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  1. #21
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    Default Positive Energy Aura to Core 4

    Please move Positive Energy Aura from T5 to Core 4 (lvl12). It only scales with cleric levels anyway.
    Unless, ofc, it gets buffed in other ways to make it worth locking out more desirable T5 enhancments.
    Take this into consideration.

  2. #22
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    unlinking some of the enhancements and making them cheaper is WAY more appealing.
    i never used any of them, due to the fact that you had to invest alot of points to get the one thing you wanted.
    the new t5 reads to be awesome. this is something unique and very useful to radiant!
    also the touch on 20th core and the removal of pacifism (its just pretty useless) are great news! for the people who did use pacifism you could just integrate it in the tree as a tier2 ability?
    thrilled to see this live
    Last edited by Lanadazia; 06-03-2021 at 12:45 AM.

  3. #23

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    Quote Originally Posted by Krelar View Post
    15 freed up AP will let you get at least 18 universal spell power, and possibly more depending on how far you went into it already, and some other goodies out of divine disciple that you couldn't afford before.
    At first blush, without pulling out the abacus and remaking the character in its entirety, I think my heal spec'ed pure cleric will be down 40 Positive Spell Power at the end. I want to make sure to say this is without rethinking the character and min maxing points. The loss of Positive Spell Power coupled with Healing Amplification on the targer, that's a big number for a healer. The problem with the returned or freed up AP is currently you just don't have anywhere to spend the points to improve what you character's healing. That pushes the cleric further behind Favored Soul and Flame of the Favored and Druid and regeneration in usefulness in healing.

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  4. #24
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    Quote Originally Posted by Steelstar View Post
    Pacifism is gone from Core 2, and has been replaced with a Cure Moderate Wounds SLA: 4SP, 6 second cooldown.
    • Pacifism is an odd ability. While there are certainly builds that like and use it, the ability to toggle it on and off made it not really fitting for the flavor of the ability, and the tradeoffs for the power didn't really... matter much. And its position in Core 2 meant you had to take it, even if you didn't want it. We went through a few iterations of trying to make something of it before scrapping it outright. Radiant Servants should have a lot of new points to put elsewhere after this pass, and the resulting builds should be stronger even without Pacifism.
    A Cure SLA is excellent. The clerics I know only use cures anyway. A Cure Moderate Wounds Maximized, Empowered, Empower Healed, Quickened is enough to fully heal a tank in heroic levels. If you just use it to top off party members, even cure light wounds with no metamagics is enough.

    Extra Turning and Improved Turning are now combined in T2.
    • We did this in Knight of the Chalice a while back, glad to finally bring it here as well.
    Can you also fix Mighty Turning? It provides +1 extra turning level and +2 to total hit dice when it shouldn't (or if it should, then mention it in the description)

    New T5: Raise Dead SLA. 15SP. 9 second cooldown. 1AP.
    • This is the same SLA that Beacon of Hope gets in T5, but we felt it was an important tool for Healing builds to have.
    I'll agree with the other posters that raise dead at T5 is not useful (unless someone forgot spell components and scrolls) and why would someone spend their AP at level 11+ to get a spell that they already use from level 7? (from raise scrolls). If you need a quickened raise, then the situation probably does not call for a simple raise dead as the target would die again immediately. When raising in raids, clerics use quickened resurrections (true resurrection is too lengthy... as is mass heal)

    New T5: Radiance: Activate: All allies in the dungeon (regardless of distance) gain the effects of the Greater Restoration spell, and purges Paralysis, Stun, and Knockdown/Trip. This can be used while Crowd Controlled. (Activation Cost: 30 Spell Points. Cooldown: 1 minute.)
    • We wanted to give this tree something shiny in Tier 5, and a Get-the-party-out-of-a-jam button seemed like just the thing.
    This is too powerful. Definitely increase the cooldown to 5 minutes at least (just like the Greater Harper pin's cooldown). Even Legendary Dreadnaught core abilities have longer cooldowns and they do not work at all (perhaps fix them as well?).
    Last edited by Faltout; 06-03-2021 at 02:28 AM.
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  5. #25
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    I'm glad this tree is finally getting some upgrades. Since Cure Moderate Wounds is going into the core, this makes the level 5 Healing domain ability a duplicate. Please change the level 5 domain ability to something different (a different SLA or maybe a passive bonus).

  6. #26
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    Hi.

    I agree with others that T5 raise dead does not seem useful - unless you make this a self raise thing.

    When things go bad and I've needed to raise ppl quickly I use true res, resurrection and resurrection scroll, never raise dead as it has a habit of getting ppl killed.
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  7. #27
    Community Member cadaverash's Avatar
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    T5 Raise dead SLA helps save AP.

    No one will spend AP on it.

    T5 Mass Raise Dead SLA.

    That would be something to spend AP on.
    Last edited by cadaverash; 06-03-2021 at 03:41 AM.

  8. #28
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    *[Core 2: Pacifism to CMW SLA]
    Not bad change, but It looks underpowered when comparing to Close Wound SLA of FvS.
    > My opinion:
    > Close Wound as Core 2?

    *[Divine Healing]
    Even if it now costs 1 AP, being 4d4 with no positive healing scale and with the duration of heal skill is something stupid still.
    > My opinion:
    > Give it 20 seconds base duration (20 seconds + heal skill duration): If you have 0 heal skill, it is 0 second. Something wrong.
    > Change it as 1/1 Rank ability with 2 AP and 4d4
    > Not sure about positive healing scales
    > Put something - like 10% healing amp for the duration, or putting bliss effect on them.

    *[Purge Dark Magics]
    I have no idea where I can use this at still... need something on this.

    *[Efficient Empower Healing]
    FvS one- 2 AP for 4 SP reduction
    CLR one- 6 AP for 4 SP reduction
    Please?

    *[Reactive Heal]
    I have no idea why it has cooldown time on proc. You need to double-check if he's worn off of the buff and is not on CD both - which needs your attention more unfavorably.
    > My opinion:
    > No cooldown time on each people
    > Double healing(500) at epics: It should really be done since 250 is nothing at epics

    *[Radiance]
    I think It needs something more.
    > My opinion:
    > purge curse debuff too. (Divine Cleansing removes curse, but why not this one?)
    > For 3 seconds after the activation, affected allies are immuned to Paralysis, Stun, Knockdown/Trip (and curse, if you think it's fine): a bit feeling of protective thing
    > If the 3 seconds of protective one is implemented, It would need to have more CD.


    I have a lot of things to say, but I kept them since it's only adjustments and not a revamp.
    Last edited by Targal; 06-03-2021 at 09:10 AM.
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  9. #29
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    Cost reductions are good and long overdue. I agree with other comments that Raise Dead is bad, should be Resurrection. And I feel change to capstone is not right: this is not just a healing tree (for which max Wisdom isn't really critical anyway) but a healing AND TURNING tree. Where is the Turning improvement with the capstone? The RS capstone should be improved, but to +2 Wisdom and +2 Charisma, not +4 Wisdom. The place a +4 Wisdom capstone belongs for a Cleric, and is missing, is Divine Disciple. PS, are you ever going to give us domains for real? We need Domain spells the same way Warlocks get Pact spells.

  10. #30
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    How about instead of Raise Dead a Radiant Light version of Aura? Though that might be a better option for Morninglord.

  11. #31
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    This is all super cool!

    But maybe...

    Maybe you guys could maybe just maybe take a look at...

    Archmage?

    Thanks.

  12. #32
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    For the most part I like the direction of the changes.

    Of concern for me is 'Mighty Turning'
    One flaw this ability has is that if you have this enhancement and the undead is warded from Instant Death effects, it is immune to all aspects of the Turn Undead. However, if you remove this enhancement those same warded undead will cower if the TU is successful.

    At this time, for epics it is best to unspec this enhancement if you want some use out of TU. I've been successful following this unspec in epics. Not from killing undead but using this ability for CC purposes to control the flow.

  13. #33
    Community Member Alrik_Fassbauer's Avatar
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    Quote Originally Posted by Steelstar View Post
    Many enhancements in this tree now cost 1AP per Rank that used to cost 2AP per rank:
    Ah ! Most welcome !



    While I'm at it, I'm curious as what Light spells are ?

    - Are they elemental damage ?
    - Are they Positive spell damage ? (Affected by the skill points in the Heal skill ?)

    I've never been able to really figure this one out.
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  14. #34
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    Quote Originally Posted by Propane View Post
    Thanks for sharing-

    Agree with others Raid Dead SLA is poor choice - would much rather have Mass Cure Moderate SLA or Heal SLA.
    I want to keep folks a live - bringing them back to life is a 2nd choice (unless it by passes Lingering Grip of Death) - then rock on!

    I do like the Concept of the Radiance - mix in a little healing - even if a cure mod.
    Does it work on removing curses?
    agree raise dead SLA is not a valid T5 for a class that has so many spell slots. seems like a throw in.

    A nifty thing would be to make Turning more powerful here, a Passive to make Turn check/damage work off WIS would be an improvement over raise dead. If thats too powerful for heroics, move it to the 20 Core.

    The T5 could be an AoE obliterate undead "Open the Heavens" SLA scaling off Wisdom instead of CHA with a 1/2/3 investment affecting mana cost,cooldown and Check/HD.

    or an SLA heal

    or an SLA HoT

    almost anything but Raise Dead.
    Last edited by scut207; 06-03-2021 at 12:06 PM.
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  15. #35
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    Quote Originally Posted by Alrik_Fassbauer View Post
    Ah ! Most welcome !



    While I'm at it, I'm curious as what Light spells are ?

    - Are they elemental damage ?
    - Are they Positive spell damage ? (Affected by the skill points in the Heal skill ?)

    I've never been able to really figure this one out.
    Neither. Light spells, and all alignment spells, are affected by your spellcraft skill and radiance spell power.
    Per Cocomajobo - Ranged has easy access to AOE - apparently 3 feats, BAB 11 and Dex 19 is considered easy access these days. post here

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  16. #36
    Community Member Vish's Avatar
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    Nice to see ap being brought in line
    Changes seem fine, I don’t play radiant anymore

    As to raise dead sla
    Ya, totally unnecessary
    As a 17/3 melee cleric, I have tru, Rez, and raise dead
    I almost never use raise dead as it will get you killed
    Unless your in a safe spot, but just wait for the timer and give them a full Rez
    So almost nowhere, unless 12 splashes

    But an idea
    Like Crown of Healing
    Like 10 healamp and 30 pos sp
    3 ap

    Or really, but I know you don’t build for reaper
    Some t5 that increases self heal in reaper 10/20/30%
    That would be useful
    Some outsider crown of protection

    But really, you need a cleric reaper tree
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  17. #37
    Community Member Lauf's Avatar
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    Hi,

    A few thoughts -
    1. good job!
    2. The main issue I have while gouping as an RS is usually the person I want to heal isn't in range, and I find myself yearning for either a speed boost, or an unlimited range single target heal, (make the cooldown as long as you want, it's meant to save a life as a healer rather than be a way for the group to play, don't want to encourage a healer standing in one spot rather than actually playing)
    3. healing people in cast range, who aren't neatly packed into a circle for a mass heal
    4. I'd like to have a useful clicky, like a cooldown of healing spells decrease for 20s, kinda like a haste boost but for spells, or every spell cast will automatically heal another low hp target. you get the point. some temp boost, any, would be a nice touch.
    5. damage mitigation. healing classes in most games rely on 2 forms of healing - restoring hp or mitigating damage. since clerics have less spell points to burn (as opposed to fvs), would be nice to have more damage mitigating options added.
    6. self-defense! a RS with the aura\burst is designed to stand in the thick of things, yet doesn't have any defensive enhancements available in their tree, so is usually relegated to the backlines, standing alone looking silly with an aura around them.

    not sure which of those you could squeeze into a quick pass. good luck

  18. #38
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    Default A Couple of Suggestions

    This solves for low-SP-cost single-target heals for Cleric. The main "gap" between Cleric healing and FVS/Druid healing is still healing over time. Here are a couple suggestions that could help:

    Improve the Aura


    • Extend the current range of the aura
    • OR
    • Give us additional buffs/debuffs (IE: more reasons to risk being so close in combat)
    • OR
    • Replace the aura with an ability that when used applies a stack of a Healing DOT to all players in range
    • Allow the Healing DOT to stack up to 3 times with increased healing for each stack
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  19. #39
    Community Member Selvera's Avatar
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    Quote Originally Posted by Steelstar View Post
    • Pacifism is gone from Core 2, and has been replaced with a Cure Moderate Wounds SLA: 4SP, 6 second cooldown.
      • Pacifism is an odd ability. While there are certainly builds that like and use it, the ability to toggle it on and off made it not really fitting for the flavor of the ability, and the tradeoffs for the power didn't really... matter much. And its position in Core 2 meant you had to take it, even if you didn't want it. We went through a few iterations of trying to make something of it before scrapping it outright. Radiant Servants should have a lot of new points to put elsewhere after this pass, and the resulting builds should be stronger even without Pacifism.
    I agree with the commentary but not so much with the conclusion. Pacifism IS a wierd ability as a toggle and certain builds liked to use it for the flavor or the tradeoffs. Perhaps you could take pacifism out of a core 2 and stick it into the enhancement tree instead; possibly even updating the trade off so that it feels more impactful; and remove the toggle which doesn't add up in terms of flavor.

    Example:
    New tier 3 ability: Pacifism [2 AP] You gain 25 (+5 per epic level) Positive Energy Spell Power and 3% Positive Energy Spell Critical Chance, but have -50 (-5 per epic level) Spell Power and cannot critically hit with other spell damage types, and -30 (-4 per epic level) melee/ranged power.

    Meanwhile a cure moderate wounds SLA isn't ideal. SLA's are not that valuable for healers in general; and a cleric healer already gets cure moderate SLA from heal domain. This steps on the domain's toes while not offering much more in return. I would suggest replacing the core 2 with the old core 4 (improved empower heal) and replacing the old core 4 with Positive Energy Aura.

    Quote Originally Posted by Steelstar View Post
    [*]Radiant Servant (6th Core) now grants +4 Wisdom instead of the +2 it granted before.
    • Most of our Core Capstones now grant a total of +4 in ability scores, so this was just bringing it even.

    [*]Many enhancements in this tree now cost 1AP per Rank that used to cost 2AP per rank:
    • Divine Cleansing now costs 1AP per Rank
    • Mighty Turning now costs 1AP per Rank
    • Bliss now costs 1AP per Rank
    • Divine Healing now costs 1AP per Rank
    • Intense Healing now costs 1AP per Rank
    • Endless Turning now costs 1AP per Rank
    • Incredible Healing now costs 1AP per Rank
    • Positive Energy Aura now costs 1AP per Rank
    • Cure Focus now costs 1AP per Rank
    • Reactive Heal now costs 1AP per Rank

    [*]Extra Turning and Improved Turning are now combined in T2.
    • We did this in Knight of the Chalice a while back, glad to finally bring it here as well.
    I like all of these changes. Radiant servant used to be extremely overpriced for a lot of the things it gave; this should help that out a significant amount.

    While you're at it; it would be nice if you could make Divine Healing scale with positive spell power. It is a lackluster use of a charge of turn undead without spellpower scailing and is easily outpaced by healing aura; renewal and cocoon as options for healing over time.

    Quote Originally Posted by Steelstar View Post
    [*]New T1: Divine Aid: +2% Positive Spell Critical Damage. 1AP.[*]New T3: Divine Aid: +2% Positive Spell Critical Damage. 1AP.[*]Disconnected the prerequisite chain of Divine Healing, Martyrdom, and Reactive Heal.[*]New T5: Raise Dead SLA. 15SP. 9 second cooldown. 1AP.
    • This is the same SLA that Beacon of Hope gets in T5, but we felt it was an important tool for Healing builds to have.

    [*]New T5: Radiance: Activate: All allies in the dungeon (regardless of distance) gain the effects of the Greater Restoration spell, and purges Paralysis, Stun, and Knockdown/Trip. This can be used while Crowd Controlled. (Activation Cost: 30 Spell Points. Cooldown: 1 minute.)
    • We wanted to give this tree something shiny in Tier 5, and a Get-the-party-out-of-a-jam button seemed like just the thing.
    Raise dead SLA is practically useless. It's a tier 5 I never take in beacon of hope; and if I ever need to raise a bunch of people in a raid who died I just use the true resurrection SLA and true resurrection spell to raise folks at full health pretty much as fast as they're ready to be raised. But what about clerics who take tier 5 radiant servant but aren't 16 levels of cleric? Well they got this raise dead SLA called a scroll of raise dead and it costs 0 spell points... They're more then likely to use resurrection scrolls without any chance of failure.

    I like all these other changes other then the lackluster SLA; the new Tier 5 sounds like a useful tool that could draw some raid healers towards using Radiant Servant as their main enhancement tree, and the others are nice haves.
    Last edited by Selvera; 06-03-2021 at 12:37 PM.
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  20. #40
    Brains and other spare parts! DeltaBravo's Avatar
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    Quote Originally Posted by Steelstar View Post
    Hey, everyone!

    SteelStar here to give you a first look at a pair of smaller revamps currently slated for Update 50! These two passes are quick sets of changes we did around other upcoming features we're working on, so while they may not be complete overhauls, we hope they add some interesting build options, and wanted to bring them to you ahead of the Lamannia previews! (The first of the two revamps, Shadar-kai, can be found here!)

    The second of these two previews is the Cleric Radiant Servant Enhancement Tree! The primary Healing tree for Clerics, it has a long history of bad bang-for-your-buck: Almost everything costs 2AP (meaning it costs close to 80AP just to max out the one tree), and some of the abilities are simply lackluster. Like we said above, these passes are fast, so while there are definitely other things we could improve in the future, we aimed for changes that were both fast and would help address the issues above. The usual warning applies: This is early preview content, and will likely change before it goes live!


    • Pacifism is gone from Core 2, and has been replaced with a Cure Moderate Wounds SLA: 4SP, 6 second cooldown.
      • Pacifism is an odd ability. While there are certainly builds that like and use it, the ability to toggle it on and off made it not really fitting for the flavor of the ability, and the tradeoffs for the power didn't really... matter much. And its position in Core 2 meant you had to take it, even if you didn't want it. We went through a few iterations of trying to make something of it before scrapping it outright. Radiant Servants should have a lot of new points to put elsewhere after this pass, and the resulting builds should be stronger even without Pacifism( i dont use it personally and therefore not a loss for me.. but i guess for pure healerss the 25positive spellpower is not missing , perhaps add +5 positive spell power too each core enchanment in the tree? so at core 6 its +30 positive spellpower total. Also a cure moderate wounds is a waste on a cleric tree it will mostly be used for lower level quests , maybe some tank healing. but cleric allready have this spell giveing for free. could it be something else ? mass resisits ?)

    • Radiant Servant (6th Core) now grants +4 Wisdom instead of the +2 it granted before.
      • Most of our Core Capstones now grant a total of +4 in ability scores, so this was just bringing it even.

    • Many enhancements in this tree now cost 1AP per Rank that used to cost 2AP per rank:
      • Divine Cleansing now costs 1AP per Rank( yay ! )
      • Mighty Turning now costs 1AP per Rank
      • Bliss now costs 1AP per Rank (Could you please update bliss to give more temp HP?? Its so low its useless.)
      • Divine Healing now costs 1AP per Rank(Could this perhaps also be upgraded a little? It does not really provide anything worthwhilie on higher difficulties and not at all in Reaper)
      • Intense Healing now costs 1AP per Rank
      • Endless Turning now costs 1AP per Rank
      • Incredible Healing now costs 1AP per Rank
      • Positive Energy Aura now costs 1AP per Rank
      • Cure Focus now costs 1AP per Rank
      • Reactive Heal now costs 1AP per Rank

    • Extra Turning and Improved Turning are now combined in T2.
      • We did this in Knight of the Chalice a while back, glad to finally bring it here as well( cool thx!)

    • New T1: Divine Aid: +2% Positive Spell Critical Damage. 1AP.
    • New T3: Divine Aid: +2% Positive Spell Critical Damage. 1AP.
    • Disconnected the prerequisite chain of Divine Healing, Martyrdom, and Reactive Heal.
    • New T5: Raise Dead SLA. 15SP. 9 second cooldown. 1AP.
      • This is the same SLA that Beacon of Hope gets in T5, but we felt it was an important tool for Healing builds to have( please just change both this one and the one for FVS to be a ResurrectionRaise dead spell is in most cases for any quests with a death timer a no go. It6 can ofc. be used but as you need to make sure the player is healed right after i often dont use it and rather wait too use one of the Resurrection spells to be off timer or juse scrolls.. raise dead is out of date. And this is actully a tier 5. its not usefull.)

    • New T5: Radiance: Activate: All allies in the dungeon (regardless of distance) gain the effects of the Greater Restoration spell, and purges Paralysis, Stun, and Knockdown/Trip. This can be used while Crowd Controlled. (Activation Cost: 30 Spell Points. Cooldown: 1 minute.)
      • We wanted to give this tree something shiny in Tier 5, and a Get-the-party-out-of-a-jam button seemed like just the thing..( while this sounds really cool.. Not sure i think its a great idea that you can leave a cleric at the start of a quest. just to remove stuns. Its also one of the good reasons to have monks in groups since this actully add that to party.. it seems cool.. but it might just not be the right place for this..


    That's the pass! Again, it won't solve all problems with Radiant Servant (or Clerics in general), but we hope that between the new skills and opening up a LOT of AP, Clerics will have some fun new options to play with. This is early, we're still tweaking numbers and playtesting internally, and you'll see it on Lamannia before it goes Live, but we wanted to show these off and see your thoughts! Let us know what you think!

    Overall i like the changes but a little effort towards upping a few of the changes would be awesome..

    Cheers Deltabravo
    Deltabravo I have come here to FROG things up!

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