Mar 29, 2009, 01:14 PM // 13:14
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#681
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Frost Gate Guardian
Join Date: Mar 2009
Profession: Me/
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protection prayers:
50% failure with prot prayers 10 or less.
12 energy
1 cast
30 recharge
Protective Aura
"for 0..4..6
seconds all allies adjacent to you cannot lose more than 10% of their maximum health "
finally something to counter the countless RoJ's @ JQ
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Mar 29, 2009, 07:40 PM // 19:40
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#682
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Wilds Pathfinder
Join Date: Dec 2006
Profession: E/Me
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The Elemental State [E]- 100 energy, 120 recharge, 2 sec cast- For 1..15 seconds, you enter the elemental state, you move 25% faster and all elemental spells you cast cost no energy and have 50% less recharge time, all elemental spells cast 50% faster ,you can not lose energy or regain energy while in this state. All elemental spells do 100% more damage. When this enchantment ends, you lose your remaining energy and your full energy bar is filled with exhaustion and you lose half of your remaining health. You may not cast any other enchantments while under this one, all current enchantments are removed and you cannot be the target of any enchantments under this enchantment.
-Energy Storage
Overpowered? The after effects are harsh
Elemental Comet 25e 30r 2c [E]- Summon an elemental comet, all elementalists and their attributes are increased by 4(Includes foe elementalists also). For every elemental spell that ally/foe casts they lose 30 health. The comet goes away after 1..15 seconds. Energy Storage.
idk if this one is such a good idea.
Defender of the Elements [E]-50e 25r 1c- Target foe takes 10..50 fire damage, 10..50 water damage, 10..50 earth damage, and 10..50 air damage. Target foe begins burning for 1..10 seconds, moves slower by 66% for 1..10 seconds, is weakened for 1..10 seconds, and blinded for 1..10 seconds. Energy storage
Elementalists' Revenge [E] 25e 15r 1c- For 1..10 seconds, every time you get hurt by target foe, they suffer either 10..50 fire damage and burning for 1..10 seconds, 10..50 water damage, and 1..10 seconds 66% slower movement, 10..50 air damage and are blinded for 1..10 seconds, or 10..50 earth damage and are knocked down for 2..3 seconds. Energy Storage
Fire Dance [E] 25e 10r 1c-You initiate the fire dance, for every successful movement target foe takes 10..40 damage. There are a total of 1..3 movements. (This next description is diffrent every time you enter a zone, or activate this skill) Up down down left.(He wouldn't be dancing, but like ddaaancing...get my meaning?" Fire magic.
Circle of Fire [E] 25e 15r 2c-Surround target foe and all near target foe with a circle of fire surrounding target foes aggro area for 30 seconds. If target foe attempts to leave the area through the fire, target will take 40...150 damage and burn for 1..10 seconds. Fire damage
Thought it would be unique
Water Rider [E] 25e 10r 1c-Summon water and ride on it for 10 seconds.(You control it yourself), as you move the water will turn to ice. After this stance is over, the ice will shoot out in spikes in deal 10..100 damage to all foes near the ice. You move 25% faster during this.
Fun huh?
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Apr 05, 2009, 02:29 PM // 14:29
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#683
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Ascalonian Squire
Join Date: Sep 2008
Location: I live in an Illusion of Beauty and Art...
Guild: Subliminal Verses [Goth]
Profession: Me/
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Here's my skill
Dementia - Elite Hex Spell.(energy required - 15, activation time - 1/4, recharge time - 45 seconds)
For 30 seconds you and target foe are hexed with Dementia. While under this hex, target foe takes 3...15 damage each second, can't attack, cast spells, shout, use stances or signets and moves 90% slower. You face -10....-4 health regeneration, take 50%...20% more damage and healing is reduced to half. This hex can't be removed from foe nor you. (Domination Magic)
-By using this skill, the Mesmer totally paralyzes the foe's mind and body but also gets punished because it is a bad skill for both sides. This skill was used a lot in ancient times. It was the new Mesmers who banned it from all Mesmer Schools. They considered it "Highly Dangerous". Most likely foe will die and mesmer will face severe mental wounds. The Mesmer needs to be extremely experienced in the mesmeric arts to make it work right. It sort of requires the Mesmer's sacrifice and should not be used wrong.
Other info:
-If one of the hexed people dies, the hex ends.
-It is not affected by Hex Resistance/Halving (Hex Breaker).
-The fact that it can't be removed is due to the Mesmer having complete control of the foe's mind.
-When this hex is cast, target foe's action is also interrupted.
-There is no known counter for it.
-It is not recommended for low-level mesmers as the punishment is worse than the effect on foe with low Domination attribute. It's the only skill that such a case exists.
I even have created an icon :P
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May 31, 2009, 01:31 AM // 01:31
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#684
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Wilds Pathfinder
Join Date: Jul 2008
Location: Wales
Guild: Order of the Azurelight[OA]
Profession: E/
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Quote:
Originally Posted by Illudia Absurdus
Here's my skill
Dementia - Elite Hex Spell.(energy required - 15, activation time - 1/4, recharge time - 45 seconds)
For 30 seconds you and target foe are hexed with Dementia. While under this hex, target foe takes 3...15 damage each second, can't attack, cast spells, shout, use stances or signets and moves 90% slower. You face -10....-4 health regeneration, take 50%...20% more damage and healing is reduced to half. This hex can't be removed from foe nor you. (Domination Magic
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i love it, although i do forsee one thing.
1 Dementia Mesmer,
1 monk whatever
1 nuker
1 warrior
Dementia cast on enemy monk, nuker and war gank monk.
Every team would end up like that.
My skills
Haven't thought hard about any of these, but here goes.
Ranger:
Headshot!(E)
15e
1/4 casting time
20r
+10...20..25 damage, interrupt target foes spell, interruption effect : Inflict daze 2...6..8 seconds
(How could they miss out a headshot?)
Elementalist:
Lake of fire
10e
1 casting time
30r
Open up a lake of fire at target foes location for 5 seconds. Foes are struck for 10...30..40 fire damage per second, foes not moving will suffer from burning for 0...3..4 seconds.
(If they're not moving, then they would be drowning, hence the burning effect)
IMO water skills need to be buffed, or more added so im just gonna suggest a few water skills.
Cold Touch
5e
1/4 casting time
20r
Touch skill. For 10 seconds target foe moves 90% slower. This target is immune from physical damage for 10 seconds.
(The idea behind this one is, with a cold touch you freeze the enemy, and i dunno if anyone has ever taken a sword to a huge frozen block of ice, but i doub't you'l inflict much damage to the ice, therefore this enemy is immune to physical damage, its also to stop assassins using it to snare their target in PVP)
Hypothermia
10e
1 casting time
25r
Hex Spell. For 10 seconds target foe moves 66% slower, and suffers 10...30..35 cold damage whilst standing still.
(To overcome hypothermia one must reheat the body, best done by remaining active, eg walking.)
Liquid Intensity (Couldn't think of a better name)
15e
1 casting time
20r
Hex Spell. For 15 seconds target suffers 10...40..50% more damage from air magic
(Simple idea, if you stand in water, and someone throws a plugged in toaster into the water your standing it. Its gonna hurt...Bad.)
I feel that the water elementalist skills are way, way underpowered.
Mainly because they all have long casting times (generally 2 seconds) hence why i kept mine low. They all have high energy (15e-25e for the good skills) so i've also tried to keep mine low.
And although there are many "Target foe moves slower" skills in water magic, no of them do decent damage, and thats to encourage you to use 2 elements at the same time. IMO its hard to use 2 elements at the same time and have decent energy management, and decent damage output. So i want to give an overall buff to water magic so people can use it, and have good snaring capabilities, and decent damage output.
Last edited by lewis91; May 31, 2009 at 01:56 AM // 01:56..
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May 31, 2009, 02:32 AM // 02:32
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#685
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Wilds Pathfinder
Join Date: Jul 2008
Location: Wales
Guild: Order of the Azurelight[OA]
Profession: E/
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Ok instead of adding more to the last post il just make another post lol.
Elementalist cont
Water cont
Mirror of ice(E) (i know its already a spell but just change it to this)
15e
1/2 cast time
20r
Enchantment 15seconds. Everytime you take physical damage the attacker will sufffer 15...40..45 cold damage, your attacker moves 33% slower.
That would be amazing defence against a sin wouldnt it eh? Knockdown sin comes at you, with 580 health you'l generally survive with 180HP left (standard A/W knockdown build) during that time they would of hit you at least 15 times (just taking a guess) so thats 600 cold damage at 12 water magic.
You could run around asking to be ganked lol.
Id like a simular spell for each element.
Fire magic
Burning Shield(E)
15e
1/2 cast time
20r
Enchantment 15seconds. Everytime you take physical damage the attacker will sufffer 15...40..45 fire damage, and suffers from burning 1second.
(only 1 second because burning is quite nasty and it will be re applied every hit)
Earth Magic
Stone Wall(E)
15e
1/2 cast time
20r
Enchantment 15seconds. Everytime you take physical damage the attacker will sufffer 15...40..45 earth damage, your attacker suffers from weakness 4 seconds.
Electric Defence(E)
15e
1/2 cast time
20r
Enchantment 15seconds. Everytime you take physical damage the attacker will sufffer 15...40..45 lightning damage, your attacker suffers from cracked armor.
As you can see i love my ele, and id love new skills for him.
Heres a few id like to see for my necro
Death Magic
Animate Undead Lich(E)
15e
3 cast time
45r
Elite Spell. Creates a level 5...24...28 undead lich. Exploits a fresh corpse. The lich dies after 30s. You can have only one undead lich at a time.
Necrophagous Swarm(E) (Or Carrion Feeder Swarm, whichever sounds more nasty )
20e
2 cast time
30r
Elite Spell. At targets location, all foes suffer from -4 health degeneration, and take 5...15..20 (Untyped) damage per second. 10 seconds.
Curses
Tormentors Grip
10e
2 cast time
45r
Spell. Target and adjacent foes move 66% slower for 5...8..10 seconds and take 10...40..50% more cold damage.
So you could have a team set up like this.
1 Necro caller - Tormentors Grip
5 Necro Spammers - Deathly swarm
1 tank
1 healer.
Probably no where near as affective as RoJ teams but thatl be nerfed one day
So after the tnak aggros, balls up, caller calls, the 5 necros should hit for a total of 675 cold damage on a 60al target. It would deal more damage than that to the mob as a whole because it would be 5 x 3 (deathly swarm hits 3 foes) x 90 x 50% obviously larger mobs would take less damage because deathly swarm might not hit the same foe the second time round. So this would slow down speed clears (FoWSC anyway) as most necros would probably have to cast at least 1 more time. And it would also be quick for the tank to aggro 1 mob at a time because the smaller the mob, the more the mob takes damage each.
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May 31, 2009, 04:09 AM // 04:09
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#686
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Recover Traps (PvE-only)
E:5 C:1/4 R:5
Skill. Disables all traps In the Area. If any of your equipped skills corresponds to any of the traps disabled, it recharges instantly and you gain its energy cost. (Unlinked)
* This can be used to both disable enemy traps and move your traps somewhere else, in a similar way Summon Spirits is used. You will have to lay the traps again, though.
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Jun 01, 2009, 02:15 PM // 14:15
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#687
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Furnace Stoker
Join Date: Jul 2006
Location: behind you
Guild: bumble bee
Profession: E/
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Monk Professions: No Attribute Skill
Bounce Signet: Signet. Shadow Stepping (or any skills of the like) foes get send to a random spot 2 times the distance of their starting point.
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Jun 01, 2009, 03:46 PM // 15:46
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#688
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Jungle Guide
Join Date: Jan 2009
Location: US
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I suck at energy cost and recharge times, I'd make everything too weak or imba lol. I'll try for some but leave the rest alone just so the idea is there.
Mesmer
Clutterer (from the speech disorder)
Hex spell 15e/2s/20r
For ___ seconds, target's spells may or may not be the ones they used. Skills can be activated but target might not get what they want unless they keep activating skills. And if you have really fast skills you won't be able to cancel them.
Tourettes (elite form of Clutterer)
Skills randomly activate themselves.
Stutter
Hex Spell 15e/4s/20r
Target's spells take 2-3(max) times to activate. They fail otherwise. So somebody would have to cast the same thing twice for it to not fail.
Mute
Elite hex -/4s/-
Target foe's spells take 500% of the time to activate. You take 50% more damage and activate spells 33% slower. This could shutdown anybody (1/4s spells take 1.25s to activate) but robs you of most fast casting.
Mysterious Ways
Elite enchantment spell -/3s/-
Every hex you cast becomes an enchantment and negatives become positives... for example backfire cast on somebody would heal them every time they cast a spell. The only thing is they would see the skill as a hex so they might be inclined to NOT do something when they see the hex.
Wastrel's Bully
Elite hex
If target foe stops casting spells for 2 seconds, they take ___ damage. Doesn't end after the damage happens, but not sure how to balance.
Monk, Mesmer, or Ritualist (not sure):
Weaken Hex
Enchantment -/1s/-
Hexes effects grow weaker the more the longer they last. For example, if a skill was cast with 10 water magic and lasted for 10 seconds, when it had 3 seconds left it'd be as if it was cast with 3 water magic instead of 10. Kind of an alternative to removing hexes
Ritualist
Otherworldly Support
Elite enchantment/hex -/2s/-
Anybody who casts hexes on target ally suffer are hexed with Otherworldy Support: for 10 seconds, they suffer -5 health degeneration.
Elementalist
Sludge Armor
Enchantment -/1s/-
Anybody who hits target foe becomes crippled for 10 seconds.
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Jun 02, 2009, 11:24 AM // 11:24
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#689
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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You Opponent Is Me!
4Adrenaline 4Recharge time
Shout. For 2 seconds, foes withing earshot cannot target anything but you. (Unlinked, Warrior)
* PvE-only.
* If two warriors activate it, the effect works only for the last one.
Divine Divinity
5Energy 0.25 Activation time 10Recharge time
Enchantment Spell. For 30 seconds, all your skills that target one ally have the Divine Favor bonus. (Unlinked, Monk)
*PvE Only.
Reverse Blood Flow
15Energy 1Activation time 30Recharge time
Enchantment Spell. For 10 seconds, you gain +2 Health regeneration for each point of Health degeneration affecting you. (Unlinked, Necromancer)
* PvE-only.
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Jun 05, 2009, 02:07 PM // 14:07
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#690
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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Golden Sweep
Scythe Mastery
5, ½, 8
Scythe Attack - If enchanted you interrupt target foe's action. If that action was a skill you deal +5...18..20 damage.
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Splinter Spear
Spear Mastery
10, 5
Spear Attack - If this attack hits, you deal +5...12...15 damage, if blocked all adjacent foes take 10...30...36 piercing damage and you gain 0...2..2 strikes of adrenaline.
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Dwayna's Balance
Mysticism
10, 1, 30
Enchantment Spell - for 5...19...20 seconds whenever a foe adjacent to you dies all party members gain 10...34...37 health.
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Lyssa's Harmony
Wind Prayers
5, ½, 20
Stance - For 5 seconds you move 25% faster. This stance is renewed every time you gain energy.
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"Power to All!"
Motivation
10, 60
Shout - All party members within earshot gain +20 maximum energy for 10...21...23 seconds.
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Souls of Discontent
Spawning Power
15, 3, 45
Binding Ritual - For every dead ally you create one level 3...8...9 Spirit of Retribution at that ally's corpse. Spririts of Retribution cannot be moved or gain health. (Max. 1...4...4 spirits).
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Master's Escape
Soul Reaping
5, ½, 15
Spell - You teleport to target summoned allied creature and steal all it's health, if you have less than 50% HP you gain additional 5...70..75 health. 50% chance to fail with Soul Reaping 7 or less.
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Serenity
Wilderness Survival
15, 5, 60
Nature Ritual - All creatures in range take 15% less damage from physical and elemental sources. This spirit dies after 15...34...38 seconds.
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Chaos
Fast Casting
15, 2, 30
Hex Spell - Foe and all adjacent foes are hexed with Chaos for 3 seconds. Any spell cast while under the effect of this hex will cause exhaustion. When this hex ends, affected foes will shadow step to a random nearby location and suffer from 2 random conditions for 4...10...12 seconds. 50% Chance to fail with Fast Casting 7 or less.
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__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
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Jun 05, 2009, 02:47 PM // 14:47
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#691
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Fling
10 Energy 3 Activation
Skill. If you are holding an item, the item is dropped at target creature's location. (Unlinked)
*PvE-only.
*Works for both allies and foes.
Last edited by MithranArkanere; Jun 05, 2009 at 02:51 PM // 14:51..
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Jun 05, 2009, 03:31 PM // 15:31
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#692
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Ascalonian Squire
Join Date: Jul 2008
Guild: I Fly So (LoW)
Profession: N/
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"Fa Get About It!"
5energy 3 recharge
Command Attribute
Interupts a spell and disables it for 5-20 seconds (Command)
thats all i have for right now
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Jun 05, 2009, 04:01 PM // 16:01
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#693
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Ascalonian Squire
Join Date: Dec 2008
Location: Over there. >.>
Profession: D/
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Shadow Form (PvP) (Just remaking it for PvP...since I love my UWSC in PvE. <3)
10 energy.
instant activation.
8 second recharge.
"Elite stance. For 0...3 seconds, you enter shadow form. While in Shadow Form you move and attack 50% faster. When shadow form ends, you lose 3...1 energy for each second it was active."
---
Seems like it'd be fun to me...
or even if Anet is going to be annoying and nerf SF for PvE, make it like this please. <.<
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Jun 05, 2009, 04:41 PM // 16:41
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#694
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Spirit Ward Signet (PvE-only) 20r
Signet. Your Binding Ritual spirits cannot take damage, whether external or from their own effects. 100% chance of failure if Spawning Power is 0.
Spirit Anchor Signet (PvE only) 20r
Signet. Your Binding Ritual spirits' duration is paused and your spirits will not die if another Ritualist creates an identical spirit (however that Ritualist's spirits will die immediately unless they also have Spirit Anchor Signet in effect). 100% chance of failure if Spawning Power is 0.
One can dream.
EDIT: Or make them maintained enchantments, but for PvE I don't see why they'd need to be balanced considering all the other shit out there.
Last edited by Zahr Dalsk; Jun 05, 2009 at 07:18 PM // 19:18..
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Jun 06, 2009, 08:16 AM // 08:16
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#695
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Academy Page
Join Date: May 2009
Guild: Legendes Infernales
Profession: Rt/Mo
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Bloodborne Signet 2 activation, 30 recharge time
Signet. For 5...20 seconds, your next 2...3...4 Spells use health instead of energy and recharge 20% faster. End effect: You are diseased for 10 seconds.
A Blood Magic signet.
Possession 3 activation, 60 recharge
Elite Hex. For 5..10..20..30 seconds, your skills use target foe's health instead of your energy. If this foe dies while hexed with Possession, your Binding Rituals are recharged.
A Spawning Power Elite Hex.
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Jun 06, 2009, 09:53 AM // 09:53
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#696
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Wilds Pathfinder
Join Date: May 2008
Profession: R/
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Paragon Leadership Shouts
"Holy #$%#!!"
15 En | 60 Re
All foes in the area are interrupted. 50% miss chance unless Leadership 9 or higher.
"I'm So Wasted!"
6 Adren
If target foe is not using a skill, that foe loses 2...9 Energy. You lose 9...2 Energy if target foe is using a skill.
"Stop! Snowhammer Time!"
10 Adren
For 1...8 seconds, if your hammer attacks hit, your target is knocked down. End effect: lose all adrenaline.
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Jun 06, 2009, 11:05 AM // 11:05
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#697
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Desert Nomad
Join Date: Sep 2007
Location: New Zealand
Guild: CoA
Profession: N/
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[Elite Necromancer Spell]
Death Magic
Morph Flesh Golem
10e 2c 5rc
Target Animated Minion becomes a level 3...21...25 Flesh Golem. Control of this minion stays with the orginal summoner. All other skills that animate minions are disabled for 10 seconds.
*Note: There is no limit on these golems.
Idk, I've always loved the Flesh Golem, but it's not worth the elite slot. Maybe this way it would see some play, except obviously it can't be spammed due to the high energy cost, and you can't create minions while spamming it. Maybe in use with another Minion Master.
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Jun 07, 2009, 02:29 PM // 14:29
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#698
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Krytan Explorer
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Necromancer
Commanding Possesion
Elite
maintance enchantment
5e 2c 5rc
As long as you maintain this enchantment you are Target undead minion. should that minion have skills, your skill bar is replaced until this enchantment ends. Boss creatures are unaffected by this spell.
Undead Resilience
Elite
15e 2c 30rc
For 30 seconds, target ally and all nearby allies are enchanted with Undead Resilience. Undeads with this enchantment receives damage reduced by 1...15 and are immune to critical attacks.
Monk
Bless the land
Elite
25e 2c 60rc
All hostile Spirits, Wards, Wells and Traps in earshot expire 20...44% faster.
Mesmer
Elite
Mechanical thievery
25e 2c 60rc
All hostile Traps in earshot, are now allied instead.
Elementalist
Conjure Earth
10e 1c 45rc
Full: For 60 seconds, if you're wielding a earth weapon, your attacks strike for an additional 5...17 earth damage
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Jun 07, 2009, 08:42 PM // 20:42
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#699
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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Necro PvE only skill: Animate Fallen Angel
20e, 2c, 60 second recharge, causes exhaustion
Sacrifice all minions to animate on Fallen Angel minion. This minion has no natural degeneration, has exactly the same maximum amount of life as the summoner, and steals 1 ... 2 ... 3 energy and 1... 2... 3 life each strike. This minion is at level 18...25...31. Your maximum amount of minions is halved.
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Jun 26, 2009, 07:44 PM // 19:44
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#700
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Krytan Explorer
Join Date: Jun 2009
Location: Tyria, Catacomb dweller..
Profession: N/
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Necro Spells
From the Grave (signet or spell)
Necro (Soul Reaping)
-25%hp, 1-10e, 4sec, 60sec recharge
Resurrect Target Dead ally with 30-75% health and 1-5% energy
You and Raised Ally suffer a 1-5 Hp degen (OR from bleeding, poison
and desease) for 1-19 seconds.
Mainly a cool Necro PvE rez, which makes 2e profession choosing
easyer, not having to bring only a rezsignet to PvE, also adding to making
a PvE Necro/Monk without the monk spells, there is allready HP sharing
and Energy sharing. All the Necro lacks for a full support is a decent rez.
Next couple of skills are for a death magic Necro that is NOT a MM,
the class has some nice 'Whack on the head' spells but lacks decent
selfheals if not a MM.
My Body and Soul / Consume Self (PvP orriented)
Necro (Death Magic or Soul Reaping)
5-20%hp, 5e, 1/4sec, 10sec
Lower your max HP by 10-25% OR suffer from Deep Wounds
for 10 sec you have a +1-9hp regen.
(untill your health is fully restored OR casting a non death magic spell)
Basically a copy of Hexers Vigor for deathmagic necro's
Reap the dead
Necro Death Magic
10e, 1sec, 10sec
Slowly consume one nearby corpse giving a 1-5hp regen for
aslong as the corpse lasts..
* this spell leaves an unexploitable corpse if the corpse is fully consumed.
Meaning the hp regen stops if a minion/well/explode is cast on the same corpse.
Feast ON the dead
Necro Death magic Elite
-10%, 10e, 1sec, 10sec
Exploit all corpses within earshot for 40-max250hp
* this spell leaves unexploitable corpses
Self beneficiairy corpse cleanup spell, as an alternative to explode corpse or casting wells
Last edited by Arghore; Jun 26, 2009 at 07:47 PM // 19:47..
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