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Puppet Wish ListFollow

#1 Feb 01 2011 at 6:23 AM Rating: Good
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For the sake of puppetmaster's everywhere, I thought we could start a wish list thread. Not necessarily for the upcoming February/March Updates, but just more in general. Feel free to chime in with realistic wants and I will add them to the first post as I get time.

Master abilities
Stout Servant II

More Martial Arts

Ability to force a nuke/cure out of combat.

Level 99 tier of resist slow/amnesia = Immune to these effects

Overdrive: Seems very lack luster now a days. In fact in abyssea I feel overdrive is = where the pet should be all the time.


Gear/Items
New Animator: Id like to see +100 hp/mp, 25% fast cast and 10% haste for the automaton

Repair oils stack to 99

Repair oil 3

Non-hp related oils: Mp, haste, buffs, etc Give oils more utility



Automaton related
last light/dark attachment: Numerous ways this can go. Read the last thread and cant find a single best idea for either.

the ability to save attachment / head/frame sets: (Deactivate, macro1(whm frame +attachments), activate!

pets mp to be visible below their hp bar

improved AI

New head/frame: Possibly a buff oriented one

New ws: VE and SS both need a crit ws

Ability to set which WS it can use (only make Canibal blade allowable)

Ability to set the distance: EG /pet stayback stays at max range /pet melee sends pet into melee range

Pet gear that doesnt cripple the master. No one should have to choose from 5% self haste or 5% pet haste

Seperate spell timers for each casting group (eg enhancing, healing, elemental, dark)

Ability to rest independently of pet, or have pet rest on its own

For defensive pet attachments to be more useful, and for the automaton's base defense to be raised a decent amount.

For Valoredge to be turned into a viable tank, with a visible-to-all health gauge, better hate-keeping tools pre-ventriloquism, and for it to be able to be healed by all

Level 99 Group 3 merits
Abilities:
Share buffs/gear: 3 minute duration 5 minute reuse. Any MAB, Haste, ACC, ATK on the masters gear will benefit the pet too.

Share maneuvers: 3 minute duration 5 minute reuse. Manuevers will benefit the master. 1 wind maneuver would add the +stat as well as any attachment based benefits such as haste, evasion, ranged acc etc.

Traits
Tactical Switch: Reduces the timer by 20s per rank (80s reuse instead of 180)

Deus Ex Automata: Each rank increases the starting hp/mp by 5% (max 25%)

Extended Maneuvers: Each rank increases the duration of manuevers by 15 seconds (max 2:15, for a total of 3:15

Reduced overload: Each rank is equivalent to adding 1 more peace of gear with this effect.

Edited, Feb 1st 2011 10:58am by dustinfoley

Edited, Feb 2nd 2011 4:24pm by dustinfoley
#2 Feb 01 2011 at 7:15 AM Rating: Excellent
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Magic spells doesn't have one universal timer, but each magic skill category has its own timer.

for example whm bot has 3 magic skills each has it's own timers
Enhancing Magic : 20 sec
Healing Magic: 25 sec
Enfeebling Magic: 15 sec
its possible for the pet to cast an Enfeebling Magic Dia followed by Regen from Enhancing Magic as long as each timer is up and the usual casting conditions are applied. (maneuver type,master hp, pet mp..etc)

Same with the other mage frames, this way it will make the pet more engaging and "actually" versatile, it will also help a little with the issue of AI (poisna is healing magic so that still a problem, but it will help with absorb-int and elemental magic..etc).

I'm to this day baffled about how they can't see the difference between 1 timer with hundreds of spells and 1 timer with only 1 JA (shoot)!?



peace..

Edited, Feb 1st 2011 8:17am by Bhujerba
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#3 Feb 01 2011 at 8:37 AM Rating: Good
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Bhujerba wrote:
Magic spells doesn't have one universal timer, but each magic skill category has its own timer.

for example whm bot has 3 magic skills each has it's own timers
Enhancing Magic : 20 sec
Healing Magic: 25 sec
Enfeebling Magic: 15 sec
its possible for the pet to cast an Enfeebling Magic Dia followed by Regen from Enhancing Magic as long as each timer is up and the usual casting conditions are applied. (maneuver type,master hp, pet mp..etc)

Same with the other mage frames, this way it will make the pet more engaging and "actually" versatile, it will also help a little with the issue of AI (poisna is healing magic so that still a problem, but it will help with absorb-int and elemental magic..etc).

I'm to this day baffled about how they can't see the difference between 1 timer with hundreds of spells and 1 timer with only 1 JA (shoot)!?



peace..

Edited, Feb 1st 2011 8:17am by Bhujerba


This is how it should have been from the start.

Dark Magic, Elemental Magic, and Enfeebling Magic, and -na spells should also all be on separate timers.

While we're at it:
~I'd like to be able to choose my pet's WS's without tossing up useless maneuvers
~To have more control over the pet's actions
~To have a buff-oriented frame (Protect/Shellra V, haste, Cure spells up to Cure V, etc.. all on separate timers)
~I'd like to have a visible Overload gauge
~<petmpp> (This will be included next patch)
~For defensive pet attachments to be more useful, and for the automaton's base defense to be raised a decent amount.
~For Valoredge to be turned into a viable tank, with a visible-to-all health gauge, better hate-keeping tools pre-ventriloquism, and for it to be able to be healed by all.
~I'd like maneuvers to either last longer or for them to remove the 10 second recast, and a reduction of the animation time for maneuvers to be applied.
~I'd like the last two attachments.
~I'd like the Tactical Processor's functionality to be revealed.
~To be able to choose the range my Automaton stands from an enemy, up to 21 yalms
~To be able to choose when my Automaton rests, and for it to not automatically rest when I do.
~For Automaton Oils to have their price reduced and stack to 99
~I'd like my Automaton to not die whenever I mount a chocobo
~More applicable damage-dealing gear at lower levels. Nothing too spectacular, but we shouldn't have to DD in EVA gear until 60.
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#4 Feb 01 2011 at 10:32 AM Rating: Good
Atiweb wrote:

While we're at it:
~I'd like to be able to choose my pet's WS's without tossing up useless maneuvers
~To have more control over the pet's actions
~To have a buff-oriented frame (Protect/Shellra V, haste, Cure spells up to Cure V, etc.. all on separate timers)
~I'd like to have a visible Overload gauge
~<petmpp> (This will be included next patch)
~For defensive pet attachments to be more useful, and for the automaton's base defense to be raised a decent amount.
~For Valoredge to be turned into a viable tank, with a visible-to-all health gauge, better hate-keeping tools pre-ventriloquism, and for it to be able to be healed by all.
~I'd like maneuvers to either last longer or for them to remove the 10 second recast, and a reduction of the animation time for maneuvers to be applied.
~I'd like the last two attachments.
~I'd like the Tactical Processor's functionality to be revealed.
~To be able to choose the range my Automaton stands from an enemy, up to 21 yalms
~To be able to choose when my Automaton rests, and for it to not automatically rest when I do.
~For Automaton Oils to have their price reduced and stack to 99
~I'd like my Automaton to not die whenever I mount a chocobo
~More applicable damage-dealing gear at lower levels. Nothing too spectacular, but we shouldn't have to DD in EVA gear until 60.

This pretty much covered everything for me, realistically most of this doesn't seem too hard to implement, like the WS thing, just make it so that we can select an elemental priority before we activate. I would see the overload guage as being implemented like that new RNG system, you use a maneuver then get a message like "Tournefoux is under too much strain" or something. Personally I would like a THF-like frame, with dual wield and a piercing damage(crit) weaponskill.
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#5 Feb 01 2011 at 1:29 PM Rating: Default
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THF or MNK frame would be boss.

Dual wield, fast attacks (less hp / def then VE). The only issue i see with THF frame is people whining that we get th3 or something via pet! Seriouslly, an actual melee pet that does more then 1 hit per 4 seconds would be nice. Innate double or tripple attack for giggles.

THF frame:
Despoil, Sneak Attack, innate tripple, dual wield, fast delay medium to low dmg

Mnk frame:
Focus, Impetus, Perfect counter, innate double attack (and dual wield since its h2h, with pets delay being = masters martial arts)
#6 Feb 01 2011 at 2:20 PM Rating: Good
inbefore jinte's massive suggestions.

well everyone here seems to get it.

the only other thing i can posibly want from puppetmaster is automaton ONRY spells, everything else has been covered here. (even master only spell-esque abilities like ninjutsu, consumes an item and maybe buffs the automaton or even improves attachments effects greatly like for example "Flame Piruette" this will be our fire elemental "performance" greatly increasing fire attachments for the automaton (and maybe attack power for the master) consuming one item.

just a thougth.
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#7 Feb 01 2011 at 3:09 PM Rating: Good
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I'd kinda like to see the triumphant return of Harlequin. Maybe turn it into the "MNK" frame people are discussing here - give it innate double/triple attack, regain, a good frame-exclusive crit WS. Ditch the spellcasting abilities for all I care, or maybe refine them. Cure 1 through 4 or 5 (only triggered with a light maneuver active, and still self/master target only) and give it the ability cast haste on itself and the master. Maybe give Harle a different scale/progression of maneuver/stat benefits too (e.g. where a fire maneuver would give STR+3 to another frame, Harle gets +4).

I'd also like some tweaks to SS, since VE/Harle would be the melee DDs. Maybe turn SS into a true ranger, increasing rate/effectiveness of ranged attacks and possibly altering melee ability downward (maybe have it stay at range when deployed, and if deployed in melee range it would move back to archery sweet spot instead). Kinda mirroring the change from old school melee RNG before the old "RNG nerf", to strongly encouraging actual ranged RNGs.

VE = can be the tank frame or sturdier DoT, slashing damage
Harle = offensive DoT, blunt damage
SS = ranged, piercing damage
Soulsoother = WHM, party healing
Spiritreaver = BLM, magic damage
Stormwaker = give it high level RDM spells. Para/Slow II, Dia/Bio III, Addle, tier IV nukes.


Edited, Feb 1st 2011 4:09pm by Anza
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#8 Feb 01 2011 at 3:25 PM Rating: Decent
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something needs to be done with stormwaker for sure.

I know they kicked around the idea of a bard type frame but I think that woudl fall under the too little too late catagory. Not sure how useful that would be unless it had a full mp tank cast cures to 5 and gives party buffs. Not sure though.

Monk frame I like, thief would be interesting but knowing SE they would have it automatically find the ass of the mob and it woudl cause so many issues.

dragoon frame with little puppet wyvern , ok not really.

I do think we need a real DD melee frame though since they see VE as a tank type. Dual axe warrior frame.
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#9 Feb 01 2011 at 3:30 PM Rating: Excellent
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xbobbobx wrote:
Monk frame I like, thief would be interesting but knowing SE they would have it automatically find the ass of the mob and it woudl cause so many issues.

I lol'd
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#10 Feb 01 2011 at 4:45 PM Rating: Excellent
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I'd definitely like to see Stormwaker evolving.

Make it keep cure IV and tier III nukes, but add Shell V, Protect V, Haste, Refresh, etc. Maybe make Shell/Prot form it last only 5-10 mins so it has to cast them more often.

A solution to the screwed spellcasting priorities is a must, and several posters before have suggested the separate timers idea. I like that. One timer for -nas and regens, another for cures, and another for enfeebles would suffice for WHM head, and separate timers for dark and elemental magic for the BLM head would do the job, too.

New WSs tied to actually useful melee maneuvers would be lovely, specifically a WS tied to a wind maneuver for SS and a WS tied to an... Earth? Wind? (this one is tougher, fire/lightning are already taken and wind is more SS-like) maneuver for VE.

As for merits, I'd LOVE reduced recast on Tactical Switch (max halves the recast), and as mentioned above, increased HP/MP on DEA.



And please... Make Overdrive worth something. For its short duration, it needs more haste, more att, more acc, more def, and some nifty effect, like making each maneuver up counting as 3: Fire/Thunder/Wind, Overdrive, and watch the show!
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#11 Feb 02 2011 at 3:54 AM Rating: Decent
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I would like an ability to control 2 puppets at the same time in exchange with the master not being able to engage in battle and having only 1 of each attachments to share between both pets, like, can't use 2 attuner on both pets...
VE pet and Soulsmoother pet, a mini party
Sharpshot and Spirit pet being able to cure the Sharpshot pet and support on debuffing and nuking.
VE pet and Stormwaker for (Full Attack!) or basically any 2 pet/head/body combinations.

Edited, Feb 2nd 2011 6:35am by Nyariko
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#12 Feb 02 2011 at 11:51 AM Rating: Good
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I just have to say, this two puppet business is ridiculous.

Liking the more realistic suggestions though. Tactical Switch timer reduction as a new merit is a great idea.
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#13 Feb 02 2011 at 2:35 PM Rating: Default
Anza wrote:
I just have to say, this two puppet business is ridiculous.

Liking the more realistic suggestions though. Tactical Switch timer reduction as a new merit is a great idea.


4 puppets is CLEARLY less ridiculous. And yes, I too would love SE forever if they gave us the option to merit tactical switch.
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#14 Feb 02 2011 at 3:21 PM Rating: Good
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itege wrote:
Anza wrote:
I just have to say, this two puppet business is ridiculous.

Liking the more realistic suggestions though. Tactical Switch timer reduction as a new merit is a great idea.


4 puppets is CLEARLY less ridiculous. And yes, I too would love SE forever if they gave us the option to merit tactical switch.



You realize he was talking about 2 puppets at the same time right? Not getting 2 new puppets, but being able to have 2 out at a single time? Im not sure if im missing your sarcasim or not...
#15 Feb 02 2011 at 3:38 PM Rating: Good
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dustinfoley wrote:
itege wrote:
Anza wrote:
I just have to say, this two puppet business is ridiculous.

Liking the more realistic suggestions though. Tactical Switch timer reduction as a new merit is a great idea.


4 puppets is CLEARLY less ridiculous. And yes, I too would love SE forever if they gave us the option to merit tactical switch.



You realize he was talking about 2 puppets at the same time right? Not getting 2 new puppets, but being able to have 2 out at a single time? Im not sure if im missing your sarcasim or not...

lol that is sarcasm. And I agree with Anza. This 2 puppet business is ridiculous enough to almost lose my interest in this thread.
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#16 Feb 02 2011 at 8:34 PM Rating: Decent
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ok, forgot the 2 or 4 puppets, our 2 hour we can summon 4 toads.
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#17 Feb 03 2011 at 1:47 PM Rating: Decent
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New dark attachment
New moon: dark maneuver ws's always prioritized

New light attachment
Full moon: light manuver attachments always active
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#18 Feb 03 2011 at 4:22 PM Rating: Good
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I think those 'attachments' would make better (excellent/amazing) job abilities;

1 hour duration, 5 minute recast, only one on at a time. One for each element.

Light:
Adds the equivalent of 3x light manuevers,
no manuevers are actually added to the top,
they wont fade,
they cant be consumed
they dont adjust priority of spells/ws


For example:
Ice: If you put up 3x ice, and had the ice maneuver ability active
Loud speaker would act as if you had 6 ice maneuvers up
Ice maker cannot consume 3 of them, so would only give you the benefit of having 3 up
If you used the WHM, it would gain the benefit of casting faster with mana booster, but without casting paralyze over cure
#19 Feb 03 2011 at 4:46 PM Rating: Decent
I've wanted a dark arts/light arts style elemental priority kind of thing for a while now. Would make things so much easier for everyone that plays the job.
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#20 Feb 04 2011 at 8:04 AM Rating: Good
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I'd even settle for the missing Light / Dark attachments to simply just change the priority of spells as a method of getting round the current priority.

Eg:
Setting the light attachment makes the puppet prioritise cures over anything else. Light maneuvers raise the HP% for it to kick in (say 50% / 60% / 70% / 80%).
Setting the dark attachment will make the puppet prioritise elemental magic over anything else (A way of getting round the drain / aspir problem and set it to maybe 40% / 30% / 20% / 10%, though as you'll be using ice maneuvers instead it may work differently. Either way it's much better than the current 75% now even with it just attached.)

Of course it would be nicer for them to work on the priorities themselves instead of wasting 2 attachments on it, but it'd be better than nothing.
#21 Feb 04 2011 at 8:17 AM Rating: Good
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sorry but that is just silly. Adding attachments to fix stupid AI isn't the answer. The answer is to fix the stupid A.I.

Just give us control of the puppet, seperate timers on cures/na-enfeebles and nukes/aspir etc.

Get the 23 sec timer on both or whatever it is and let us choose what cure to use, what nuke to use etc, that way we can be of more value in abyessa.

there was a question answered in their last QandA session they are looking at some jobs in abyssea when talking about triggers. Hopefully they get axe and h2h into the mix for triggering red.
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#22 Feb 04 2011 at 9:44 AM Rating: Good
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Well it's not like there isn't any attachments that do something similar already, though admittedly it's not the best example, what with it sometimes locking the puppet out of casting anything at all.

Oh well progress is progress, if they've just got round to adding <petmpp> I wonder how long before they address the issue of PUP AI (and the resulting storm from SMN's for not fixing their own AI problems).

I can't see them giving us that much control without some steep penalty for doing so. BST and SMN's get to pick their own pet moves (In SMN's case they finally split up offensive and defensive pacts) but have to wait a minute (or more) between each one, and are limited to whatever their current pet has. Our mage frames have a hell of a lot more to choose from and we're not happy with the frequency of which they perform them already.

I can see them maybe giving us control of the WS's, but for actual spells I can't see a working compromise just yet that would allow us to control that much behaviour
#23 Feb 04 2011 at 10:07 AM Rating: Decent
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that is the way I see it. The fact these new guys actually clued into something small like petmp after all these years, tells me they are actually paying attention to the problems and fix the stupid mistakes the initials guys did and not ignore it anymore like the last group.

the puppet rug must be full, they can't sweep anymore problems under it.
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#24 Feb 04 2011 at 10:13 AM Rating: Decent
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they are looking into easily resisted spells like 1000 needle and that ninja dark spell that can be resisted and no trigger yellows!!!

I doubt they will add h2h to red!!! mix.
#25 Feb 04 2011 at 10:39 AM Rating: Good
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Well they'd have to give us an elemental WS for starters. What is the highest current red proc ws being used in terms of skill level? Most seem to be around the 100-150 mark from what I can recall off the top of my head.
#26 Feb 04 2011 at 10:42 AM Rating: Decent
Xakz wrote:
Well they'd have to give us an elemental WS for starters. What is the highest current red proc ws being used in terms of skill level? Most seem to be around the 100-150 mark from what I can recall off the top of my head.

There are no reds that can't be done by 75, same for blue, and yellow(I believe).
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#27 Feb 04 2011 at 10:45 AM Rating: Default
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Quote:
We have also received a wide range of valuable feedback regarding other weapon skills, magic spells, and jobs, and we will work to incorporate as many of your suggestions as possible while preserving game balance.



Quote:
they are looking into easily resisted spells like 1000 needle and that ninja dark spell that can be resisted and no trigger yellows!!!

I doubt they will add h2h to red!!! mix.


I was refering to the rest of the sentence. feedback regarding other ws, magic spells and JOBS. It is reaching, but obviously there were complaints about the usefulness of some jobs in abyessa.
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#28 Feb 04 2011 at 10:46 AM Rating: Excellent
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Given Subjob, we've got redprocs available to us via dagger and club.
#29 Feb 04 2011 at 10:57 AM Rating: Good
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itege wrote:
Xakz wrote:
Well they'd have to give us an elemental WS for starters. What is the highest current red proc ws being used in terms of skill level? Most seem to be around the 100-150 mark from what I can recall off the top of my head.

There are no reds that can't be done by 75, same for blue, and yellow(I believe).


Well yes, but my point was that we need a h2h elemental weaponskill first in order to even qualify for a red proc ws. If that means getting a new weaponskill it'll most likely be at a stupidly high skill level and won't fit in with any of the others, unless they midify an existing one.

Either way, it looks unlikely they'll change anything to do with the weakness system now that all three are out.
#30 Feb 04 2011 at 11:16 AM Rating: Good
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xbobbobx wrote:
there was a question answered in their last QandA session they are looking at some jobs in abyssea when talking about triggers. Hopefully they get axe and h2h into the mix for triggering red.


Hopefully NOT. We don't need more triggers, that just makes it harder to lowman stuff and trigger everything. Some H2H or Axe user who feels left out is a terrible reason to make it harder to compose groups that can trigger everything.

Besides, PUP ALREADY HAS TRIGGERS. I generally use a dagger while triggering red, giving me Cyclone and Energy Drain (I generally use /NIN in Abyssea for NM/Atma hunting). Similarly, I carry a staff when I'm on MNK for Earth Crusher and Sunburst. Weapon versatility is not just for WARs - every job should pay attention to all of the trigger WS they can use.

Every PUP who does Abyssea should have a dagger with at least 175 skill by now. Hell, skilled up dagger is worth it alone for being able to get Amber light (Aeolian Edge is available to PUP, and even Cyclone gets the job done at lower level if needed). There's zero excuse, especially seeing as how we can even get pretty good augmented daggers for free with Dominion Notes. I got a Yataghan with DMG+7 (total 42, plus Eva+6 and HP+24 base stats), and another with DMG+5 and Crit DMG+3%.

Even now it's easy to get to 175 from 0 in a couple hours, and it's about to get even easier with new skillup increases coming. Get a low dmg/low delay dagger, go find a crab, and go to town. I AFKed on my MNK while skilling staff to get it above 200 and it took part of an afternoon.

Edited, Feb 4th 2011 12:35pm by Anza
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#31 Feb 10 2011 at 2:11 PM Rating: Good
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new light attachment
Light Scatterer: Automaton will now heal pets, avatars, npcs, and automatons

new dark attachment
Black Hole: Automaton will now receive AoE heals and samba effects.
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#32 Feb 10 2011 at 2:55 PM Rating: Default
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I want to be able to decal my puppet.

Rejoice Puppetmasters! Pimp you Puppet coming March update.

Edited, Feb 10th 2011 3:56pm by xbobbobx
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