A warped mass of molten hatred and unfathomable power, this formless, mindless horror cannot be stopped. Whatever was left of Neltharion the Earth-Warder is long gone, his mind and soul corrupted and devoured by his Old God masters. All this monstrous being desires is destruction, annihilation, and an end of all things. ~ Dungeon Journal
The first time you complete the Madness of Deathwing it is a breathless experience that will make you play on your toes. In fact, you can read my enthusiasm from when we downed him back in December here in my post entitled “Destroyer’s End.”
The only excitement in the fight for me now is when I forget to change one of my macros from a previous raid and I kill myself. But anyway…let’s talk Madness!
The Madness of Deathwing is a 2 phase fight that involves your raid team, the Dragon Aspects, and Thrall. When you arrive at the Maelstrom, you will discover the 4 platforms that the fight takes place on. Each platform belongs to a different Dragon Aspect and starting the fight with the raid on a different platform than the one Thrall is located on changes the difficulty of the fight substantially. In this guide, I will review the “standard” kill order, but you can always change it up!
Once you “kill” each of Deathwing’s limbs on the 4 platforms, the fight transitions into Phase 2, during which your raid fights Deathwing’s head for the final 20%. Succeed in your attempts and you will officially become the “Destroyer’s End.”
Each Dragon Aspect (and Thrall) provide your team with a buff to succeed and finally banish Deathwing from Azeroth. Their buffs are as follows (done by order of platform, far left to right):
- Alexstraza – The red dragon buffs your raid with Alexstraza’s Presence, which increases your health by 20%. She also casts Cauterize, which damages the tentacles that sprout from Deathwing’s limbs over 5 seconds and reduced the damage taken by the Corrupted Blood.
- Nozdormu – The bronze dragon grants Nozdormu’s Presence, which increases haste by 20%. Nozdormu also creates a yellow swirling circle on the platform, called Time Zone, which slows the Elementium Bolt that is cast at the platform and slows any mobs’ attack speed by 50% when fought within the zone.
- Ysera – The green dragon buffs healing by 20% with the Ysera’s Presence. She also provides a spell, a la Ultraxion, called Enter the Dream, which decreases all damage taken by 50% for 2 seconds.
- Kalecgos – The new leader of the Blues grants the Kalecgos’ Presence, which increases all damage done to Deathwing and his minions by 20%. Kalecgos also buffs the raid with Spellweaving, which causes roughly 23K Arcane damage to enemies within 6 yards, but excludes your current target.
- Thrall – While not a dragon, Thrall’s Carrying Winds will move players between the platforms (sometimes this fails) and increase the raid’s movement speed by 60% for 10 seconds.
Deathwing – Phase 1
The following are the various things that Deathwing will “toss” at the raid as you work your way across the platforms. Each platform faces the same enemies, but how they are dealt with depends on which Dragon Aspect(s) you have left. The order they are listed is the order that they appear during the fight.
- Assault Aspect – Deathwing casts this as soon as the fight begins and looks for the platform with the largest number of players and a platform that still has a limb attached to it.
- Arm/Wing Tentacle – The main attention grabber on the platform, your raid will focus on the tentacle when there is nothing else to kill. The tentacle casts Burning Blood, which causes Fire damage on the raid every 2 seconds. The damage gets worse as the Tentacle’s health decreases, so healers will need to be aware that healing will require more attention the lower the health of the Tentacle. Twice during the fight, at 70% and 40%, the tentacle sprouts Blistering Tentacles from it’s arm. These cannot be AoE’d and they attack with Blistering Heat, an ability that deals 2500 Fire damage every 2 seconds and increases damage by 2 every stack. When Alexstraza is active, she will be killing the Blistering Tentacles for your raid.
- Mutated Corruption – A bonus tentacle that will spawn in the back of the platform. This tentacle is picked up by the tanks and all DPS should switch to it immediately. The tanks swap when the Mutated Corruption casts Impale, but they must use a personal cooldown as Impale hits it’s targeted tank for 400K (physical) damage. Impale is channeled over 4 seconds before the hit lands. The Mutated Corruption also attacks the raid with Crush, which causes 100K (physical) damage in a conal attack. Your raid should spread out and not stack behind each other to reduce the chance of this affecting a large amount of your team. Once the Mutated Corruption is dead, your raid team will swap back to Deathwing’s limb.
- Elementium Bolt – The Elementium Bolt is slowed by Nozdormu’s Time Zone, but without the golden circle, it comes crashing into the platform and deals roughly 390K Fire damage to all players in range. The bolt will continue to pulse 390K Fire damage every 5 seconds until it is destroyed. It is recommended to focus the bolt as soon as it appears so it can either die before it hits the platform or soon after it lands. If your team can move quickly from the bolt’s landing location, they can reduce the damage they take when it collides with the platform.
- Hemorrhage – Once per platform, Deathwing’s tentacle will hemorrhage, causing Regenerative Blood to spawn. Bloods gain 10 energy every second, and when their energy reaches capacity, they heal themselves back to full. These are a high priority to kill with AoE because they are also casting Degenerative Bite, a stacking debuff which causes roughly 1500 Shadow damage every second for 10 seconds.
- Cataclysm – Deathwing will begin channeling Cataclysm as time progresses on each platform. Cataclysm is basically a hard enrage timer that is pushed back every time a limb is destroyed. If you fail to kill the limb in time, Deathwing will 1-shot your raid.
Once you destroy the limb on your platform, Deathwing becomes stunned and 20% of his health is whittled away. This is how Deathwing is at 20% health when you enter Phase 2.
Deathwing – Phase 2
Once your team lands on Ysera’s platform, the DPS race is on. Your raid will begin to attack Deathwing’s head, trying to deal as much damage as they can until the following adds spawn:
- Elementium Fragments – Three fragments will spawn in a 10-man raid. They will spawn at various spots on the platform, sometimes grouping up, sometimes spread out. Your DPS must switch to them immediately and burn them down. The fragments will debuff random members of the raid with Shrapnel, a spell that deals roughly 200K of unresistable physical damage. When players are targeted by Shrapnel, it is best if they make use of Ysera’s buff to Enter the Dream.
- Elementium Terror – Two Elementium Terrors spawn on the platform and must be picked up by the tanks. The melee attacks apply the Tetanus debuff onto the tanks, which inflict roughly 60K physical damage and an additional 20K physical damage every second. The Tetanus debuff stacks, and thus the adds must be killed off quickly to avoid the loss of a tank.
- Corrupted Blood – Applies a debuff that inflicts Fire damage on the raid every 2 seconds. When Deathwing hemorrhages at 15%, 10%, and 5%, the damage done by Corrupted Blood is increased.
Here’s how I handle Madness:
- Platform Order:
- Ysera (where you land)
- Nozdormu (left)
- Alexstraza (more left)
- Kalecgos (all the way right)
- DPS begin work on Limb.
- DPS/tanks switch to Mutated Corruption when it spawns.
- Tanks swap when Impale goes out.
- DPS swap to Elementium Bolt when it spawns.
- Finish off Bolt, finish off Mutated Corruption if it’s not already dead.
- AoE Regenerative Blood when they spawn.
- Kill Limb.
Platform 4 is handled a bit differently and is usually dependent on your raid’s DPS:
- DPS land on platform and stand around until Mutated Corruption spawns.
- DPS kill Mutated Corruption.
- DPS kill Elementium Bolt.
- DPS stand around and /dance while they wait for the Regenerative Blood to spawn.
- DPS kill Regenerative Blood.
- DPS kill Limb.
- Raidwall each time an Elementium Bolt gets ready to land.
- Cooldown order for Impales (note: these CDs allow you to take no damage from the impale, resulting in much love from your healers):
These are my picks, YMMV.
Not going to lie, I squealed like a little girl when I saw this screen this afternoon.
It got a great response from @Vosskah:
— Vosskah (@Vosskah) March 30, 2012
Then there was the humor involved when I told Mal:
I’m glad to report that my cotank has also made it into beta, so we’re going to go tear up content together!
If there is anything that anyone would like for me to test in regards to Paladins, please let me know! I will be messing around with all specs, but focusing on Prot (as expected).
Posts will soon follow about Beta discoveries!
When Deathwing first channeled the Dragon Soul’s power against the other flights, the massive energies that were unleashed threatened to break apart his very body. Rather than forgo this weapon, he had adamantium plates fused to his scales to hold his body together. Later reinforced with elementium, these plates are now his weakness–the sole vulnerability to Deathwing’s lethal presence. ~Dungeon Journal
I’d be lying if I said that this fight was fun. I think a good amount of my delay in writing this guide has to do with just how boring this fight (and Madness as well) is on normal. Anyway, I’m I completionist and I have two fights left to cover, so let’s get through Spine of Deathwing. –M
Spine is exactly what it sounds like: the entire fight takes place on Deathwing’s back, during which you’re loosening (and removing) the plates that hold his body together, while killing the various things that spawn from his back.
If you have a weak stomach, it’s best not to think about what you’re killing on his back. It may make you squeamish.
Spine of Deathwing is a single phase fight that you must execute the same strategy three times before you are able to move on to the final fight of the raid, Madness of Deathwing.
Deathwing himself only has one ability that you need to watch out for: Roll. If Deathwing senses that the raid team is standing on one side of his back, he will attempt to roll in order to remove the players from his back. This can be quickly corrected by having your raid team spread out across the middle of his back. When this is achieved, a message will flash on your screen that says “Deathwing levels out.”
The roll is very useful, and you will want to roll Deathwing regularly, usually once each time you release a plate (so three rolls a fight), in order to shed excess mobs from his back.
In 10-man, Deathwing is very sensitive and can roll very easily–so be aware!
When you first parachute down onto Deathwing’s back, there are 4 Corruptions that emerge from his body. While the Corruptions are alive, they prevent anything from exiting the 4 hole in Deathwing’s back, IE, the Hideous Amalgamations and the Corrupted Blood, the two things you need to remove the plates from his back. Once all Corruptions have been killed on Deathwing’s back, another will spawn randomly from one of the holes. When a plate is removed, 2 new Corruptions spawn, but once they are all killed, only one will return.
Corruptions have 2 abilities in the raid:
- Searing Plasma (Physical) – A debuff that is placed on one member of the raid at a time, Searing Plasma will absorb the first 200K healing done on the target, or will expire after 5 minutes, whatever comes first. When the debuff is on a target, it deals 10K damage every 10 seconds.
- Fiery Grip (Fire) – Fiery Grip is a stun that is cast on a random member of the raid (never a tank) which stuns them until the Corruption has been damaged. In order to break the grip, 20% of it’s health must be removed. While a player is immobilized by the Corruption, they take 60K damage every 3 seconds, which makes breaking the grip of utmost importance.
I find that it is easiest to assign a DPS to own the responsibility of breaking Fiery Grip off of players, and then we assign a back-up to that DPS in case they are gripped themselves. This makes sure that the damage meted on the Corruption is controlled so you don’t worry about bursting them down too quickly and gaining an extra Amalgamation. The Corruptions do not have a large health pool, so the grip can be broken with 1 or 2 hits.
When you need to roll Deathwing, everyone dives into a hole previously occupied by a Corruption. While in the hole, Grasping Tendrils appear, which basically locks you in place for the roll. You don’t want to remain in the spot for too long, because they slow all affected players’ movement speed by 35% and cause roughly 3K damage every 5 seconds unless you move away from them. When it comes time to perform a roll, it’s easiest to only “lock in” until you have shed the adds you need to remove and then run out.
Amalgamations have the following 3 abilities, listed in order that they will appear:
- Absorb Blood – The ability only occurs if the Amalgamation gets too close to a Residue from a Corrupted Blood. The Amalgamation is normally kited over a stack of Corrupted Bloods and gathers several stacks at once. Absorb Blood results in the Amalgamation dealing 10% more damage and attacking 20% faster. Once the Amalgamation has absorbed 9 stacks of Residue (thus dealing 90% more damage and attacking 180% faster) it becomes superheated.
- Superheated Nucleus (Fire) – When the Amalgamation reaches 9 stacks, it begins to pulse fire damage to everyone in the raid. Every 3 seconds the Amalgamation deals roughly 15K damage to each member of the raid. Your goal is to activate the Superheated mode when the Amalgamation is at low health to reduce the amount of time you are in this phase.
- Nuclear Blast (Fire) – When the Amalgamation‘s health pool reaches 0, the Amalgamation becomes immobile and begins to channel Nuclear Blast. Nuclear Blast deals roughly 375K damage to anyone within 8 yards and will basically one-shot members of your raid who haven’t moved. Since there is not a lot of space to gather once your team has moved away from the Amalgamation, it is usually wise to use raidwall here to reduce the fire damage. If the Amalgamation is positioned right, (in this case it should be right up against the plate) the explosion will pry up the plate and allow you to enter the first Plate Burn phase.
Elementium Reinforced Plates
The plates that hold Deathwing together also hide the final add you must defeat (3 times) in order to move on to the final fight of the tier.
Tucked under the Elementium Reinforced Plates lie the Burning Tendons. The tendons are the last thing holding Deathwing’s armor to his body. Once destroyed, the plate attached to Deathwing’s body will fly off and give you more space to continue the battle.
When the Amalgamation explodes, a Burning Tendon is exposed to the raid. The team has 23 seconds to destroy the tendon before it snaps the plate back onto Deathwing’s back and the entire Amalgamation phase must be repeated.
If your team is unable to defeat the tendon in the first attempt, it will not heal up. Your team will need to re-expose the tendon to finish it off.
It is worth noting that each plate contains two Burning Tendons, so if your raid team is unable to kill a tendon on the first attempt, you will want to make sure the next Amalgamation explosion loosens the plate on the same side again.
As I mentioned earlier, this fight is a rinse and repeat fight. The outline below is how we perform the fight each week in all it’s mind-numbing glory :)
- Destroy 3 Corruptions upon landing (we usually kill top Left, top Right, bottom Right.
- Lock in on the left side of Deathwing’s back and roll him to shake the Hideous Amalgamations loose. Make sure you have the Grasping Tendrils debuff (DBM shows this).
- Kill the final Corruption. Tank picks up Hideous Amalgamation and drags him to the front of Deathwing’s back.
- DPS begin to work on Amalgamation (usually melee). DPS assigned to break Fiery Grip (usually a hunter) performs task and assists ranged with AoEing Corrupted Bloods.
- Once Amalgamation reaches 40% health, Amalgamation tank takes him for a walk to the Residue left by the Corrupted Bloods. 40% is a random goal, but it can be done when the tank and healers are comfortable and done at different times to make sure no bloods are wasted. This is a big deal on the first plate because the bloods spawn so slowly.
- Tank repositions Amalgamation against one of the Elementium Reinforced Plates when 9 stacks are reached and DPS focus the Amalgamation down. All melee and tank run away from the exploding Amalgamation (8 yards).
- Once the plate lifts, all DPS attack the Burning Tendonto release plate. Our CD order for plates is as follows:
- Rinse and repeat. You will only want to have 1 Corruption up at any given time due to Fiery Grip.
- Raidwall each time your team is dealing with Nuclear Blast. Every little bit helps when people don’t move when they need to.
- Try not to fall asleep :)
These are my picks, YMMV.
Final option is a bit flexible, depending on your gearing and raid. My thoughts:
- Crusader Strike: Valid for fact that fight is a single mob fight. Increased crit results in more damage and a slightly faster boss death. This is good if you need some additional damage on the Burning Tendons.
- Judgement: Totally dependent on if you have the 2pc T13 bonus which grants you an absorb shield each time you judge. Basically you get a larger absorb, which helps to reduce healing required, but I haven’t looked to see how much of a bonus you get. Probably not worth it in the long run, but every little bit helps.
Pick whichever one you feel most comfortable with!
My logic: Focused Shield because it’s a single mob fight. Lay on Hands for the shorter duration (survivability again, but there’s really nothing stopping you from having a shorter CD on this “save your ass” spell). Divine Protection for the magic damage reduction.
So today the changes to the Scroll of Resurrection were announced. If you didn’t know what the SoR was, basically it was a way to lure your friends back into WoW after they had quit for a period of time. You could issue them a scroll and they’d get some free play time. I’ll be honest, I’ve never used a SoR to bring a friend back to WoW. They’ve come back of their own volition, usually to see new content or try out the changes to their class. Maybe they like what they see and they choose to stay, maybe they don’t, or another game catches their eye, and they wander away from WoW again.
Friends who have quit did so because they were hardcore raiders and burned out, some needed to get finances in line. Some of them came back, some didn’t.
The New Scroll of Resurrection
Let’s take a look at what the new Scroll of Resurrection gives you:
Not bad huh? A free upgrade to Cata, a boost of your character to level 80, a free realm transfer or faction swap to play with your friend who brought you back.
Not gonna lie, it’s tempting as heck! But tossing all these freebies at players who quit the game? Free Faction changes? That’s a $30 savings right there. A free server transfer? That’s another $25.
Not a bad deal in the least.
Miri’s “Get off my Lawn” Rant…
So here’s why this rubs me the wrong way. Every time we turn around, there’s a “bonus” associated with bringing someone to WoW. Whether it be a player who quit the game eons ago or a new player who wanted to experience the game.
Now players can play WoW free to lvl 20, the $20 purchase of Vanilla WoW nets you the Burning Crusade, and now you can come back and get boosted to lvl 80.
Not gonna lie, it’s better to be a new player (or a returning player) to WoW than it is to be a long-time subscriber.
And this bugs me!
The account that I play on each and every night hit it’s 7th anniversary last month. Over 7 years this game has been paid for. That’s Vanilla. That’s BC. That’s Wrath. That’s Cata. Every single expansion picked up. Let’s not mention that the account has every CE ever produced for those expansions tied to it as well.
I’d screenshot all the Feats of Strength I have on a character I no longer play, but it would take too long to piece together my WoW history in Photoshop. But if you want to take a gander, Mirina, my hunter, was the character I focused on in BC. My original Vanilla hunter and rogue were deleted eons ago, and only my baby druid still remains.
Admittedly, I play WoW because I enjoy it. I’ve RaF’d myself twice simply to speed level alts and get the Zhevra mount (on characters, once again, that I don’t play anymore). I play because I like to raid, because I like to do things with friends, because I like to explore, work on achievements, and in general, immerse myself in the World of Warcraft.
And many will say “well, then you should be content with what you have. You have raids, and heroics, and all the content that’s designed for players at max level.” And that’s great. I, as a player, have that. But so does every other max level player who plays WoW.
You know what else I had? I had a time were I had to buy ammo before raids, and your rep and the raids you were working on determined if you had the best ammo in game. I had to carry my mounts around in my bags, and pets too! I had to do my dailies so I could afford to raid, because guilds didn’t have the ability to skim money off of my kills and deposit it; regifting it back to me as payment for repairs while we were learning fights. I had to pay each time I wanted to change my spec because we could have only one. I had to go tame pets for my higher level pet skills. I had to attune myself to the raids I was preparing to progress in. I could go on and on.Yes, things have gotten better. Yes, the game is much more friendly and open to new and returning players.
But what do I have to show for 7 years in the World of Warcraft? I have Feats of Strength that no one looks at. I have moments like I did in the previous paragraph, where I extol how WoW has changed. But within WoW, what do I have to show for it? Well, I have a couple pets that were there for years 4 and 5. And those are cool. But they don’t go with my character for various reasons. Maybe it clashes with my Transmog, maybe it’s just not something I want to pair with Raz because of his personality in game.
The Missing Link
Blizzard rewards players for coming back to WoW via the Scroll of Resurrection. Blizzard entices you with two-seater mounts to bring a friend to the game via Recruit a Friend. But there is nothing for the WoW Veterans.
This is a topic that has been batted around for years, with people coming up with various ideas. In fact, just last month a discussion was started by Mathew McCurley on WoW Insider asking what a WoW Veteran program would look like.
My favorite option is a token awarded for each year you’ve been an active subscriber. Everyone can earn tokens to spend on a pool of items–it will just take more time for the person who’s been subscribed for a year to achieve all the items that a 7 year subscriber to get. It’s an equal opportunity for all to walk away with something highlighting their time spent in Azeroth.
Or, you know, I would love a backpack upgrade.
Like this blog post! I just posted recently about all the stuff that I owe readers and that I’ve been really busy with real life. And real life has been kicking my ass, I’m not going to lie. Last week was just a package of awful wrapped in awful and I was basically at wits end. I went shopping on Saturday to continue the ongoing process of furnishing my condo (because nothing is more fun than furnishing a place that is hours away from you when you still have a non-stop job AND have another property to keep up with) and basically hit my limit with people interaction at IKEA. How I used to work some of the biggest sales on holidays when I did retail is beyond me. Now, dealing with a crowd of people for more than a couple hours reduces me to a near panic where I just want to flee and hide. (There’s a point to this, maybe, so bear with me) Saturday basically just added to my burnout of real life and I came home to sulk. I was in a foul mood, and tried my damnedest to contain myself on an alt away from my raid team. But my alt is guilded on another realm with other friends who decided to run Sunwell that night. The best thing I could have done was stayed away, but against my better judgement I went, and my frustration got vented against an unprepared group of people (didn’t help that the Light Sunwell chest piece, that I still haven’t managed to get on Raz, dropped that run). I slunk off after we downed KJ, simply stating I needed to go to sleep.
I went to bed, my mind racing. I had offended one raid team while trying to hide from my own for our own night of fun runs. I was a mess and I knew it. I popped onto remote guild chat to send a massive apology to my healer who had assembled the Saturday night fun run in guild and told her I just couldn’t handle people and was trying to do the right thing by staying away. She gave me e-hugs and I eventually fell asleep, completely pitiful and wallowing in my own hatred. I even left poor Mal to tank the fun run because I was being my douche-tastic self.
I slept for like, 12 hours, and was still in a pretty frustrated mood when I woke up. And then there was a message asking if I had checked my in-game mail. And I was quizzical, but I hit up the mailbox. There were a couple wrapped packages, and a little hatchling waiting for me. Apparently while I was hosting my own pity party in bed, my dearest Deedle was locating 3 pets for me to hit the 100 pets achievement on Raz…
*sniffle* Did I mention how much I adore my Deedle? *GIGANTIC E-HUG TO MY FAVORITEST MAGE EVER*
And then, while I was still processing that I had 100 pets (and squealing over the Elementium Geode, because damn I like that pet!), Dee sat there and was calculating the easiest way to get me to 9K achievement points since I had declared Sunday to be “Achievement Point Sunday.” And I was going to farm ALL THE THINGS.
At some point, I went full derp and decided that one of the things I needed to farm was the rares in Northrend.
So, funny story here. I farmed up all the Outland rares while I was working on Northrend Loremaster. I mean, it probably would have made a lot more sense to…you know…work on Northrend rares…when I was in Northrend. But, this is me. And as many will attest, I don’t always do things logically. So, I completed Northrend Loremaster and my Outland rares around the same time. I think subconsciously, I was willing to do the Northrend rares because I was trying to avoid Outland. I had 12 characters at max level at the end of Wrath. I did a lot of Outland. I’m good with never going back. But I have to, because Raz never did Outland. And there’s that pesky Loremaster achievement…
Anyway, back on the rambly topic…
So I started farming Northrend rares, and I did pretty decently my first day. Eventually I got bored and wandered away from my PC for a bit, laying down to read some on my iPad. About 2 hours after I laid down, I decided I should be an adult and go grab a shower, but something called to me and I decided to do a quick rare hunt before hopping under the warm water.
I was in Storm Peaks, finishing up my loop for Vyragosa, when suddenly, NPCScan went off.
It was the Time Lost Proto Drake…
It was one of those moments of sheer panic. The moment of “OH GOD I WANT IT WHERE IS IT” to “OH GOD WHAT IF IT’S A CORPSE BECAUSE SOMEONE ALREADY GOT IT.”
My heart was racing, my hands were sweating, my eyes were wide. I started doing circles, trying to find it. And then suddenly, there was an Alliance Shadow Priest right beside me! I took off in the direction I hadn’t been yet, and was spam clicking the alert that NPCScan pops up on your screen. I was close enough to have the mob targeted, and it hadn’t taken any damage. OH GOD WHERE WAS IT!?!? And then suddenly, there it was! The Time Lost was soaring slightly above the ground and I took off after it. A quick Judgement and a fast Crusader Strike and the drake was dead. And I stood over it’s corpse, my body shaking, as I clicked to loot it. And there were the reins. And they were mine.
OMG. I just started NR rares today…I have the Time Lost Proto-Drake on Raz O.O
— Miri (@WoWMiri) March 4, 2012
And then the Shadow Priest appeared beside me…
I quickly looted the corpse and took to the skies, flying quickly back to Dalaran. It was at about this time that Mal woke up from his nap. My heart was still racing, but I managed to form words and show him the drake (which he thinks is hideously ugly, but that’s beside the point).
And the Shadow Priest hovered above, frustrated with my luck.
I wasn’t out looking for it, but I found it. And it made my weekend that much better. But the best part of my weekend? The fact that one of my friends was willing to set aside her plans for the day to help improve my mood.
<3 you Deedle! We’ll get you one too!
P.S. Yes, I know I am DAMN lucky with stuff like this…