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  1. #101
    Community Member Seljuck's Avatar
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    Quote Originally Posted by Atremus View Post
    No shields or orbs as far as I saw. Also no spell power stuff for evil/light.

    Devotion is in there if you really want or need more devotion.
    Hmm did I miss something? I don't saw there devotion.. gotta check it again..

    NVM, found it
    Last edited by Seljuck; 12-13-2015 at 05:59 PM.
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  2. #102
    Community Member Nightmanis's Avatar
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    So we are able to out those active clickies on gear besides weapons? Because I'm totally making a lot of gloves.
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  3. #103
    Community Member Seljuck's Avatar
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    Quote Originally Posted by Nightmanis View Post
    So we are able to out those active clickies on gear besides weapons? Because I'm totally making a lot of gloves.
    Yes. You can make like 10000 of gear with clickies. What's more, you now don't have to build T1, and T2 to acquire clickie, you just can make single active slot shard with chosen clieckie and that's it.
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  4. #104
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    Why no force/sonic/light spellpowers?

  5. #105
    Community Member Atremus's Avatar
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    Quote Originally Posted by Zafaron View Post
    Why no force/sonic/light spellpowers?
    Bards, Divines and Arcanes (Force spec'd ones) are just stuck with random gen loot replacing thunder forged spell power gear. The greatest crafting system in the game unless you are a monk.

    I am sure the HP item and SP item bonus effects will be nice but I am still disappointed about the lack of a full caster selection.

    Let's not even talk handwraps. Monks miss out 2x on Greensteel.
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  6. #106
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    So are the Summons the same power as the Magister version? This might allow me to stop working towards an Epic Wolf Whistle.

  7. #107
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    Quote Originally Posted by IronClan View Post
    I find the total reliance on elemental affixes/bursts on the melee weapons to be really ghostbane feeling and underwelming,

    No way to sacrifice 6d6 affix damage for say +1W
    No way to give up 'burst" for say +2 more enhancement bonus
    No mineral aspect (Keen)
    No Radiance
    No sundering ooze

    I would like to see more flexibility and utility and less "you can make a cold or a fire or a Acid or a Electric"

    No offense Varg but aren't you guys tired of everything being "earth wind fire and water" isn't that getting kinda tired? I know it's way over my fatigue levels... How about keeping Good and Evil and adding the other Alignments and Piercing and slashing and blunt?

    I'd like to see some new avenues some ways to accentuate one aspect at the expense of another. Instead of only offering a proc/blast/affix or utility at T3 offer the choice of something that beefs up the main weapon damage, or makes the weapon more suitable to a specific task

    T3
    Legendary disruption or Smiting or Banishing
    T2 + T3
    Exquisite Sharpness: two tiers combined give +1 Multiplier, or an added Dice range increase if multiplier is too strong.
    Exquisite Deadly +5
    Exquisite Seeker +10
    Exquisite Enhancement Bonus

    Offer something that isn't just more spammed affixes on the screen our combat feedback already looks like this:
    1250 +6* +13^ +12* +33` +4* +90`+6* +13^ +12* +33` +4* +90` +6* +13^ +12* +33` +4* +90`
    559 +meh +yawn +more +etc.

    Or baring that how about
    T1 6d6 Fire
    T2 2d6 Fire burst combines with the first fire affix (8d6)
    T3 2d6 Fire blast (10d6)

    So at least the affix spam becomes an intelligable and significant single larger number instead of 3 meaningless integers in a long string of other on hit affixes.

    Yes this argument is primarily about the aesthetics of combat feedback... I don't know if I'm the only one who feels this way but long strings of integers don't communicate much useful info.
    +1

    Gs is about fun procs. Don't just give us a ton of elemental damage please!
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  8. #108
    Community Member Boneshank's Avatar
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    Completely underwhelming effects in this so-called Legendary system.
    I love this game, and have for a long time. But it's becoming increasingly evident with each update that the devs are not designing for the same game we're playing.

    Can someone please explain to me why we should be excited about running a raid repeatedly to accumulate materials, to craft (essentially) +dice Cormyrean gear?
    I couldn't be bothered with that junk the first time around. If this is 'End Game Gear'... yikes.

    This does not seem like an 18-level jump from standard Greensteel.
    Many (many) posts have already pointed out the several already-dead-before-release effects.
    And often the same posts offered some good, solid alternatives, so I'll instead just urge the devs to consider delaying the release of the update to implement some changes.
    Swallow your pride devs, and realize you're on the verge of laying a giant egg.
    It's unfortunate that so much time has already been wasted on this 'Legendary' filler.

    End Game indeed, though perhaps not the ending they think they're getting.
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  9. #109
    Community Member relenttless's Avatar
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    Default Let me get this straight

    I don't have time in the Christmas run up to get on to Lam, so thanks to those who have and reported back here.

    My question over lgs is :
    Am I right in thinking that atm there are only 2 tier 3 bonus effects? So we can expect more bonus effects when this rolls out? Right now there seems to be a certain confusion over this amongst some people.
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  10. #110
    Community Member Seljuck's Avatar
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    Quote Originally Posted by relenttless View Post
    I don't have time in the Christmas run up to get on to Lam, so thanks to those who have and reported back here.

    My question over lgs is :
    Am I right in thinking that atm there are only 2 tier 3 bonus effects? So we can expect more bonus effects when this rolls out? Right now there seems to be a certain confusion over this amongst some people.
    If you mean bonus effect like blurry and incineration, there will be more. They just wasn't available at the time lamannia was up.

    If you mean tier 3 augment effect's (like heroic double shards) they are listed in 1st post.
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  11. #111
    Community Member relenttless's Avatar
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    Yep,thanks, thats what I thought.
    So hopefully we will be seeing something along the lines of lit2 min2 or their legendary equivalent.
    "IM-PLO-SION: For when you just HAVE to kill every M**********R in the room"-
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  12. #112
    Community Member Wizza's Avatar
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    What a mess.

    Stats on weapons, no Spell crit chance, Spell crit damage. Completely messing with casters equip, good job. Gearing a caster is gonna be a nightmare.

    Besides, thats some boring crafting. Elemental resistance, +Saves..why even bother with those when noone is gonna use them? And the clickies: waterbreathing? Feather fall? Please.
    Quote Originally Posted by JOTMON View Post
    I don't think you get a choice.. you are Rys's minion..

  13. #113
    Community Member Seljuck's Avatar
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    Quote Originally Posted by Wizza View Post
    What a mess.

    Stats on weapons, no Spell crit chance, Spell crit damage. Completely messing with casters equip, good job. Gearing a caster is gonna be a nightmare.

    Besides, thats some boring crafting. Elemental resistance, +Saves..why even bother with those when noone is gonna use them? And the clickies: waterbreathing? Feather fall? Please.
    For the 4th lamannia round clickies you mention here won't exist. It's possible that they have been deleted. I leave them at list as black=unavailable.
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  14. #114
    Community Member Wizza's Avatar
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    Quote Originally Posted by Seljuck View Post
    For the 4th lamannia round clickies you mention here won't exist. It's possible that they have been deleted. I leave them at list as black=unavailable.
    I know but just the fact that they even thought about them in a Legendary cap system says a lot. Or even Earthquake, Polar Ray, Summon Frog???, Panacea. Just cluttering the Trader window, these are options noone will ever make.
    Quote Originally Posted by JOTMON View Post
    I don't think you get a choice.. you are Rys's minion..

  15. #115
    Hero JOTMON's Avatar
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    Quote Originally Posted by Wizza View Post
    What a mess.

    Stats on weapons, no Spell crit chance, Spell crit damage. Completely messing with casters equip, good job. Gearing a caster is gonna be a nightmare.

    Besides, thats some boring crafting. Elemental resistance, +Saves..why even bother with those when noone is gonna use them? And the clickies: waterbreathing? Feather fall? Please.
    Indeed.

    The clicky list is abysmal.. This is supposed to be the 'Legendary' level 30 endgame desirable clicky's.. from what I see the items listed are just poor choices.
    We can craft most of those clicky's on heroic Greensteel.. what is the enticement to craft it in Legendary..
    Legendary should be that next step up.. the ooh ahh.. endgame awesome clicky's.. not meh.. I can use a stack of heroic scrolls to do the same thing , or go over level run heroic greensteel for the same clicky..

    I sure hope those were just cut and paste from heroic place holders while they are brainstorming a great list of 'Legendary' worthy clicky's.
    Argo: Degenerate Matter - 200
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  16. #116
    Community Member Renvar's Avatar
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    Default Too much repetition in LGS and not enough change from '08

    LGS, to me, is a really mixed bag right now. There are some good options, but just not enough of them. By far. There is way too much repetition in the recipes. The result being there are too few options.

    First the good options:

    1) SP options
    2) HP options
    3) Unconscious range/HP regen options (This item represents a new idea and it is great. There should be more. One is not enough)
    4) Stat weapons for off hand
    5) Spell power sticks, if you use fire/acid/ice/lightning

    But there is a lot more that is missing, that is needed for a legendary crafting system. For example:
    1) No Spell Lore
    2) No Spell Focus
    3) No PRR. No MRR on accessories. (MRR on a weapon? Come on. That's lame)
    4) No Heal Amp on accessories (Again. Amp on weapons? LAME!)
    5) No DPS weapon options outside of basic elemental damage options.
    6) No Light/Force/Sonic spell power options
    7) No generic all saves/Good Luck option
    8) No dodge/AC/Protection/natural armor/Shield options
    9) No MP/RP/Doublestrike/Doubleshot/Seeker/Deadly/Accuracy/Armor piercing/Sneak Attacks options on weapons (and/or accessories. But this is what should be on weapons. Not MRR or Amp.)
    10) No Blinding/Paralyzing/Stunning/Other Melee CC options
    11) No Incite/Deception/Diversion Options
    12) No WOW factor. You need that. There is nothing here that is mouth watering. There is no Epic Litany or Mortal Fear or Sightless. An item that you see and just think: OK. That's dope. I'm willing to change my schedule to try to get that.

    Now, you might say, that's a lot of stuff. It would make the crafting system much more complex. But not really. All you would have to do is remove the redundancy.

    They missed a huge chance to open up the options at various tiers because they created 6 options for Spell power (Where all that changes is 2 skill bonuses) and 6 for HP (again just with 2 skill bonus differences) and 6 for MRR (all identical!!!) and 6 for saves (with repetition) and 12 for stats (because they repeated each one twice) and 4 for elemental resists. That is 40 options PER TIER that could be done in 11. They only need MRR once per tier, HP and SP could be consolidated with offering a generic +2 to all skills (not OP. At all), Stat bonuses only need to be offered once. Not twice. Saves could be a generic +X to all saves rather than just will/reflex/fort with repetition. Same with elemental resists. No need to break out each element. Just +X to all elemental resists. (Again. Not OP. It's basically a Draconic Soul Gem augument. How is a legendary GS augment WEAKER than a level 24 augment from 3 or 4 years ago?) They wasted 29 options per tier. Close to 90 overall. Where they could have worked in various options like the ones outlined above. Easily.

    So my grade is C- based on what I have seen so far. It is underwhelming.

    I'll run the Legendary Shroud. I'll craft SP and HP items for most toons. I'll make a few other items based on build. So it will be something to do. But it's not the system it could have been and it's not going to have the impact that original Green Steel did. The game has changed too much to just take that same set of options and up the numbers and call it a day. The game was much simpler back then. Green Steel fit DDO in 2008. LGS does not fit DDO in 2015/2016 the same way. But it could have. But repetition in the recipes is a wasted opportunity.

    Also, because of the choices on the spell power, Warlocks are left out in the cold. No handwraps mean Monks get limited value as well. There is also limited value for divines and force spec'd casters. It's really limiting a lot of builds. Very sad to see in a legendary crafting system. Almost all these classes/builds came after original Shroud. Just upping the numbers on a January 2008 system is too limited.
    Last edited by DDOTalk71; 12-16-2015 at 10:25 AM.
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  17. #117
    Community Member lronEnema's Avatar
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    Quote Originally Posted by JOTMON View Post
    Indeed.

    The clicky list is abysmal.. This is supposed to be the 'Legendary' level 30 endgame desirable clicky's.. from what I see the items listed are just poor choices.
    We can craft most of those clicky's on heroic Greensteel.. what is the enticement to craft it in Legendary..
    Legendary should be that next step up.. the ooh ahh.. endgame awesome clicky's.. not meh.. I can use a stack of heroic scrolls to do the same thing , or go over level run heroic greensteel for the same clicky..

    I sure hope those were just cut and paste from heroic place holders while they are brainstorming a great list of 'Legendary' worthy clicky's.
    This

    and this:

    Quote Originally Posted by DDOTalk71 View Post
    LGS, to me, is a really mixed bag right now. There are some good options, but just not enough of them. By far. There is way too much repetition in the recipes. The result being there are too few options.

    First the good options:

    1) SP options
    2) HP options
    3) Unconscious range/HP regen options (This item represents a new idea and it is great. There should be more. One is not enough)
    4) Stat weapons for off hand
    5) Spell power sticks, if you use fire/acid/ice/lightning

    But there is a lot more that is missing, that is needed for a legendary crafting system. For example:
    1) No Spell Lore
    2) No Spell Focus
    3) No PRR. No MRR on accessories. (MRR on a weapon? Come on. That's lame)
    4) No Heal Amp on accessories (Again. Amp on weapons? LAME!)
    5) No DPS weapon options outside of basic elemental damage options.
    6) No Light/Force/Sonic spell power options
    7) No generic all saves/Good Luck option
    8) No dodge/AC/Protection/natural armor/Shield options
    9) No MP/RP/Doublestrike/Doubleshot/Seeker/Deadly/Accuracy/Armor piercing/Sneak Attacks options on weapons (and/or accessories. But this is what should be on weapons. Not MRR or Amp.)
    10) No Blinding/Paralyzing/Stunning/Other Melee CC options
    11) No Incite/Deception/Diversion Options
    12) No WOW factor. You need that. There is nothing here that is mouth watering. There is no Epic Litany or Mortal Fear or Sightless. An item that you see and just think: OK. That's dope. I'm willing to change my schedule to try to get that.

    Now, you might say, that's a lot of stuff. It would make the crafting system much more complex. But not really. All you would have to do is remove the redundancy.

    They missed a huge chance to open up the options at various tiers because they created 6 options for Spell power (Where all that changes is 2 skill bonuses) and 6 for HP (again just with 2 skill bonus differences) and 6 for MRR (all identical!!!) and 6 for saves (with repetition) and 12 for stats (because they repeated each one twice) and 4 for elemental resists. That is 40 options PER TIER that could be done in 11. They only need MRR once per tier, HP and SP could be consolidated with offering a generic +2 to all skills (not OP. At all), Stat bonuses only need to be offered once. Not twice. Saves could be a generic +X to all saves rather than just will/reflex/fort with repetition. Same with elemental resists. No need to break out each element. Just +X to all elemental resists. (Again. Not OP. It's basically a Draconic Soul Gem augument. How is a legendary GS augment WEAKER than a level 24 augment from 3 or 4 years ago?) They wasted 29 options per tier. Close to 90 overall. Where they could have worked in various options like the ones outlined above. Easily.

    So my grade is C- based on what I have seen so far. It is underwhelming.

    I'll run the Legendary Shroud. I'll craft SP and HP items for most toons. I'll make a few other items based on build. So it will be something to do. But it's not the system it could have been and it's not going to have the impact that original Green Steel did. The game has changed too much to just take that same set of options and up the numbers and call it a day. The game was much simpler back then. Green Steel fit DDO in 2008. LGS does not fit DDO in 2015/2016 the same way. But it could have. But repetition in the recipes is a wasted opportunity.

    Also, because of the choices on the spell power, Warlocks are left out in the cold. No handwraps mean Monks get limited value as well. There is also limited value for divines and force spec'd casters. It's really limiting a lot of builds. Very sad to see in a legendary crafting system. Almost all these classes/builds came after original Shroud. Just upping the numbers on a January 2008 system is too limited.
    sooooooo this

  18. #118
    Community Member Captain_Wizbang's Avatar
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    *edited* tba
    Last edited by ferd; 12-27-2015 at 02:19 PM.

  19. #119
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    Default well said

    THIS:

    Quote Originally Posted by DDOTalk71 View Post
    LGS, to me, is a really mixed bag right now. There are some good options, but just not enough of them. By far. There is way too much repetition in the recipes. The result being there are too few options.

    First the good options:

    1) SP options
    2) HP options
    3) Unconscious range/HP regen options (This item represents a new idea and it is great. There should be more. One is not enough)
    4) Stat weapons for off hand
    5) Spell power sticks, if you use fire/acid/ice/lightning

    But there is a lot more that is missing, that is needed for a legendary crafting system. For example:
    1) No Spell Lore
    2) No Spell Focus
    3) No PRR. No MRR on accessories. (MRR on a weapon? Come on. That's lame)
    4) No Heal Amp on accessories (Again. Amp on weapons? LAME!)
    5) No DPS weapon options outside of basic elemental damage options.
    6) No Light/Force/Sonic spell power options
    7) No generic all saves/Good Luck option
    8) No dodge/AC/Protection/natural armor/Shield options
    9) No MP/RP/Doublestrike/Doubleshot/Seeker/Deadly/Accuracy/Armor piercing/Sneak Attacks options on weapons (and/or accessories. But this is what should be on weapons. Not MRR or Amp.)
    10) No Blinding/Paralyzing/Stunning/Other Melee CC options
    11) No Incite/Deception/Diversion Options
    12) No WOW factor. You need that. There is nothing here that is mouth watering. There is no Epic Litany or Mortal Fear or Sightless. An item that you see and just think: OK. That's dope. I'm willing to change my schedule to try to get that.

    Now, you might say, that's a lot of stuff. It would make the crafting system much more complex. But not really. All you would have to do is remove the redundancy.

    They missed a huge chance to open up the options at various tiers because they created 6 options for Spell power (Where all that changes is 2 skill bonuses) and 6 for HP (again just with 2 skill bonus differences) and 6 for MRR (all identical!!!) and 6 for saves (with repetition) and 12 for stats (because they repeated each one twice) and 4 for elemental resists. That is 40 options PER TIER that could be done in 11. They only need MRR once per tier, HP and SP could be consolidated with offering a generic +2 to all skills (not OP. At all), Stat bonuses only need to be offered once. Not twice. Saves could be a generic +X to all saves rather than just will/reflex/fort with repetition. Same with elemental resists. No need to break out each element. Just +X to all elemental resists. (Again. Not OP. It's basically a Draconic Soul Gem augument. How is a legendary GS augment WEAKER than a level 24 augment from 3 or 4 years ago?) They wasted 29 options per tier. Close to 90 overall. Where they could have worked in various options like the ones outlined above. Easily.

    So my grade is C- based on what I have seen so far. It is underwhelming.

    I'll run the Legendary Shroud. I'll craft SP and HP items for most toons. I'll make a few other items based on build. So it will be something to do. But it's not the system it could have been and it's not going to have the impact that original Green Steel did. The game has changed too much to just take that same set of options and up the numbers and call it a day. The game was much simpler back then. Green Steel fit DDO in 2008. LGS does not fit DDO in 2015/2016 the same way. But it could have. But repetition in the recipes is a wasted opportunity.

    Also, because of the choices on the spell power, Warlocks are left out in the cold. No handwraps mean Monks get limited value as well. There is also limited value for divines and force spec'd casters. It's really limiting a lot of builds. Very sad to see in a legendary crafting system. Almost all these classes/builds came after original Shroud. Just upping the numbers on a January 2008 system is too limited.
    My observation:
    DDO knowledge needs to be huge to get loot right (me thinks :-). How boring though for a developer with tenure, right?

    Most updates you devs seem to assign the new guys or interns to the loot. <--am I correct in this assessment?? I believe TF loot was an exception, but only half way into the lam preview did the experienced developers take this over.

    DDO knowledge does not need to be huge to design a quest and story and monster idiosyncrasies (AI) and monster stating...they have so many examples to look at and steel from in this area...wouldn't new minds contribute more and different concepts to this area? Even if it took them thrice the time in this area of work, I'd think the fresh minds and differing concepts would be worth the tradeoff.

    I'd be interested to get a breakdown on newguy/intern assignments and hours...or at least the average % of time spent on loot compared to total time of internship.

  20. #120
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    Quote Originally Posted by Boneshank View Post
    I couldn't be bothered with that junk the first time around. If this is 'End Game Gear'... yikes.
    It's level 26 gear and significantly better than most of the level 28 gear we currently have and in some ways better than the level 30 gear we'll be getting.

    You will 100% want some of this for your level 30 toon in addition to whatever level 30 named raid items you get and level 28 raid items you already have that aren't rendered obsolete.

    If you're thinking this should be equivalent to level 32+ gear because it has "green" in the name, sorry, think again.

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