The creature that dealt the killing blow to the Warrior has a bloody symbol over their head.
    Blade Barrier
    Level 100 Warrior Talent

    Basic Description:
    Arms
    Cull the Meek

    Replaces Sweeping Strikes
    TYPE: Toggle (AoE)
    TARGET TYPE: Neutral / Enemy
    RANGE: 8 Yards
    COST: 5 Rage Per Second
    COOLDOWN: 1 Second
    GCD: None

    You display the martial prowess of a Blademaster for all to see, causing your melee swings to become all-encompassing by striking every additional nearby opponent within 8 yards of your target for 75% physical damage.

    Lasts until canceled or out of Rage.

    Fury
    Tempest

    Replaces Whirlwind
    TYPE: Ability Activation (AoE)
    TARGET TYPE: Neutral / Enemy
    RANGE: 8 Yards
    COST: 30 Rage
    GCD: 1.5 Seconds

    You spin both of your weapons in a gigantic arc. The sheer force of your blow creates a destructive tempest around you for 6 seconds, dealing 85% weapon damage to all enemies within 8 yards per second for 6 seconds.

    Protection
    Bolt Tarragon

    Replaces Thunder Clap
    TYPE: Toggle (AoE)
    TARGET TYPE: Neutral / Enemy
    RANGE: 8 Yards
    DEBUFF: Damage Reduction
    DEBUFF DURATION: 30 Seconds
    COST: None
    COOLDOWN: 1 Second
    GCD: None

    You become the embodiment of a living storm, dealing X (+45% Total AP) damage as well as applying Weakened Blows to all enemies within 8 yards every second.

    Weakened Blows reduces the physical damage of the afflicted target by 10% for 30 seconds.

    Specific Details:
    Arms
    Cull the Meek


    This ability replaces Sweeping Strikes when an Arms Warrior selects this talent.

    Upon activation Cull the Meek causes your attacks to strike all nearby opponents with 8 yards of your target for 75% physical damage and consumes 5 Rage per Second as long as the toggle ability is active or until cancelled.

    Fury
    Tempest


    This ability replaces Whirlwind when a Fury Warrior selects this talent.

    Upon activation Tempest performs a Whirlwind from both weapons every second for 6 seconds, dealing 85% weapon damage to all enemies within 8 yards per second for 6 seconds.

    These Whirlwinds function as the vanilla Whirlwind and will activate abilities such as Meat Cleaver.

    Protection
    Bolt Tarragon


    This ability replaces Thunderclap when a Protection Warrior selects this talent.

    Upon activation Bolt Tarragon deals X (45% Total AP) damage as well as with applying Weakened Blows to all enemies within 8 yards every second.

    Weakened Blows reduces the physical damage of the afflicted target by 10%, lasts 30 seconds.

    Lasts until cancelled.

    Visual:
    Arms
    Cull the Meek


    The Warrior performs skillfully placed strikes that utilize unique animations to this ability and/or the ground is torn asunder when multiple enemies are struck is all the proof required that this Blademaster has reached the pinnacle with the Weapons of War.

    Fury
    Tempest


    The Warrior performs a 360 degree spin as they become a whirling maelstrom of ruinous steel. During the time Tempest is active a dark red cyclone with swords spinning can be seen engulfing the Warrior as the unmistakable sound of metal singing is heard.

    Protection
    Bolt Tarragon


    The Warrior becomes infused with the power of the storm itself. During this time blue bolts of lightning can be seen dancing around the Tarragon as the distinctive echo of thunder is all that hails their approach and remains in their wake.
    Weapon Mastery
    Level 100 Warrior Talent

    Basic Description:
    Arms
    Guillotine

    Replaces Execute
    TYPE: Instant Activation (Single Target)
    TARGET TYPE: Neutral / Enemy
    RANGE: 5 Yards
    DEBUFF TYPE: Effective Health Pool Reduction
    DEBUFF DURATION: N/A
    COST: 30 Rage
    COOLDOWN: None
    GCD: 1.5 Seconds

    You attempt to finish off a wounded opponent, dealing X (+310% Weapon Damage) physical damage. Only usable on targets below 35% health.

    X% of the damage dealt by Guillotine reduces the opponent's effective health pool by X% for X seconds, up to a maximum of X%.

    Fury
    Ravager

    Replaces Heroic Throw
    TYPE: Ground Targeted Cast (AoE)
    TARGET TYPE: Neutral / Enemy
    RANGE: 40 yards
    COST: None
    COOLDOWN: 1 Minute / 30 Seconds
    CHANNEL TIME: 1 Second
    GCD: None

    You throw your offhand weapon at the target location that inflicts X (+125% Weapon Damage) physical damage every second for 15 seconds.

    Should the Warrior walk next to the weapon they instantly pick it up, consume Ravager, and deal a Whirlwind with their offhand weapon for (937.5% Weapon Damage - (125% Weapon Damage + (Remaining Duration of Ravager))) physical damage as well as Ravager reduced by half of its base cooldown.

    Single Minded Fury causes Ravager to be on a 30 second cooldown.

    Protection
    Escutcheon

    Replaces Shield Barrier
    TYPE: Instant Activation (Self)
    TARGET TYPE: Self / Ally
    RANGE: 6 Yards
    COST: 20 Rage
    COOLDOWN: 1.5 Seconds
    GCD: None

    Escutcheon absorbs [(max((Attack Power* $STR)*200/100, $STA * 270/100)* 1) / 3] damage for the next 6 seconds.

    Consumes up to 60 Rage to increase the amount absorbed. Absorption amount increases with attack power.

    Should the Warrior be the only friendly player target within 6 yards Escutcheon places the shield on the Warrior. For each additional friendly player target with 6 yards of the Warrior additionally shields the target for 30% of Escutcheon’s absorption.

    Specific Details:
    Arms
    Guillotine


    This ability replaces Execute should an Arms Warrior select Weapon Mastery.

    Upon activation the Warrior consumes 30 Rage and deals X (+310% Weapon Damage) to the target. Only usable on targets below 35% health. X% of the damage dealt by Guillotine reduces the opponent's effective health pool by X% for X seconds, up to a maximum of X%.

    While the effective health pool reduction debuff is active an opponent cannot be healed to their full health, Ex. 20% health pool reduction cannot have an opponent be healed above 80% of their maximum health.

    Fury
    Ravager


    This ability replaces Heroic Throw should a Fury Warrior select Weapon Mastery.

    Upon activation the Warrior channels for 1 second then throws their offhand weapons to the cursor location, dealing X (+125% Weapon Damage) every second for 15 seconds. Should a Warrior be within 4 yards of their Ravager they pick up the weapon, consuming Ravager, and perform a Whirlwind with damage proportionate to the remaining duration of Ravager.

    Math formula example: (937.5% Weapon Damage - (125% Weapon Damage + (Remaining Duration of Ravager))). When picking up the spinning weapon the base cooldown of Ravager is reduced by half, 30 seconds for Titan's Grip and 15 seconds for Single Minded Fury.

    Single Minded Fury reduces ravager’s cooldown by 30 seconds.

    Protection
    Escutcheon


    This ability replaces Shield Barrier should a Protection Warrior select Weapon Mastery.

    Escutcheon absorbs [(max((Attack Power* $STR)*200/100, $STA * 270/100)* 1) / 3] damage for the next 6 seconds.

    Consumes up to 60 Rage to increase the amount absorbed. Absorption amount increases with attack power.

    Should the Warrior be the only friendly player target within 6 yards Escutcheon places the shield on the Warrior. For each additional friendly player target with 6 yards of the Warrior shields the target for 30% of Escutcheon’s barrier.
    Extreme Measures
    Level 100 Warrior Talent

    Basic Description:
    Arms
    Sadism

    Replaces Berserker's Rage
    TYPE: Ability Activation (Self)
    BUFF TYPE: Recourse Generation / Physical Damage / Ability Modifier
    BUFF DURATION: 6 Seconds
    COST: 20% Current Health
    COOLDOWN: 30 Seconds
    GCD: None

    You consume 20% of your current health and become Enraged, generating 30 Rage and increases physical damage done by 10% for 6 seconds. In addition, for the next 6 seconds your special attacks heal you for 40% of the damage dealt.

    Fury
    Masochism

    Replaces Berserker's Rage
    TYPE: Ability Activation (Self)
    BUFF TYPE: Resource Generation / Physical Damage
    BUFF DURATION: 6 Seconds
    COST: 20% Current Health
    COOLDOWN: 30 Seconds
    GCD: None

    You consume 20% of your current health and become Enraged, generating 30 Rage and increases physical damage done by 10% for 6 seconds. In addition, you gain (% Missing HP x 1% Total AP) bonus attack power equal to your missing health.

    Protection
    Gladiator Stance

    TYPE: Stance (Self)
    TARGET TYPE: Self
    BUFF TYPE: Physical Damage
    BUFF DURATION: Indefinite
    COST: None
    COOLDOWN: 1.5 Seconds

    A dauntless combat stance.

    Increases all damage dealt by 20%. Also causes Shield Slam to consume Shield Barrier as additional damage and have an increased chance to critically strike equal to your critical block chance. Shield Block now costs 30 Rage.

    Does not replace Defensive Stance.

    Specific Details:
    Arms
    Sadism


    This ability replaces Berserker’s Rage when an Arms Warrior selects Extreme Measures.

    Upon activation Sadism consumes 20% of the Warrior’s remaining health in return for enraging them, instantly generating 30 Rage and increases physical damage done by 10% for 6 seconds. In addition, for the next 6 seconds the Warrior’s special attacks heal them for 40% of the damage dealt.

    Fury
    Masochism


    This ability replaces Berserker’s Rage when a Fury Warrior selects Extreme Measures.

    Upon activation Masochism consumes 20% of the Warrior’s remaining health to become Enraged, instantly generating 30 Rage and increases physical damage done by 10% for 6 seconds. In addition, the Warrior gains (% Missing HP x 1% Total AP) bonus attack attack equal to their missing health.

    Protection
    Gladiator Stance


    This ability does not replace Defensive Stance when a Protection Warrior selects Extreme Measures.

    Upon activation Gladiator Stance increases the Warrior’s damage output by 20%. Along with causing Shield Slam to consume Shield Barrier as additional damage and have an increased chance to critically strike equal to your critical block chance. Shield Block now costs 30 Rage.
    Replacement Options for Arms and Fury in the Extreme Measures Talent.

    Extreme Measures (Arms / Fury)
    Level 100 Warrior Talent

    Basic Description:
    Arms
    Battlemaster Stance


    Increases you rage generation by 30% and reduces the effects of crowd control effects that remove control of your character by 20%.

    Your Overpower no longer causes a global cooldown, Slam now costs 25 Rage and Berserker Rage now also allows your special attacks to heal you for 40% of the damage dealt.

    Arms
    Battlemaster Stance Version 2


    Become a full-fledged Blademaster and don your Sashimono.

    Increases your movement speed by 15%, increases mastery and critical strike chance from items by 50% and also causes your special attacks to heal you for 10% of the damage dealt but reduces base armor by 55%.

    Your Heroic Leap now becomes Windwalk: increasing your movement speed by 50%, grants you stealth and prevents you from being slowed or rooted by crowd control.

    For every X damage you deal you spawn a Mirror Image that mimics that next 3 special attacks you perform and also has a guaranteed chance to perform Opportunity Strike.

    Arms
    Battlemaster Stance Version 3


    Increases your total stamina by 45%, base armor by 55%, all healing received by 30% and reduces the chance to be critically struck by 6% while significantly increasing your threat generation and granting the use of Vengeance.

    For every X damage dealt you Enrage, increasing all physical damage dealt by 10% over 6 seconds and grants one charge of Overpower. Overpower now allows the Warrior to the redirect the next incoming melee attack back at the opponent, up to 75% of the your strength, stacking up to two times. Thunderclap no long costs Rage.

    Fury
    Conqueror Stance


    Increases your total stamina by 35%, increases base armor by 55%, increases all healing received by 30% and reduces your chance to be critically struck by 6% while significantly increasing your threat generation and allows the use of Vengeance.

    When you deal X damage you Enrage: increasing your physical damage done by 10% for 6 seconds and allows 1 use of Raging Blow. Whirlwind now costs 10 Rage and applies Weakened Blows. Upon casting Raging Blow you will parry the next attack made against you.

    Specific Details:
    Arms
    Battlemaster Stance Version 1


    Upon activating Battlemaster Stance the Warrior's Rage generation increases by 30% and all crowd control effects that remove control of the Warrior are reduced by 20%.

    Additionally, Overpower no long causes a global cooldown and Slam now costs 25 Rage. Also, activating Berserker's Rage will also cause the Warrior's special attacks to heal them for 40% of the damage dealt.

    Fury
    Conqueror's Stance

    Increases the Warrior's total stamina by 35%, increases base armor by 55%, increases all healing received by 30% and reduces their chance to be critically struck by 6% while significantly increasing the Warrior's threat generation and allows the use of Vengeance.

    When the Warrior deals X damage they Enrage: increasing the Warrior's physical damage done by 10% for 6 seconds and allows 1 use of Raging Blow. Whirlwind now costs 10 Rage and applies Weakened Blows. Upon casting Raging Blow the Warrior will parry the next melee attack made against them without fail.
    Gylphs
    Major:
    Glyph of the Standard Bearer

    Your Battle Standards now have 2 charges, but also have a 6 minute cooldown.
    Glyph of Overpower

    Overpower now deals 80% additional damage and reduces the cooldown of Mortal Strike by 1 second, but Mortal Strike now only grants 1 charge.
    Glyph of the Sashimono

    Your war banner and demoralizing banner can no longer be dropped, but you can now equip a banner that will be constantly active for 10% of its original value.
    Minor:
    Glyph of Extreme Measures
    Protection Only

    You forsake your weapon in exchange for an identical shield you have equipped.
    Glyph of the Blademaster
    Requires Level 100

    A flag representing your (race or specialization) is now affixed to your back.
    Glyph of the Paragon
    Requires Level 60

    Increases your size by 20%.
    Glyph of Represent

    Your Battle Standards now display your currently equipped tabard.
    Glyph of ROFLcopter
    Arms and Fury Only

    Whirlwind now causes you to spin in the air.
    I grant Blizzard full rights to use any and all parts of these abilities. I just want more awesome stuff in WoW.
    Last edited by Blorgorize; 2014-04-18 at 09:05 AM.

  2. #2
    What do you all think of those new Warrior talents recently seen at the WoD press events? Link to Wowhead's updated WoD talent calculator.

    Personally, I think replacing Heroic Strike with an identical Rage cost ability for a spec that has little Rage to work with (Arms) is a terrible talent. Ravager still needs the specialization differentiation treatment as well. Anger Management is the most interesting out of the three, but leans heavily towards Protection and less so for Fury, Arms once again gets shafted due to low Rage generation.

  3. #3
    Quote Originally Posted by Blorgorize View Post
    What do you all think of those new Warrior talents recently seen at the WoD press events? Link to Wowhead's updated WoD talent calculator.

    Personally, I think replacing Heroic Strike with an identical Rage cost ability for a spec that has little Rage to work with (Arms) is a terrible talent. Ravager still needs the specialization differentiation treatment as well. Anger Management is the most interesting out of the three, but leans heavily towards Protection and less so for Fury, Arms once again gets shafted due to low Rage generation.
    Anger Management is outstanding for Fury, actually it even seems a bit overpowered atm, though I haven't run numbers.

    Ignite Weapon does seem lackluster. For Fury it becomes better than WS or HS outside of CS, gains nothing inside CS (since Fire already ignores Armor). Basically it is the "poor man's Fury", in that you no longer bother to manage rage for your CS. It simplifies the rotation, which I'm sure some people would enjoy but most hardcore end game players do not. If I wanted to play an Ele Shaman... For Arms its worse, as you said, they don't have a lot of rage to throw around as is, but Arms barely uses Slam anymore outside of Cleave, and instead capitalizes on the rage efficiency of Overpower and HS to prevent capping. Their new mastery or other changes to the spec could change things however, so we will see.

    Aside from the "feel", it's damage benefit is pretty lackluster as well. Celestalon assured me that they are still making more tuning passes and not to worry about that, but it will need some considerable buffs to be on the level of AM.

    Personally, I think its lackluster all around. I understand the idea; same as Gladiator Stance - Give us a game changer, something that throws a wrench in everything we know and makes us play a different way. I am all for these talents and I personally think it is a great ideal to strive for in a talent. However, whereas Gladiator makes a few simple changes that completely turn Prot on its head; IW makes a simple change that makes a very small difference. I think it needs something more, aside from just damage. I would envision it more as a cooldown or toggle; acting as a 2nd CS, but I understand they were going for something akin to Gladiator Stance; a choice you commit to, not a dynamic mid combat shift (even if that is what I would rather, I still think Glad Stance should replace Berserker for Prot).

    - - - Updated - - -

    Quote Originally Posted by Blorgorize View Post
    Stuff
    ...Interesting, some good, some bad. I like a few ideas; but not a fan of positional stuff. Like your weak Ravager replacing Heroic Throw sounds cool but walking over it to pick it up already failed in the Heroic Throw glyph. Granted it was utility to an already weak spell, but remember how the abilities will play out, not only in PvP where movement is very dynamic; constant readjustment and it may not be feasable to move to a specific spot and pick something up. Also in PvE where you literally cannot move and pick something up due to including but not limited to Melee uptime/range, Fire, Voidzones, Cleave, Overly Muscular Werewolves and Gay Priests.

    Edit: I do wish they would add more Blademaster-esque stuff!

    - - - Updated - - -

    Quote Originally Posted by Blorgorize View Post
    Fury
    Conqueror's Stance
    Increases the Warrior's total stamina by 35%, increases base armor by 55%, increases all healing received by 30% and reduces their chance to be critically struck by 6% while significantly increasing the Warrior's threat generation and allows the use of Vengeance.

    When the Warrior deals X damage they Enrage: increasing the Warrior's physical damage done by 10% for 6 seconds and allows 1 use of Raging Blow. Whirlwind now costs 10 Rage and applies Weakened Blows. Upon casting Raging Blow the Warrior will parry the next melee attack made against them without fail.
    Wanted to touch on this real quick, and it also hits on Gladiator Stance. I know I'm going broken record because I've mentioned this more than once, but these ideas that "let you do something you don't normally do" like DPS as Prot or Tank as Fury/Arms...

    Isn't that the whole point of Dual Spec?

    Is the sole reason because we've become accustomed to Dual Spec we feel like we need something new, to make it even easier for people? I know some players clamor for tri-spec but honestly, how many people actually play 3 different specs (that aren't total hybrid classes or Priests)?

    Not only that; no matter what, you are still very subpar at whatever you are doing, because you lack the built in bonuses of the spec that give you the ability to be an effective DPS/Tank.

    For example: Fury Tank
    You gain Armor, Health, Healing %, all well and good but you still lack total mitigation. Even capping Armor you still lack a Shield, and thus Blocks. You lack any kind of damage absorption ala Barrier, and so forth. I realize something could be mashed together into the talent but at a point you are making an extremely complicated talent that again, could just as easily be accomplished by speccing Prot.

    Example 2: Prot DPS
    I know a lot of people want this, atleast as many that don't want it, and for the record I am pro Gladiator Stance.
    But I don't want a half-assed talented DPS spec.

    No matter how strong those Shield Slams crits will be, you're still only playing half the spec. You lose tons of Revenge procs, without a change to that system. You do not have very strong AoE ability without some specific buffs added to the talent. It becomes a very slow single target damage machine. Slow because you'll be needing to build up that full Rage bar before dumping into Shield Barrier and then Shield Slam.

    I really think Gladiator Stance should be dynamic. I know its specifically not what the developers want, they want a dedicated choice before combat starts, but that doesn't really help anyone except the people who want to play Shield DPS just because. And those people could still do that if the talent replaced Battle or Berserker Stance instead of Defensive.

    Breaking it down a bit:
    • Gladiator Stance alone as a dedicated choice is plays out as a subpar DPS. Without a whole specs worth of passives backing it up, you simply end up playing half a spec.
    • I have never seen a tank use Battle Stance, and Berserker only extremely rarely.
    • The players who want to be a "Spartan-Gladiator" can do it, whether the talent replaces Defensive or not. It's simply easier for everyone to do it as a toggle.
    • It gives Tanks something else to do on 2 tank fights with any amount of downtime and/or allows Tanks to min/max a bit more. If they don't enjoy it, spec something else.
    • It doesn't give you that feared feeling of "no lvl 100 talent choice".
    • Give Protection the ability to deal extra damage, without hardlining them into a halfassed "spec".

    Now people will ask "just make it a 4th spec then". Honestly, if Gladiator Stance goes over well, it likely would be made into a 4th spec, or at the very least baked into Protection somehow with more utility behind it. Blizzard loves to experiment like this. Introducing a new concept in a smaller manner before refining and expanding. It is a great way to introduce new elements into the game.
    There could very well be some things I am missing by making it a dedicated switch instead of a dynamic toggle; but I just don't like it, and I don't like the idea of a talent forcing one spec into half of another.

    Not saying remove it! Just refine it.

  4. #4
    The Unstoppable Force Puupi's Avatar
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    Prot DPS -> Not gonna happen, because of PvP
    Fury tank -> Not gonna happen, because of PvP

    PvP (=arenas) "ruined" the game. Without PvP, we could have lots of awesomesauce stuff for all classes.
    Quote Originally Posted by derpkitteh View Post
    i've said i'd like to have one of those bad dragon dildos shaped like a horse, because the shape is nicer than human.
    Quote Originally Posted by derpkitteh View Post
    i was talking about horse cock again, told him to look at your sig.

  5. #5
    Quote Originally Posted by Puupi View Post
    Prot DPS -> Not gonna happen, because of PvP
    Fury tank -> Not gonna happen, because of PvP

    PvP (=arenas) "ruined" the game. Without PvP, we could have lots of awesomesauce stuff for all classes.
    This won't end well...
    Really if I had to be honest about it, I think its harder to structure and balance things for PvE than PvP because PvE is usually more rigid and PvP is less structured/more fluid. It doesn't have such strict positional requirements, uptimes, etc.

    Please don't let this devolve into another PvP vs PvE thread. Really nobody on either side cares to do more than beat their chest.

  6. #6
    Why are these "potential"?
    My nickname is "LDEV", not "idev". (both font clarification and ez bait)

    yall im smh @ ur simplified english

  7. #7
    Quote Originally Posted by ldev View Post
    Why are these "potential"?
    His way of saying "wishlist/make believe/tropical island fever dream"

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