Forum Settings
       
Reply To Thread

plan on leveling pup.Follow

#1 Jul 18 2010 at 10:01 PM Rating: Decent
4 posts
Hello pup community I have recently returned to FFXI after a long break and started a new account and I plan on taking Pup to 80 as my first job. I have always been interested in puppet master but I was so involved into learning about Sam since that was my last job I never took the time to educate myself on how to play a pup so I lost interest fast. This time around is different though before I even came back to the game I knew I wanted to level pup and have been trolling these forums for a little while now as I level up and hit 30 so I can unlock the job. Now before you make any assumptions I am not a bandwagon player I knew nothing of the updates to the job prior to me coming to these forums and reading. But I do have some questions before I start so I do not make any expensive mistakes from the start. I plan on grabbing SS as my first frame for early level soling and partying and then VE later on when I need the atom to tank for me. Is this an acceptable frame for what I plan on using it for or should I look into VE first? My main concern with getting VE is I would be using flashbulb and strobe to help the atom hold hate, however when I begin partying I do not want to the atom to rip hate from the tank. As of right now I plan on using the following attachments:
Tension Spring II
Inhibitor (possibly)
Attuner
Flame holder
Scope
Turbo Charger (when I can afford it)
Target Marker
Heatsink
Auto repair kit II (possibly)
Opic Fiber (when I can afford)
Am I missing anything from this list or should I remove anything? Also from what I gather it seems like Monk would be an acceptable subjob until around 50 when you would get warrior's double attack JT and pup gaining Martial Arts II. Am I wrong in this assumption? Any input would be greatly appreciated
#2 Jul 18 2010 at 11:59 PM Rating: Good
***
1,792 posts
Jeshal wrote:
I plan on grabbing SS as my first frame for early level soling and partying and then VE later on when I need the atom to tank for me.


The usually accepted "Best order" is:

Sharpshot > Stormwaker > Valoredge > Soulsoother Head > SpiritR Head

This is generally due to the fact that you can't skillup ranged before you get sharpshot. I suppose you could swap Storm and Valor in the order, however, I feel that Storms magic casting helps on skilling up more so then harle's magic.

Jeshal wrote:
As of right now I plan on using the following attachments:
Tension Spring II
Inhibitor (possibly)
Attuner
Flame holder
Scope
Turbo Charger (when I can afford it)
Target Marker
Heatsink
Auto repair kit II (possibly)
Opic Fiber (when I can afford)
Am I missing anything from this list or should I remove anything?


Looks like your talking about Sharpshot, so this is what I'd typically use.

Flame Holder
Attuner
Tension Spring I
Scope
Turbo Charger
Replicator
Stabilizer
Target Marker
Coiler
Optic Fiber
Flashbulb
Armor Plate II

The Armour plate, is basically a "One slot left, chuck something defensive on" attachment, it could be replaced with a water based attachment for MDef depending on what your fighting, or just about anything really. The expensive ones here are TurboCharger, Coiler, and Optic Fibre, however Coiler drops from the ZNM "Ob", and it's fairly easy to do, you can keep him controlled on PUP with you maneuvers while higher level friends kill the actual NM.

Jeshal wrote:
Also from what I gather it seems like Monk would be an acceptable subjob until around 50 when you would get warrior's double attack JT and pup gaining Martial Arts II. Am I wrong in this assumption? Any input would be greatly appreciated


Generally accepted SubJob use is

/MNK to 25 - PUP gets their own MA trait here
/WAR to 75 - I doubt your going to need shadows on the way up, I never really did. It was the automaton that pulled hate, not me!

at 75 I used /war, with /nin occasionally, but I most use /drg, as a go between the DD /war and the defensive /nin. At 80 I'm still using /drg

Hope it helped, if your on the Phoenix server, /tell me, I'm Maginmartin in game
____________________________
Proud PUP of Phoenix.
Jobs: PUP COR RNG BLM NIN WHM 90
Member of Finale.
My Blog
#3 Jul 19 2010 at 6:22 AM Rating: Decent
4 posts
Thank you for the reply I probably should have looked into more defensive attachments besides just the purely offensive ones. I am a little curious as why you would go with Tension Spring I over II? Is there any certain reason behind it?
#4 Jul 19 2010 at 11:28 AM Rating: Good
***
1,792 posts
Target Marker
Coiler

Thats 4/6 thunder slots, so I only have 2 left to put in
____________________________
Proud PUP of Phoenix.
Jobs: PUP COR RNG BLM NIN WHM 90
Member of Finale.
My Blog
#5 Jul 19 2010 at 2:29 PM Rating: Good
28 posts
If you use sharpshot equip heatseeker; it makes a big difference in ranged accuracy (even though the description doesnt mention ranged attacks). I use scope + heatseaker + target marker + coiler or stabilizer II.

Armor plating I and II got improved with the pupdate, so I always keep an Armor plate II in sharpshot.

Tension spring I and II help both attack and ranged attack.

mana tanks and auto repair kits arent that expensive and help alot, especially in the earlier levels.



As far as hate, flashbulb doesnt generate as much hate as the spell flash. You can use a strobe to act like a provoke. It works well at low levels, not as much at high levels. valoredge makes a great tank if duo level synced to lvl 10-20. You will want the armor plating I and II with autorepair kits if you do this. I like rampaging through ghelsba with a duo partner with valoredge main tanking. >:)



Edited, Jul 19th 2010 4:30pm by MaleficentOne
#6 Jul 19 2010 at 9:50 PM Rating: Good
**
543 posts
If you're just starting out, you don't need to sink all the gil into pup right away. These are the stages of building up your sharpshot, IN MY OPINION.

The basic five attachments for sharpshot are below. These tools are the ones that really drive the puppet:

attuner
target marker
scope
replicator
stealth screen


After those first five, I would suggest stacking accuracy and attack:

stabilizer II
heat seeker
tension spring II
(leave the last fire attachment spot open, because of the third step)



The third improvement would be to pick up this combination:

flame holder
heat sink



Eventually you'll want the expensive toys, like Turbo Charger and Optic Fiber. Don't feel the need to sink millions into a job at level 15.
____________________________
Thydonon - PUP99, SAM99, WAR99, DNC99, BST99, SMN99, BLM99
Asura
Pandemonium rest in peace.
#7 Jul 20 2010 at 1:22 PM Rating: Good
28 posts
I dont like replicator as a first line of defense. It doesnt kick in until your automaton is nearly splat unless you also have damage gauge and optic fiber. shock absorber is the king of defense at the early levels and doesnt need either of those parts to be effective.


I agree that he should hold off on flame holder and heat sink. That would produce hate spikes which are a pain to deal with at low levels. A lot of tanks tend to not notice when your automaton takes hate :P

I remember being frustrated with ranged acc when starting with sharpshot, so I would suggest bumping heat seeker up to the first set of purchases. It is even more important than the damage boosting parts imo, at least until you have your skill capped. Even then it is very important. I agree that stabilizer II can wait for the second set of purchases though.

I have been thinking about attuner vs tension spring II. He says he wants to solo with SS. Not what I recommend, but in that situation a tension spring would probably be better than the attuner since he may be fighting EM. In party sitations (where SS should be used) attuner would be better.

I always recommend auto-repair II as a first set of purchases; it keeps your automaton alive without resting or being at the mercy of repair timers.
#8 Jul 20 2010 at 6:24 PM Rating: Decent
4 posts
WEll I only plan on soloing while I am waiting on a pt that's why I was going to pick up VE as the second frame so that way I have SS for pts and VE for soloing
#9 Jul 20 2010 at 10:52 PM Rating: Good
28 posts
Getting parties isnt quite as bad as it was. SS works great against birds if you load up on the accuracy parts I keep harping about. :P That gets you MMM bird parties and lvl 37 synced East Ronfaure [s] parties, both of which have nice exp. Keep up your ranged skill or you will be worthless even with the accuracy parts. In my experience the only jobs that out-DD me in these scenarios are SAM and well geared DRG. (That somehow seems kind of funny to me. My h2h competes with the damage output of the wyvern and oniwaka out damages the drg player.)

A good setup can do the East Ronfaure [s] party without a PL, although a lot of people prefer having one. Try to focus on the birds rather than the ladybugs. Alternatively, you can organize a 'pet burn' party at the same camp site. You want at least 3 bst to have their pets share hate; the pets will be tanking. Typically a smn is the party healer and will be able to buff/DD depending on how things are going. The downside to this setup is that your automaton can take hate easily and you may lose it from time to time. BST are generally understanding regarding pet deaths so nobody will get upset it when it happens.

MMM is a fun thing to try every now and then and has tons of exp. You can do them as early as the 20s if there is a PL. You will zoom through lower levels with this and it isnt hard to set up one of these on your own. People generally jump at the chance.

At higher levels valoredge isnt going to be as good soloing. People tend to use whm head or valoredge head on stormwaker for that.


Edit: For the MMM and E Ronfaure [s] parties it will be appreciated if you bring birdbanes. Mention birdbanes in your search comment when you lfp. You get birdbanes (the piercing h2h weapon from a nm mandy in Batallia Downs [s] and is lvl 54. I sync with it on.

Edited, Jul 21st 2010 12:59am by MaleficentOne
#10 Jul 20 2010 at 11:11 PM Rating: Good
Avatar
*****
12,438 posts
Jeshal wrote:
Hello pup community I have recently returned to FFXI after a long break and started a new account and I plan on taking Pup to 80 as my first job. I have always been interested in puppet master but I was so involved into learning about Sam since that was my last job I never took the time to educate myself on how to play a pup so I lost interest fast. This time around is different though before I even came back to the game I knew I wanted to level pup and have been trolling these forums for a little while now as I level up and hit 30 so I can unlock the job. Now before you make any assumptions I am not a bandwagon player I knew nothing of the updates to the job prior to me coming to these forums and reading. But I do have some questions before I start so I do not make any expensive mistakes from the start. I plan on grabbing SS as my first frame for early level soling and partying and then VE later on when I need the atom to tank for me. Is this an acceptable frame for what I plan on using it for or should I look into VE first? My main concern with getting VE is I would be using flashbulb and strobe to help the atom hold hate, however when I begin partying I do not want to the atom to rip hate from the tank.


Sharpshot -> Stormwaker -> Valoredge -> Soulsoother -> Spiritreaver. For most pups, this is the best order. Sharpshot's ranged skill is abitch to cap at first, so getting it at level 10 vs level 20/30 is a huge benefit. It's also our best party puppet early on, because it's damage easily out paces valoredge for a long time, and the jungles/garliage, with their piercing weak mobs.. mmmmmm

For solo though, I don't think you really understand how pup solo works after the nublet levels. Pup solo is vastly different than bst solo; the master tanks, not the puppet. Even with it's sexy def buff, Valoredge still isn't an amazing tank for anything you'd solo for exp. However, pup gets a sh*tton of evasion (both from gear and traits), and Stormwaker gets cures up to Cure IV, as well as enfeebles and nukes to support you. The dynamic is reversed, essentially. Stormwaker is better to get second, because having your magic skill leveled up is vital the further you get in the game. Not being able to quickly get Cure V at 66 is always disappointing, and the Tier IV/V nukes that Spiritreaver gets access too at high levels, in combination with the ridiculous amount of MAB pup can get, makes us one of the best Magic Damage jobs in the game.

Sadly, as much as I love Valoredge, it's only benefit is that it has durability that far outstrips the other pets. It's sort of like our version of CurrierCarrie, but with less HP and more damage output. VE shines in kite fights and such, but it's generally the last puppet obtained because all puppets have melee skill, so it's the easiest to skill up.

Jeshal wrote:
As of right now I plan on using the following attachments:
Tension Spring II
Inhibitor (possibly)
Attuner
Flame holder
Scope
Turbo Charger (when I can afford it)
Target Marker
Heatsink
Auto repair kit II (possibly)
Opic Fiber (when I can afford)
Am I missing anything from this list or should I remove anything? Also from what I gather it seems like Monk would be an acceptable subjob until around 50 when you would get warrior's double attack JT and pup gaining Martial Arts II. Am I wrong in this assumption? Any input would be greatly appreciated


As far as I recall, attuner/flame holder don't stack, and attuner doesn't work on mobs under T, so you're probably better off using Tension Spring I in it's place. you can wear both tiers of attachments, btw, if you didn't know. Lemme think... for pre-daze Sharpshot, I'd recommend this setup:

Tension Spring II
Tension Spring
Flame Holder
Scope
Accelerator II
Turbo Charger (if/when you can get it)
- Alternative: Accelerator (Until you get Turbo Charger)
Stabilizer II
Target Marker (On mobs it applies to; Same as Attuner; T+)
- Alternative: Stabilizer (If fighting mobs that Target Marker doesn't work on)
Shock Absorber (100 HP stoneskin is brokenly strong until around 30)
Auto-Repair Kit II
Flashbulb (If solo, or in a party and the tank needs it; don't use it if you're with plds 37+, it's really @#%^ing annoying to cast flash and get a "no effect" message)
- Alternative: Auto-Repair Kit (If you need extra oomph to your ARKII's regen, like if the mob has nasty damage AoE)
- Alternative: Eraser (If fighting mobs with nasty AoE debuffs; Crabs, Worms, Bats, Triple Bats, Beetles, etc)
Heatsink
- Alternative: Stealth Screen (whichever you prefer)

Optical fiber is pretty meh for melee frames. The miniscule benefit it gives isn't worth the slot it takes up 9/10 times. It's real use is for mage frames. As for inhibitor, if you want to use that, go for it. I'm not a fan of it for a multitude of reasons, none of which are worth delving into here.

I'm not a fan of replicator either, I'd rather keep the wind maneuvers to keep my turbo charger/scope active. Up til around 30, Shock Absorber/Accelerator II/ARK II should be enough to keep the puppet alive with occasional Repairs, after that, you just need to learn to not let your puppet WS at the start of the fight, and how to keep it alive.

Speaking of; that's one of the things you'll have to learn. Sharpshot can be a bitch to keep alive w/o a really good tank, so you'll have to be able to know how to hold back with it. Basically, always keep a watch on your puppet's TP, and the mob's HP, and how much hate the tank has, and don't let the puppet WS if it's going to rip hate AND get killed. If it's not going to rip hate, you're good. If it's going to rip hate, but the mob won't live long enough to kill it, likewise. If the puppet's gonna get killed though, it's not worth it unless you're activate recast is up. Learning hate control is a pretty crucial part of the job.

Jeshal wrote:
WEll I only plan on soloing while I am waiting on a pt that's why I was going to pick up VE as the second frame so that way I have SS for pts and VE for soloing
Stormwaker's Cures are a lot more useful when soloing than VE. That, and it's enfeebles are amazingly handy, and the occasional nuke is always nice for kill speed.
____________________________
Theytak, Siren Server
LOLGAXE IS MY ETERNAL RIVAL!

Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#11 Jul 21 2010 at 5:04 AM Rating: Good
**
886 posts
I can confirm that attuner and flame holder do not stack... it appears that flame holder kicks in first, takes the fire maneuvers away, and then other fire attachments come into play, but since the fire maneuvers are gone you get the crap bonus. At the very least though, it doesn't apply to attuner. With 3 fire maneuvers on a lesser colibri party, acruballista did 400-450ish with flame holder, attuner, and tension spring II, but when I forgot to equip flame holder one party, the damage suddenly jumped to a whopping 500-600+.

I'm kind of hesitant to use flame holder for anything now, unless it's a ws that attack has no bearing on but flame holder's boost does, such as cannibal blade or magic mortar. And in those cases, I tend to get better use out of dual tension springs and an attuner, since boosting cannibal blade by around 40 points doesn't beat out the nice boost to melee DoT on the super high defense targets valoredge gets pitted against. And as far as magic mortar goes, you generally won't be using flame holder unless you're going for the valorquin meet and greet 300% TP, 3 fire maneuver with flame holder, ice breaker suprise at the start of a fight. (with possible tactical switch to give another 300 tp to automaton, assuming it manages to survive long enough to get a second one off with 1 HP left. lol.)
____________________________
Main Character: Psion
World: Phoenix
Resident of Windurst
75BLU/75PUP/70COR
http://ffxi.allakhazam.com/profile.xml?186284
#12 Jul 21 2010 at 5:55 PM Rating: Good
28 posts
I pretty much agree with the above two posts. ^ ^

I think tension springs/attuner serve me better than a flame holder. A TP move is when your automaton is likely to take hate; boosting that damage can only make that more likely. Doing so is even at the expense of not having manevers up for other stuff, so it seems more like a downgrade to me. A pup's power comes form its automaton and the automaton's power comes from maneuvers. A good pup will have 3 maneuvers up at all times and a flame holder isnt condusive to that. For similar reasons I only equip an eraser when I know I am going into a situation where there will be alot of AoE status ailments that will significantly impact damage output. Icemaker is for 1-shotting so that is ok, but beyond this discussion.

#13 Jul 22 2010 at 3:14 AM Rating: Good
**
543 posts
I seem to recall getting about 50 more damage on an Armor Piercer using Attuner/Flame Holder instead of Attuner/Tension Spring I, but I'm not 100% sure on this.

On the valoredge, I stopped using Flame Holder because I got about the same damage using Tension Spring I on Cannibal Blade.

I do like the replicator, just because when the sharpshot gets a hate spike (which it always seems to do for me) the replicator will keep the puppet alive. Also, if you Role Reversal to get it's hp up you end up using less of the healers mp when they heal you following this.

I have been wondering, with turbo charger and tension spring I equipped, would we just be best off keeping double wind up and ignoring the third maneuver? We would want armor piercer and fire and thunder trigger the weaker weapon skills. Maybe a light to boost up optic fiber?
____________________________
Thydonon - PUP99, SAM99, WAR99, DNC99, BST99, SMN99, BLM99
Asura
Pandemonium rest in peace.
#14 Jul 22 2010 at 3:26 AM Rating: Good
***
1,792 posts
When using sharpshot, generally I cycle Wind > Thunder for TP, until I have Thunder Wind Thunder. This was on colibri, since I didn't have merits in Melee, I liked to get the extra acc from 2x thunder

After that its a simple matter to stick a dark maneuver up at 80~90% TP
____________________________
Proud PUP of Phoenix.
Jobs: PUP COR RNG BLM NIN WHM 90
Member of Finale.
My Blog
#15 Jul 22 2010 at 10:55 AM Rating: Good
Sage
***
2,818 posts
Princess Jinte wrote:
A ton of dead on information


Really, re-read that post. I don't disagree with a single thing. I particularly like the points about learning hate control. It really is important with Sharpshot (and at endgame with Spiritreaver). I personally just default to using a Stealth Screen unless I know the tank I'm playing with is very good.

Subjobs

Another point people haven't discussed a lot of... besides /WAR, you'll want to have access to /NIN and /DNC.

/WAR is the default party subjob whenever you can use it. Berserk, Berserk, Berserk. Use it. Double Attack, Attack Bonus, and Warcry are handy too. /WAR is all about added offense for a PUP, and if you're in a party where you aren't taking hate, it's fantastic.

/NIN becomes vital in many endgame events, tankless parties, some mission/BC fights, some solos, etc. If you end up using your PUP for endgame group stuff, /NIN will probably be your default sub for those activities. It's all about the survivability with Utsusemi, particularly from AoEs. And for PUP staying alive is even more important than for other jobs (since if you die with Activate not ready, you're also without a puppet once you're raised). Ability to do stuff like Ventriloquy the mob onto yourself and absorb some hits with shadows is another great use when your puppet pulls hate (it will).

/DNC is an excellent solo sub for fantastic survivability, and can be useful in some parties for the steps/sambas. PUP loses less than other jobs from sacrificing some of the master's TP (you still have the puppet, and PUP WS aren't that OMGamazing before Stringing Pummel anyway), and things like Quickstep for mob evasion down for EVERYONE helps the party run smoother and get more exp. If you already have a DNC, /DNC, or lots of backline/support jobs, don't use it though.

Turbo Charger
Turbo Charger is very expensive. It really is that good though for Sharpshot/Valoredge. If you decide to commit to PUP, get it as soon as you can, since it's fantastic from level 1 to infinity. You should never use Sharpshot or Valoredge without it once you manage to obtain one. This is your most important big ticket money item for the job, really (along with the Condenser/Tranquilizer/Ice Maker attachment trio for Spiritreaver at endgame).

I agree that if you're just starting out it's not at all necessary. But if you know you want to play PUP to the end, it will improve you immensely at any level. It's not something you should think of as "I'll wait around to get it at level 80", it's something you should be consciously planning for as soon as you're sure you want to commit to PUP, and get it as soon as you can do so.
____________________________
Anza: Titan 2004-2011 / Capuchin: Phoenix 2011-???
#16 Jul 22 2010 at 11:16 AM Rating: Good
***
1,792 posts
Subjob wise, I'd also put in that /drg with the Wyvern earring, is an excellent balance between /war and /nin.

More haste, acc bonus and attack bonus job trait, jumps for faster TP gain, lose hate via that one jump.

As always, sh*t is situational
____________________________
Proud PUP of Phoenix.
Jobs: PUP COR RNG BLM NIN WHM 90
Member of Finale.
My Blog
#17 Jul 22 2010 at 4:14 PM Rating: Good
Sage
***
2,818 posts
MagingMartin wrote:
Subjob wise, I'd also put in that /drg with the Wyvern earring, is an excellent balance between /war and /nin.


Well... it's not really a balance between /WAR (offense) and /NIN (defense), it's more of an alternative to /WAR. It's another offensive sub with a little more potential for Acc/TP gain/Haste, at the cost of Double Attack, Berserk, Warcry. Super Jump is level 50, so you'll never get it from /DRG.

/WAR is necessary to have for partying and you'll be expected to have it. This is the standard "Offense" sub.

/NIN is necessary for some events due to the protection and you'll be expected to have it. This is the standard "Defense" sub.

/DNC is never really necessary but it's incredibly useful for solo and can be useful for party. This is really the more "balanced" sub.
- Compared to /WAR, /DNC sacrifices /WAR's better offensive tools in exchange for some support and healing.
- Compared to /NIN, /DNC is less defensively safe without shadows but still better defensively than /WAR due to self-cures from Waltzes. And at least it gives some offensive benefit with Accuracy Bonus, as oppposed to /NIN giving nothing useful offensively.
- In either case, using dances costs TP.

I don't mean to say /WAR /NIN /DNC are the only useful subs, but they are certainly the more common choices and the three I would expect any PUP to have (at an absolute minimum, I would expect any PUP to have /WAR /NIN even if they don't bother with the more solo-oriented /DNC). Stuff like /SCH or /DRG can certainly be situationally useful, but I don't see them as necessary. Nobody is ever gonna insist that you come /DRG. /SCH can be useful for certain situations, but I don't think it's ever expected (I've never been asked to come /SCH to anything. Ever.) and outside of nuke/sleep style soloing, it's never really necessary.
____________________________
Anza: Titan 2004-2011 / Capuchin: Phoenix 2011-???
#18 Jul 24 2010 at 10:28 PM Rating: Good
Avatar
*****
12,438 posts
/drg takes a lot of work, gear, and attention to keep up with /war, and on pup, that attention is already somewhat spent on maintaining the puppet, so I'm not really a fan of further distracting from the focus.

/war and /nin and /dnc have all been covered well

/sch is the only one that's mostly gotten a side mention. I absolutely love /sch, and unlike /drg, which is mostly just a "I'm bored of berserk, let's play with jump" option, /sch is actually incredibly useful in a lot of unique situations, and it's a sub every pup should have. The most obvious is if you're manaburning anything, your sleep will honestly only be a bit less accurate than a blm's you gear right, and that's a killer thing to have, especially at /sch40, when you get accession+sleep, sleepga never hurts. I normally sub sch in dynamis and either solo (in terms of party build), or stick with the blms, unless we're low on DD, but then I'd normally just bring war. Between Sublimation and gear, I rarely run out of mp for more than 10 seconds, ever. It's also handy for low man stuff where you're hurting for healers, or you can't/shouldn't melee. And of course, there's also the fact that Drain is the most mp-efficient nuke in the game, and our drains are generally pretty solid.
____________________________
Theytak, Siren Server
LOLGAXE IS MY ETERNAL RIVAL!

Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#19 Aug 01 2010 at 1:58 PM Rating: Decent
4 posts
Well I have began leveling pup now and I gotta say I am quite impressed with SS's damage. But now I am curious whats the best way to level up SW's magic? since all it has access to is Dia currently it only casts maybe once a minute and I am lucky if I get .1 per cast.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 24 All times are in CDT
Anonymous Guests (24)