Raid
02 - Blackrock Foundry
Mehguy — Sun, 08/24/2014 - 14:27
Blackrock Foundry is spread into 3 wings bosses each, then Warlord Blackhand is in "The Crucible" by himself.
Wing 1 - Slagworks (Gruul, Oregorger, The Blast Furnace)
Wing 2 - The Black Forge (Han'sgar & Franzok, Flamebender Ka'graz, Kromog)
Wing 3 - Iron Assembly (Beastlord Darmac, Operator Thogar, Iron Maidens)
Please note the Iron Maidens appear on "The Black Forge" part of the map, but they are the final boss of the "Iron Assembly" wing.
Why, because 2 Mythic raids in Downfall is not enough! More accurately, Galaga raid is continuing in Warlords of Draenor with a solid core, but we are expanding our numbers up to 20. This is a 2 days a week raid which might be a more suitable schedule for some. It is not a suitable option for those used to 3-4 days a week Heroic progression raiding.
On the other hand, this is not a call to "bring out your dead." Everyone would like to down current content Heroic bosses, but that level of difficulty requires every member in the raid to be proficient at their main toon, the ability to listen to constructive criticism, exhibit patience during the learning process, not suffer from nerd rage or drama issues and did I mention the need for patience? Those we add to the roster will be expected to have these attributes and some H boss kills in SoO doesn't hurt your case.
I'll be leading the raid with Badwulf and Lytearrow. It's not a dictatorship and in game we have several others who also contribute to problem solving, calling out mechanics, etc. That being said, regular raid spots will be at our discretion depending on group composition and fit for the culture of our raid.
Here are some more bullet points, because bullet points are fashionably speaking the new black. These are almost entirely stolen from the other knowledgable Mythic raid leads and posts. It's not lazy, it's efficient . . .
- We'll be selecting raiders based on their 'main's' class and spec. Be comfortable with your OS also, as flexibility can be the difference between downing a boss or facerolling extra hours on the same boss.
- Toping the meters is great fun in pugs when you need to stroke your epeen, but it's only one facet of a successful Mythic raid and not even the most important one. If you are fascinated with standing in fire or have no earthly idea what your cd's, interrupts and other utilities are for your class, we are not the group for you. Know these abilities coming in and here's a link to get you started if you don't: http://www.icy-veins.com/wow/class-guides
- Also, we expect everyone to have professions max'd out to help stock the raid. Have your toon optimized (items enchanted and gemmed) prior to raid time and be punctual. If you can't make it on time, tell someone ahead of time. Courtesy is required for our raid.
- We are a good natured crew that enjoys poking fun at each other with a more casual style than the typical progression raid. That does not mean we want to suck at progression. Competence counts towards becoming a regular raider and being really nice doesn't give you a free pass (it does earn you karma points). We regularly review the raid parses and if something sticks out we'll be sure to share this with you in a constructive manner. It's how we all get better and I'm speaking from experience in reference to my toons. On the other hand, this raid is not here to teach you the basics of how to raid or teach you your rotations.
- Raiding requires you to spend long stretches of time with a group of people problem solving and testing the limits of your frustration tolerance. If you can't get along with people under these circumstances we will not be a good fit for you. Also, we're a mature raiding group . . . i.e. many of us are old. If you are a teen, tween or just act like one at any age, maybe you should consider another raid.
- We'll do our best to assist our raiders getting to lvl 100 as fast as possible. There will be organized lvl'ing on raid nights and many of us are on at odd hours to help those who have limited time.
- Loot for our raid is MS>OS, but this rule can be broken by council if it will help the raid progress.
- The slots are wide open at this point and we'll be recruiting from outside the guild also. Further details are below.
- You must have DBM and Weak Auras loaded as add-ons for our raid.
December 9th, 2014
Tank
- Badwulf - tank/dps - DK; 639 ilvl
- badpenny - tank/healz - Pally; 637 ilvl
Heal
- Purplefox - Priest; 629 ilvl
- Whillow - Druid; 636 ilvl
- Sassybrat - Shaman; 636 ilvl
- Eddrina - Druid; 639 ilvl
- Kountriboi - Druid; 635 ilvl
DPS
- Hackman - Pally; 642 ilvl
- Lytearrow - Hunter; 640 ilvl
- Thoridal - Hunter; 633 ilvl
- Saedra - Hunter; 639 ilvl
- Koz - Mage
- Darkpo - Monk; 635 ilvl
- Sayd - Rogue; 631 ilvl
- Daisey - Warlock; 633 ilvl
- Acalyte - Priest; 642 ilvl
- Caylee - hunter; 635 ilvl
- Ulysses - Warrior; 638 ilvl
- Fedelis - Warrior
- Rebelforever - DK; 636 ilvl
*denotes "unsure" spots
Reserves
Possibles
Raid Name: Galaga
Raid Time: 9-12pm EASTERN (unless we are so damn close to a kill . . then 15 minutes more)
Raid Days: Thursday, Sunday
Loot: Loot Council
Feel free to sign up or contact me in game or through a message. We will also need RESERVE raiders.
I'd like to be a Mystic raider, but PMS's raid time is...
Ardea — Tue, 07/15/2014 - 12:20
Mythic Raid Formation
Mission Statement
In the upcoming expansion, “Warlords of Draenor” (WoD), the most challenging raid difficulty will be named Mythic and require 20 players. In this vein Raid PMS would like to continue to attempt and kill end game bosses. However PMS is only 10 players... since Mythic requires 20, this opens our ranks up to 10+ more raiders (with some being alternates when a person needs a raid off for any given reason.) Given that the lesser difficulties (Normal and Heroic) will be separate lockouts from Mythic we expect alternate raiders raid with other raids and continue to get gear and stay current for when the Mythic raid needs them. After our experience with the 25 man raid Man Hug in MoP, this seems to be a common trend with large group raiding. We expect to rotate at least 1 fill-in weekly depending on the dedication of the raiders involved, and of course real life interferences. The goal currently is to start normal raid within 1 month of WoD launch and Mythic once we’ve done our first clear of Heroic (depending on what the raid deems this could be pushed back a week or two to garner more gear for the raid.)
Requirements for Raid Members
-
Knowledge of your class and ability to play at least 2 specs at a high raid level (for hybrids this means different roles, for priests this means Healing AND DPS). Keep track of all patch notes and class changes ahead of time.
-
Pick a class and stick with it! PMS ran into the problem of people having/wanting to change classes a lot in MoP and it mostly delayed progression. ‘Nerf bats’, and ‘buffs’ to classes will happen and you may end up being at the short end of the stick. Make the best out of the situation and be the best at your class. This rule can be changed on a case by case basis, depending on the needs of the raid, at the ruling of the officers.
-
Read This! http://iam.yellingontheinternet.com/2014/01/29/raid-awareness-is-a-learned-and-practiced-skill/
-
Properly gemmed and enchanted! with the best available at ALL times. No we don’t care if it’s an LFR item and you’re certain you’ll be replacing it next week!
-
Tardiness! This should be as equal to you as a RL sports league you pay for. Raid starts PROMPTLY at 9pm PST. This does not mean that raid invites will start at 9 and we start pulling at 9:15, etc. First pulls are expected to begin ON TIME. If there’s any chance you’re going to miss it, you let someone know so you can have a fill in.
-
Dedication! - This is a high priority item that goes with the above requirement. We expect our raiders to miss no more than 2 raids a month (with notice). Failure to maintain a high raid attendance will result in your demotion to a fill-in for the raid, and perhaps removal from the raid group altogether.
-
DeadlyBossMods and WeakAuras. Every raider needs to know what's going on, and by being able to share the same timers and Auras it will eliminate possible lines of failure. These two addons will be required for the raid.
-
Know the strats for the fights! Read anything written regarding what we’re progressing on, and watch videos. Utilize sources like IcyVeins, MMO-Champion, and youtube channels like Vox, and Fatboss.
Get Ready Now!
Preparation for this raid cannot begin too early. The best thing players can do at this point is to accrue a decent amount of pocket gold. This will help in a variety of ways; enchants, consumables, BoE gear, etc. All of these will be scarce at the beginning of the expansion, when we'll need it the most, and they will all have a price. There are many different ways to add to your wallet. You could do dailies or sell some merch on AH, but an extremely easy and quick way to get some gold is by doing your weekly Palace of Lei Shen Scenario. This can be done on any of your 90 characters and can yield 400g-1000g for a 5 minute run. At this point in the expansion it should be easy to find a youtube video showing an optimized route to maximize chests. Even doing this on one character a week will add up tremendously by the time the expansion rolls around. Combine any of these methods and you could be making 10k+ a week depending on your dedication. While the guild can help out with a small portion of what may be needed to get people ready for mythic raiding, 3-4 people cannot nearly provide enough for a 20 man raid. Gold is and will always be a powerful ally when working towards your performance in raid.
Raid Name: Fellowship of the RNG, Raid: F-RNG
Raid time: 9pm - 12am Pacific Standard Time
Days: Tuesday, Wednesday, Monday
Loot System: EP/GP (Point values TBD)
Not all signups will be taken. Applicants will be interviewed and discussed with by the raid officers!
Scaron taking a break
Scaron — Mon, 01/06/2014 - 16:53
Hello friends,
So it's been a pretty great several months (or so) being back with you folks. So, with sadness, I announce that I'm going to be taking an indefinitely long break from raiding with Raid: ManHug brought upon largely by our full clear of normal SoO.
Oh, the times we had! We laughed, we cried, we hurled.
My DF tag isn't going anywhere, nor is my wow subscription. I'll be around from time to time and i'll pop into green chat to say hello, but I need a break. Like a real break. It's been about 6 years of uninterrupted raiding and I need to not raid for a while. My reasoning is entirely personal. (By which I mean that my personal / professional life needs a bit more from me right now: I have a tenure review coming up in late August where they'll either vote to fire me or give me a job for life, and I need to focus on being ready, professionally, for that.)
This is also to say this: I love you all. You're amazing people and I wish you all the best. And not just in game either.
I'm making this all sound too final. It's not. I'll be back, but it'll be a while.
Be good, do well, stay happy, and avoid bullshit. :)
Best,
Brandon (Scaron / Scaronte / Scarite / and various other "Scar-flavored" alts)
PS: One last thing...if you play league of legends you can friend me there: my summoner name is Skaran.
Let's Talk about Mythic Raids
Elapsed — Sat, 11/09/2013 - 01:36

MYTHIC Sounds amazing, or I thought so when I just heard it! Makes me want to be in a Mythic raid, Fuck you heroics! You're for the weak!
well... let's get passed that and realize something, If the raiding tiers were implimented today, this is how they would look. Remember when I say "Flex" below, dont think of the 10-25 player nonsense, think of the difficulty.
LFR - > LFR
Flex - > Normal
Normal - > Heroic
Heroic - > Mythic
So it's a re-naming to start.... Mythic difficulty will be EXACTLY THE SAME as heroic currently.... So it's a cool name. Why am I complaining about a re-name? Well that's not all they did, Let's look below at my next list and when I say "Flex" this time, I refer to how many players can come (10-25)
LFR = Flex
Normal = Flex
Heroic = Flex
Mythic = 20 man
"But Elapsed! Are you saying a 25 man would have to sideline 5 people every week? and a 10 man would have to recruit 10 more raiders and lose out on their core group?"
Yes that's exactly what I'm fucking saying.
The way I see Mythic working to the fullest is this, Run a 22-25 man for normal/heroic (shouldn't take longer than normal progression now) and then sideline 2-5 people to run Mythic. Have them geared from running heroic and ready to fill in at any given time... even take over as a main. That leaves this to an Alt game imho. People will need to have 2 raids once the Mythic group starts working on them. So they can keep getting "heroic" gear and be ready to pop into Mythic right away.
FYI if you didn't catch on, I'm not looking at this from a let's all raid and have fun perspective, I'm looking at this from a progression raid style. And you can call it Elitist if you want, but it's how a great deal of us really raid. This is true of any of <Downfall>'s current raids, and certainly of the ones of the past.
So what does a guild like us do? Beats the fuck out of me.... but I'm not happy that I can't just keep close to my 10 man now heroic raid, and have a 25 man to have a "social" interaction with flex.
You can find DOZENS of posts on mmo-champ and the wow forums about this, you will see flaming on both sides. a majority of it seems to be the standard faire of forum trolls and assholes, and some is people arguing about difficult of logistics vs difficulty of content.
Some have said, if you don't want to raid on the same level as a Mythic raid, you don't deserve Mythic gear. But I want to raid on a Mythic level, but with 10 people, so why should I (and the GREAT MAJORITY OF WOW RAIDERS) be told "get 10 more, or fuck off in "heroic""
Well this comes to a change that we've been dealing with since the tail end of Wrath, Having only 1 damned lockout for raiding weekly. You can run 10 man normal or heroic, or 25 normal or heroic. Sure there's a little more nuance to it, but thats the general logic. They/we have compained about being forced to only do 1 raid a week with our mains and if we want to raid in another raid we have to play an alt. This is what lead to the death of 25 mans in Cata (along with the thin content/story) and the death of a lot of raids/guilds in general. Lack of choice!
This adds that "2nd" lockout again for Heroic raiders. They/we can run in the guilds 25man "Heroic" and still run our 20 man Mythic every week. Theyre trying to please (and I'm sorry but I'm well aware of my role here) the Minority of wow subscribers, while still letting the majority feel "Epic" for their progress.
My 2 cents, if you didn't gather, I'm not a fan of the current plans for it, but I appreciate what theyre trying to do for someone like me. I hope they can be a bit more...... for lack of a better word Flexible with the raiders required. Also I hope for more answers tomorrow at the Q&A. I will be adding/modifying/correcting anything here as I find out news tomorrow.
*Addition*
PMS 2.0 is happening, like I've posted below requirements are strict and a call back to TBC/Wrath rules for hardcore raiding
- missing only 1 night out of a month (maybe 2 or 3 but thats pushing it)
- picking a class and spec before launch and sticking with it through the whole expansion (this is hard due to balancing but remember with 20 people, you may be the only Balance Druid or Shadow priest, but you bring CDs and buffs to the raid that others might not. Also if you watch the Fatboss video I linked below (thanks Lumi for that) you can see how they may hopefully bring back class specific mechanics (think Razuvious from Naxx with the Mind Control adds). We wont be able to really switch peoples mains unless they are FULLY heroic gear and bring something to the raid that were sorely lacking.
- Ready to accept possibly a loot counsil (other loot options are being fully discussed and this is not even close to 100% but it's an idea that's being thrown around to ensure that the raids gear is balanced properly) PMS raiders are all very cordial when it comes to loot and we generally pass gear to those who will get better upgrades out of it, if we can do that system for Mythic... by all fucking means we will
- Understanding that you may be our 2-5 fill ins that we have set aside (another system that is being discussed by officers involved)
- Being raid ready in 2-3 weeks (possibly running "normal" fully and having raid gear from it) after launch. I mean full epics, fully enchanted/gemmed, and full boss understanding for whatever comes our way (I will be putting together a normal run as soon as I can get fully geared in heroic dungeon shit and crafted if there is enough people geared)
Sign-ups will start in Jan, I appreciate all of the "I'll Join!" posts that were getting and the concerns with the time and day, As I've posted, we have people in our raid who we wont abandon for this. These raiders are, in my mind, crucial to this raid's success. In short our time and days will be as follows
Mon/Tue/Wed and either 9-12 or 9:30-12:30 server (with the understanding that we may have to switch that half hour mid tier or mid xpac)
Right now from my general list, I'm looking for a monk or druid healer, and Various DPS. As I've said previously we are going to be very Elitist about our guidelines for picking raiders, please try not to take offense if we don't pick you. It's just how these types of raid form.
Siege of Orgrimmar Raid Guides COMPLETE!
Mehguy — Sun, 08/18/2013 - 20:57

FELLOW DOWNFALL GUILDIES!
The Siege of Orgrimmar Raid Guides are now complete in the DF Handbook!
Please go check them out and get prepared for the upcoming raid encounters!!
14 - Garrosh Hellscream
Mehguy — Thu, 08/15/2013 - 13:03

Garrosh Hellscream is the LAST encounter in the Siege of Orgrimmar and the DOWNFALL (YEAAAAA BUDDY!) LFR.
For a detailed view of the abilities and loot table for LFR/Flex/10/25 please CLICK HERE
General Strategy/Overview
This is a multi-phase encounter, with each phase transition happening when Garrosh hits 10% health. At which point, he will heal himself to full, gain new abilities, and no longer summon adds to assist him. During the transition phases you must fight your way to Garrosh where he is trying to absorb energy from the Heart of Y'Shaarj. For every 25 energy he absorbs, he will empower one of his abilities, causing them to become even more devestating. When he hits 10% health a 2nd time, Garrosh will fully drain the Heart and gain 100 energy, fully empowering all of his abilities and healing ~20% extra health. At this point you just pop hero, nuke and hope you win.
Phase 1 - The True Horde
This phase is about add control (go figure) and surviving all of Garrosh's abilities that throws at you.
Garrosh
- Desecrate - Garrosh throws his Desecrated weapon at a random player dealing ~160k shadow dmg to all enemies within 15 yards/1 sec, and leaves a Desecrated Weapon at the location
- Desecrated Weapon - This leaves a large void zone surrounding the weapon, destroy the weapon. As the Weapon loses health, the smaller the void zone will become.
- Hellscream's Warsong - Inspires his allies, increasing their phys dmg dealt and health by 200%.
- Hellscream's Allies - these adds come in throughout Phase 1, and will progressively join the battle faster the longer the fight goes on.
- Kor'kron Warbringer - Melee mob
- Hamstring - deals 150% of normal dmg and slows player by 50% for 10 sec.
- Farseer Wolf Rider (HIGH PRIORITY) - Shamans that have a relatively high health pool, must be focused quick to prevent raid dmg and add healing. All abilities need to be interrupted.
- Ancestral Fury - When interrupted, gains this stacking buff, increasing 25% cast speed per stack.
- Ancestral Chain Heal (Interruptable) - Heals add for #% of his max health, chains to nearby adds.
- Chain Lightning (Interruptable) - Deals ~200k nature dmg to target, chaining to nearby enemies.
- Siege Engineer (#1 PRIORITY ADD) - These adds appear on the balconeys on the sides of the room, and if not killed within 15 seconds will activate the Kor'kron Iron Star
- Kor'kron Iron Star (wipe mechanic) - Deals MASSIVE dmg to any player hit by it. When it hits it will explode dealing ~3.4-3.5Mil fire dmg to nearby enemies. Deals less damage to players the further away they are. These can be used to kill any of Garrosh's adds that are up.
- Kor'kron Warbringer - Melee mob
Interrmission: Realm of Y'Shaarj
When Garrosh reaches 10% health, he will begin to start siphoning power from the Heart of Y'Shaarj. This will heal him to full health and grant him some new abilities. At this point Phase 2 starts and periodicially throughout the phase, you will be transported into the "Realm of Y'Shaarj" where you will have to run a slight gauntlet to get to where Garrosh is continuing to siphon dark energy from the Heart. You want to reach his location and AoE down any remaining adds ASAP to stop him from siphoning energy. Once Garrosh reaches 25/50/75/100 energy, he will fully empower one of his abilities for the remainder of the fight.
Realms
- Terrace of Endless Spring
- Embodied Fear - Adds that sustain Y'Shaarj protection on Garrosh. Once defeated, Garrosh will stop siphoning dark energy.
- Temple of the Jade Serpent
- Emboded Doubt - Adds that sustain Y'Shaarj protection on Garrosh. Once defeated, Garrosh will stop siphoning dark energy.
- Temple of the Red Crane
- Embodied Despair - Adds that sustain Y'Shaarj protection on Garrosh. Once defeated, Garrosh will stop siphoning dark energy.
Garrosh Abilities while in the Realm of Y'Shaarj
- Y'Shaarj's Protection - while any of the Embodied adds are alive, Garrosh is protected by this and will siphon energy from the Heart.
- Annihilate - Once the protection is broken, Garrosh will spam this ability. This is a frontal conal abililty that will deal high dmg to anyone infront of Garrosh. Will also deal moderate raid-wide AoE dmg. This will continue until the end of the 1-minute timer that you are in the Realm.
Phase 2
Periodically throughout this phase, until Garrosh reaches 10% health again, you will be re-transported to the Realm of Y'Shaarj and have to run the gauntlet again to prevent Garrosh from gaining more energy to empower his abilities.
His abilities for Phase 2 are as follows
- Whirling Corruption (DEADLY) - Garrosh begins whirling around, dealind ~100k shadow dmg to nearby enemies every 5 sec. The dmg received decreases the further away you are from him.
- Empowered Whirling Corruption (gained at 25 dark energy) - The whirling corruption will periodically fire a missle at a player, dealing ~200k shadow dmg to all players within 8 yards and spawning a Minion of Y'Shaarj at the location.
- Minion of Y'Shaarj - Melee mob, when defeated will cast Empowering Corruption, healing nearby Minions of Y'Shaarj to full health and increases their dmg dealt by 500%. Focus and kill quickly.
- Empowered Whirling Corruption (gained at 25 dark energy) - The whirling corruption will periodically fire a missle at a player, dealing ~200k shadow dmg to all players within 8 yards and spawning a Minion of Y'Shaarj at the location.
- Touch of Y'Shaarj - Will randomly select and mind-control players, who will try to infect and mind-control other players. Reduce the players health to 20% to break them free.
- Empowered Touch of Y'Shaarj (gained at 50 dark energy) - Transforms the selected player into a Sha that is immune to all CC and has increased health. Will still continue to try to spread the Touch of Y'Shaarj, bring them to 20% health to break them free.
- Desecrate - Same as Phase 1, throws a Desecrated weapon at random players, dealing ~160k shadow dmg to anyone within 15 yards, creating a void zone. Destroy the weapon to eliminate the void zone.
- Empowered Desecrate (gained at 75 dark energy) - When Garrosh throws this, the weapon is now invulnerable and cannot be destroyed!
- Gripping Despair (Tank warning, require swapping) - Tank deals, 20k shadow dmg/1 sec for 20 sec. Stacks.
- Empowered Gripping Despair (gained at 100 dark energy) - When Gripping Despair expires or is removed, causes Explosive Despair.
- Explosive Despair - Deals Shadow dmg equal to the value of Gripping Despair (possible raid-wide AoE). Increases the dmg taken by Explosive Despair by 5% for each stack of Empowered Gripping Despair when it either expired or was removed.
- I'm assuming this means that if the value of GP was 200k from 10 stacks of the debuff, then once it expires, it will explode for base 200k, plus 50% of that(5% x 10 stacks), so another 100k dmg = 300k total explosion. The dungeon journals Ive read doesn't say that this is raid-wide, but I'm assuming it is. Either that or its meant to be more powerful than I'm understanding to force tank deaths to cause wipes.
- Explosive Despair - Deals Shadow dmg equal to the value of Gripping Despair (possible raid-wide AoE). Increases the dmg taken by Explosive Despair by 5% for each stack of Empowered Gripping Despair when it either expired or was removed.
- Empowered Gripping Despair (gained at 100 dark energy) - When Gripping Despair expires or is removed, causes Explosive Despair.
Phase 3 - Once Garrosh reaches 10% health again, he will run to the middle of the room and siphon any remaining energy from the Heart and will go to full 100 Dark Energy, all his abilities WILL be empowered, and he will regain ~20% max health.
At this point there are no new abilities, all of his abilities are now empowered and should be dealt with accordingly.
Pop heroism and go to town, getting out of Empowered Desecrated Weapon void zones quickly, breaking people free of the Empowered Touch of Y'Shaarj, use raid-wide DEF CD's for the Empowered Whirling Corruptions, and pray you win.
TLDR/Summary
This fight isn't overly complicated for an end-expansion fight, but it is LONG and it hurts. You can expect to have to be at the top of your game to get this kill the first few times.
Phase 1 is all about burning down adds in the appropriate order. Ideally Engineers->Wolf Riders->Warbringers all while bringing down Garrosh as quick as possible. If possible, a strat could be to leave one engineer up to spawn one of the Iron Stars, as they can be used to kill adds, but its EXTREMELY dangerous and can still lead to easy wipes. Stay out of Desecrated Weapons and kill them to eliminate the void zones.
Phase 2 is all about preventing Garrosh from gaining as much dark energy as he can so he cant empower his abilities too early. When you get transported to the Realm just sprint and run, taking any adds with you til the end and AoE them all down to stop him from gaining energy. Then avoid his frontal cone, and heal through the AoE. Once in the normal realm, just deal with abilities appropriately by killing the Desecrated Weapons, breaking people out of the Touch of Y'Shaarj and using Def CDs for the Whirling Corruptions. Rinse and repeat until 10%.
Phase 3 is just burn, repeat handling of more powerful abilities and pray you survive.






Recent comments
7 hours 17 min ago
4 weeks 1 day ago
7 weeks 1 day ago
7 weeks 2 days ago
9 weeks 1 day ago
9 weeks 1 day ago
9 weeks 1 day ago
10 weeks 2 days ago
11 weeks 3 days ago
13 weeks 17 hours ago