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tidge

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Posts posted by tidge

  1. 7 hours ago, Akisan said:

    (And I do get it - the whole "Shards are useless" misinformation campaign got old a few years ago)

     

    This is how I feel about it, with a *twist*... I think most of the "How do we explain ____ to new players?" is a worn-out consideration, with all the subtleties about the Incarnate content/system to be particularly tiresome... because those who want to "better explain Incarnates to newbs" (my words) also want to "better explain" all sorts of things like the invention system, contacts, TFs, leagues, Hamidon raids, Null the Gull, etc. etc.

     

    I'm not at all against wanting new players to learn all the different parts of the game... it's more that I often get the sense that some folks want hypothetical new players to be able to master all elements of the game with nothing more than a couple of hours and clear instructions. The Incarnate system, is simultaneously a grafted-on mechanism for MOAR POWER that was designed to draw subscriber $$$ *and* (right or wrong, depending on the player) seen as the "end game" goal. My thinking about the shards/threads discussion is two-fold:

    • If a player is actively pursuing INCARNATE POWER, they'll do their own research how to achieve it
    • If a player asks "what do I do with all these ____ (shards/threads)?" that's the time to explain what to do with them
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  2. 4 hours ago, Trickshooter said:

    Vigilance is vanilla, but it's fine. Defenders perform well enough that they don't need a gimmicky inherent.

     

    Vigilance isn't the last inherent I think needs consideration... and it definitely is not the first. My personal assessment is also that it is perfectly fine, and has benefits for both solo and team play.

     

    In comparison: The HEAT inherents offer nothing for solo play, and the VEAT inherent is not nothing... but it is close to nothing in the scheme of things.

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  3. I am in favor of alternate animations. Specific to Sorcery... I do agree that Rune of Protection is a peculiar standout, considering how the other powers in the set can be minimized (to different degrees).

     

    I get the original idea behind the "Origin" pools... but from my PoV those pools offer enough variety between each other that sometimes it just makes sens (to me, anyway) to take powers from an Origin pool even if the pool makes no thematic sense for my character. Some of this is indistinguishable from "min-max" thinking, but sometimes there is a specific non-travel power I want for concept so... Bob's your uncle, that pool gets picked.

     

     

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  4. On 5/20/2024 at 11:26 AM, Argentae said:

    Step out from corner and hit the spawn with Gale. Almost always get a FF +100 rech buff. and while the damage procs rarely show up in floating damage numbers, one or more procs often enough to do pretty dang good damage for the 7.8 end cost.

     

    I'm going to do some experimentation with Gale (on a Defender). I want to say this: Gale has an inherently low Accuracy (0.9 base) which will be working against the %damage chances. I plan to slot the power with Accuracy,  The inherent recharge rate is quick, so %damage won't be great, but with the large number of targets it ought to wash out. I haven't settled on my build, but I suspect I'm probably just going to have a 50+5 Accuracy piece in it... possibly a boosted Accuracy/Range, but I am leery of the lowish base Accuracy against +N critters.

     

    Sidebar: There is some evidence (based on code reviews) that beyond the %proc chances (based on radius, recharge time, etc) for a power, the %proc which can affect enemies require an additional ToHiT check based only on the accuracy of the power being used.... so personal global Accuracy or ToHit bonuses don't apply. I believe this is implemented to prevent AutoHit powers from guaranteeing damage (such as Taunts). %+Recharge almost certainly does not need a second ToHit check against individual critters, as it doesn't apply to them.

  5. 8 hours ago, LKN-351 said:

    Those are good suggestions but I've built 6 level 50 characters with IOs that aren't attuned. LOL That would take a long time.

    I know I know it's gunna take some time to redo them though. I'll probably just use some unslotters and then a respec to sell off whats slotted and buy them attuned.

     

    7 hours ago, Yomo Kimyata said:

     

    Try doing it piecemeal, a few at a session.  At level 50, I have to imagine you probably have some cash around.  Put in orders for things like the Gaussian's at a low ball level, then once you buy it, unslot the fixed level one, replace it, and sell it.

     

    You will need some Inf, but I want to second what @Yomo Kimyata wrote: Play 1 hour at  level 50+0x8 with each level 50, and put in some low bids on attuned pieces. Swap to the next character. In addition to 1 catalyst per 24 hours, after 1 hour of such (more-or-less constant) play you should have a 50% chance at a level 50 PVP or Purple Recipe as well.

     

    You don't need to do them all at once, and once you have seen what it takes for this bunch, future characters should go smoother.

     

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  6. On 7/5/2024 at 8:07 AM, pawstruck said:

    Ok but... Is "defensive mode" a separate thing from the three commands you can give your pets (that would be on your default bar)? Do you have to use a macro to access defensive mode? How the hell are new players people supposed to know this stuff?

     

    There isn't a Mastermind (or a Dominator, or Brute, or Peacbringer, etc...) "tutorial", so learning these are all on a curve. If I am teamed with a MM on a PUG and I notice them dying a lot, I suggest that they consider using Bodyguard ("blue", or even "green") mode. Occasionally on a hectic PUG, I notice if a MMs henchmen are doing something likely to be unintended... henchmen not following, henchmen stuck, henchmen not attacking (often because the way aggro is distributed) I may say something, but otherwise I generally expect that people seek out advice on how to maximize their potential, as with all other things in life.

     

    The pet window can "do it all" from one mode (advanced/basic) or another. I typically click/drag the green/blue/red/command buttons from the pet window down to a tray... then they look like macros. I make sure to edit the macros to make sure they do what I want. IIRC until all the henchmen are in the window, I think the macros added this way may only cover the existing henchmen. IIRC it is necessary to switch between the basic/advanced modes in the pet window to see all the ones I want.

     

    The only macro I go out of my way to add is the one to dismiss them all, which I put out of the way so I don't accidentally click it.

     

    I usually have one tray with these commands (for all henchmen):  "go to", "follow me", "stay", "blue", "green", "red", "attack my target"

     

    I understand the appeal of the various MM keybinds, but for the types of content I play, and my preferred MMs, when I want to direct the henchmen in multiple, different ways... I just use the pet window. This is just my experience: with the faster resummons and the ability to buff the henchmen at the same time, plus the low barrier to having whatever enhancement sets I want, I just don't need to micromanage henchmen so much.

     

     

     

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  7. I haven't dug through all of the melee cones, but my immediate reaction is: At low levels, with small spawn sizes... it is annoying that the melee cones rarely hit more than one enemy (at +Nx1) without subtly adjusting my character's positioning. Two things happen: I learn to adjust my position and/or I turn up the spawn size... at higher spawn sizes even my low-level melee cones will hit more enemies. I make no claims to how "balanced" this is, just that this is my experience.

     

    Some of the melee cones have control secondary effects, I don't know how 'balanced' this is in aggregate. Historically I always got the impression that the (Live) devs over-valued enemy controls (especially stuns) as opposed to things like enemy debuffs.

     

    I certainly don't object to a review of melee cones, but my suspicion is that some of them (particularly those available as very early power choices) probably don't need any improvement.

  8. In addition to have mousebinds for quicky teleports, I often have a couple of macros to TP to a target location, or backwards (to use cone attacks)

     

    Some examples, sub in the name of the power you want to use:

     

    /macro_image "DevouringEarthSeed_Respiring_Seedbuff" "BAMF" "powexec_location target Shield Charge"

     

    /macro_image "StaffFighting_StaffMastery" "BAMF" "powexec_location target Combat Teleport"
    /macro_image "StaffFighting_AssassinsStaff" "BACK" "powexec_location Back:25 Combat Teleport"

     

    /macro_image "Gadgets_TargetingDrone"    "BAMF" "powexec_location target Jaunt"


    /macro_image "DevouringEarthSeed_Hematic_Seedbuff"    "BAMF" "powexec_location target Burst of Speed"
    /macro_image "DevouringEarthSeed_Hematic_seedblood"   "Back" "powexec_location Back:25 Burst of Speed"

     

     

  9. 8 hours ago, LastHumanSoldier said:

    Not a great way to grow the community.

     

    I did not get the impression that this thread was started by a new player, although it could have been started by someone with a very narrow perspective and a somewhat hostile opening line.

     

    Specific to Blasters... I think there is a case to be made that Blasters are the AT that has received the most TLC over the development of the game. Jibber-jabber follows.

     

    Setting aside the entire concept of how in-game rewards are biased toward as many defeats as possible in as little amount of time, Blasters have an inherent mitigation for enemy controls, they can work towards defense "soft caps" just like every other non-armor AT, and they pretty much all have a way of not worrying about Endurance consumption through the "sustains". Blasters can get debuffs through Pool choices, and can get pet summons though at least one Patron pool (Mu, at level 38! Mac, at level 41... other AT need to be level 44 to get a summons!) Did I mention the controls and/or debuffs that are in the Blaster secondaries?

     

    All of the above is available without thinking about enhancement slotting for set bonuses. This is my experience when planning Blaster builds, YMMV: Because Blasters have easy access to so many different types of attacks (ST range, ST melee, AoE Range, AoE Melee) and all those types of attacks have enhancement sets with an excellent selection of set bonuses, I find it pretty easy to take Blasters in a multiple number of different ways that I don't usually have (or must work harder at to get that variety) for other AT. For example: not every AT has the option to be able to slot ATO in both (or even most) Primary and Secondary powers! The point I'm trying to make here is that Blasters are among the most flexible AT in the game, and it is pretty trivial to make them effective, no matter what direction they are taken in.

  10. 7 hours ago, LKN-351 said:

    I want to do this going forward, but for now I just need to fix what I've already done.

     

    If you only have the one level 50, I recommend that you pick some level 50 content you can handle(*1) at +0x8 (solo) and run through it collecting level 50 recipe drops (and whatever else). You can vendor level 50 recipes for an average of 100 KInf. Use the Influence to buy catalysts (they should be 1 MInf or less). This will save you a lot of bother, especially if you don't need to respec.

     

    If you have more than one level 50, do this on each of them; you should get a Catalyst drop for each of them once per 24 hours.

     

    (*1) I'm going to suggest some content. Don't turn up the difficulty +N, because it is the drops you want more than a little more XP for each individual defeat. You want to be solo, because the drops otherwise get divided up.

     

    If your character needs Incarnate components, run Heather Townshend's Dark Astoria Arc, If you have incarnate level shifts you can up +N, it just depends on how your build handles the content.

     

    If you don't care about the Incarnate stuff, you could just run Alignment (and then Morality) missions. The Alignment tips are fun, and pretty easy. Every 10 you can do a morality mission for 40 merits.

     

    You can of course just run arcs... but I don't like being pinned down in an arc if I am trying to make a buck.

  11. As I am sure I wrote in at least one of the threads linked to by @Glacier Peak , and if not in a thread unlinked to: The only goofy practice pre-aggro cap that gave me anything like a rush of endorphins was collecting up the Rikti Monkeys and bringing them to Portal Corps (after PI opened up). This was a very different time in the game. I have never missed the pre-aggro cap days.

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  12. I end up with mostly attuned pieces on just about every build.

     

    1) I buy/slot attuned pieces when they first go into the build.

     

    2) I use enhancement catalysts to attune a crafted piece already slotted.

     

    Because I don't have a large roster of characters, and I tend to craft/convert a lot, I tend to end up with un-catalyzed pieces I am sure I will use eventually, and lots of catalysts, so I do the following...

     

    2b) When I respec, I often swap in non-attuned pieces for attuned pieces, so that the attuned pieces are available for another build. Then I attune the slotted pieces after the respec.... unless I have swapped in the 50 PVP/Very Rare pieces that I intend to boost.

     

    When the market prices for enhancements are low, this is a waste of Inf. But for many pieces (Steadfast Protection, LotG, sub-50 PVPs) it is extremely convenient to have extras in the base.

  13. 1 hour ago, tidge said:

    What is it with OPs that hit thumbs down every post that expresses disagreement with the suggestion? I feel like such people would "thumbs up" their own posts if they could.

     

    Often an original suggestion is crafted in such a way that a thumbs up/down seems completely neutral, and a followup post expressing why someone disagrees often express pretty politely the reasons for their disagreement with the original premise. The OP hitting thumbs down in these cases strikes me as rather immature.

     

    56 minutes ago, Dini said:

     

    Possibly because the idea is being discounted out of hand rather than options offered for how it could be included. But you do you and, guess what, others can do what they want as well.

     

    I LOLed because the OP couldn't help but to toss a thumbs down on a post that literally expressed no opinion on their suggestion; I wonder if there are some aggro issues IRL.

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  14. FWIW: The Ouroboros version of the original Positron arc can be done instead of doing both parts of the "new" Positron arc, for a similar reward. The original arc is a bit of a slog, but I have found it to be relatively easy to solo on level-appropriate characters that haven't been tricked-out. IIRC it doesn't feature an AV to defeat.

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  15. What is it with OPs that hit thumbs down every post that expresses disagreement with the suggestion? I feel like such people would "thumbs up" their own posts if they could.

     

    Often an original suggestion is crafted in such a way that a thumbs up/down seems completely neutral, and a followup post expressing why someone disagrees often express pretty politely the reasons for their disagreement with the original premise. The OP hitting thumbs down in these cases strikes me as rather immature.

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  16. Specific to the Gaussian's set: The prices on this set fluctuate quite a bit in my experience. 3 MInf seems high to me, but buy-it-now is a thing. Specific to me: I used to keep extras of this set for alts to eventually use, but then I noticed that the prices were under 2 MInf. In practice, I am either using 1 piece (the %BuildUp) or 6 pieces (for full set bonuses) with no. middle ground.

     

    More generally, about attuning via the AH: Catalysts drop freely, and are often less than 1 MInf on the AH. This means that I pretty much only attune via the AH if the character doesn't have access to a Catalyst or the market price is above 2 MInf. There is a range between 1MInf and 2MInf where I suppose it can make financial sense to use the AH to attune, but this is firmly in the "why bother?" zone for me.

  17. On 7/1/2024 at 12:12 PM, TECHWON said:

    dunno a viable secondary for Seismic Blast I was thinking fire but I am not sure. I want some decent dps

     

    I went with Fire. It isn't my favorite Blaster, but it is perfectly fine. Seismic is a nice primary, but I don't think it synergizes particularly well with certain sets.... Fire is 50-50 on the synergy IMO.

     

    I think this is my level 50 build. The leveling build was roughly the same, with the sort of standard slotting choices made for sub-50 play (different sets, mules may be different, etc.). I don't run all the toggles.

     

    Spoiler

    Level 50 Magic Blaster

    Primary Power Set: Seismic Blast

    Secondary Power Set: Fire Manipulation

    Power Pool: Force of Will

    Power Pool: Speed

    Power Pool: Concealment

    Power Pool: Fighting

    Ancillary Pool: Force Mastery

    ------------

     

    Level 1:                 Fire Sword

     (A) Hecatomb - Damage/Recharge: Level 50

     (*) Hecatomb - Accuracy/Damage/Recharge: Level 50

     (*) Hecatomb - Accuracy/Recharge: Level 50

     (*) Hecatomb - Damage/Endurance: Level 50

     (*) Hecatomb - Chance of Damage (Negative): Level 50

     

    Level 1:                 Shatter

     (A) Superior Defiant Barrage - Accuracy/Damage: Level 50

     (*) Superior Defiant Barrage - Damage/RechargeTime: Level 50

     (*) Superior Defiant Barrage - Accuracy/Damage/RechargeTime: Level 50

     (*) Superior Defiant Barrage - Accuracy/Damage/Endurance: Level 50

     (*) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime: Level 50

     (*) Superior Defiant Barrage - RechargeTime/+Status: Level 50

     

    Level 2:                 Rock Shards

     (A) Superior Blaster’s Wrath - Accuracy/Damage: Level 50

     (*) Superior Blaster’s Wrath - Accuracy/ Damage/Endurance: Level 50

     (*) Superior Blaster’s Wrath - Chance of Damage (Fire): Level 50

     (*) Achilles’ Heel - Chance of Resistance Debuff

     (*) Javelin Volley - Chance of Damage (Lethal)

     (*) Positron’s Blast - Change of Damage (Energy)

     

     

    Level 4:                 Mighty Leap      

     (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

     (*) Blessing of the Zephyr - Knockback Reduction (4 points)

     

    Level 6:                 Boxing 

     (A) Empty

     

    Level 8:                 Entomb               

     (A) Apocalypse - Damage/Recharge: Level 50

     (*) Apocalypse - Accuracy/Damage/Recharge: Level 50

     (*) Apocalypse - Accuracy/Recharge: Level 50

     (*) Apocalypse - Damage/Endurance: Level 50

     (*) Apocalypse - Chance of Damage (Negative): Level 50

     

     

    Level 10:              Fire Sword Circle             

     (A) Armageddon - Damage/Recharge: Level 50

     (*) Armageddon - Accuracy/Damage/Recharge: Level 50

     (*) Armageddon - Accuracy/Recharge: Level 50

     (*) Armageddon - Damage/Endurance: Level 50

     (*) Armageddon - Chance for Fire Damage: Level 50

     

     

    Level 12:              Upthrust

     (A) Superior Blaster’s Wrath - Accuracy/Damage/Recharge: Level 50

     (*) Superior Blaster’s Wrath - Damage/Recharge: Level 50

     (*) Superior Blaster’s Wrath - Accuracy/ Damage/Endurance/Recharge: Level 50

     (*) Achilles’ Heel - Chance of Resistance Debuff

     (*) Annihilation - Chance of Resistance Debuff

     (*) Positron’s Blast - Change of Damage (Energy)

     

     

    Level 14:              Tough  

     (A) Unbreakable Guard - +Max HP

     (*) Unbreakable Guard - Resistance/Endurance

     (*) Unbreakable Guard - Resistance/Endurance/RechargeTime

     (*) Unbreakable Guard - Resistance

     

     

    Level 16:              Build Up              

     (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

     (*) Recharge Reduction IO: Level 50+5

     

     

    Level 18:              Tombstone        

     (A) Experienced Marksman - Accuracy/Damage: Level 50+5

     (*) Experienced Marksman - Damage/Recharge: Level 50+5

     (*) Experienced Marksman - Damage/Endurance/Interrupt: Level 50+5

     (*) Experienced Marksman - Accuracy/Endurance/Recharge: Level 50+5

     (*) Experienced Marksman - Damage/Interrupt/Recharge/Range: Level 50+5

     

    Level 20:              Cauterizing Aura              

     (A) Preventive Medicine - Heal

     (*) Preventive Medicine - Heal/Endurance

     (*) Preventive Medicine - Endurance/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime/Endurance

     (*) Preventive Medicine - Chance for +Absorb

     

     

    Level 22:              Weave 

     (A) Luck of the Gambler - Recharge Speed

     (*) Shield Wall - +Res (Teleportation), +5% Res (All)

     (*) Shield Wall - Defense/Endurance: Level 50+5

     (*) Shield Wall - Defense: Level 50+5

     (*) Kismet - +ToHit (6%)

     

     

    Level 24:              Consume            

     (A) Recharge Reduction IO: Level 50+5

     (*) Recharge Reduction IO: Level 50+5

     

     

    Level 26:              Meteor               

     (A) Ragnarok - Damage/Recharge: Level 50

     (*) Ragnarok - Accuracy/Damage/Recharge: Level 50

     (*) Ragnarok - Accuracy/Recharge: Level 50

     (*) Ragnarok - Damage/Endurance: Level 50

     (*) Ragnarok - Damage: Level 50

     (*) Sudden Acceleration – Knockback-to-Knockdown

     

    Level 28:              Burn     

     (A) Superior Avalanche - Accuracy/Damage: Level 50

     (*) Superior Avalanche - Damage/Endurance: Level 50

     (*) Superior Avalanche - Accuracy/Damage/Endurance: Level 50

     (*) Scirocco’s Dervish - Chance of Damage (Lethal)

     (*) Eradication - Chance of Damage (Energy)

     (*) Obliteration - Chance of Damage (Smashing)

     

     

    Level 30:              Hasten 

     (A) Recharge Reduction IO: Level 50+5

     (*) Recharge Reduction IO: Level 50+5

     

     

    Level 32:              Hot Feet             

     (A) Ice Mistral’s Torment - Slow/Endurance: Level 50+5

     (*) Pacing of the Turtle - Accuracy/Endurance: Level 50+5

     

     

    Level 35:               Repulsion Field 

     (A) Sudden Acceleration - Knockback to Knockdown

     (*) Endurance Reduction IO: Level 50+5

     

     

    Level 38:              Temp Invulnerability     

    (A) Steadfast Protection - Resistance/+Def 3%

     

     

    Level 41:              Personal Force Field      

     (A) Reactive Defenses - Defense

     (*) Reactive Defenses - Defense/Endurance

     (*) Reactive Defenses - Endurance/RechargeTime

     (*) Reactive Defenses - Defense/RechargeTime

     (*) Reactive Defenses - Defense/Endurance/RechargeTime

     (*) Reactive Defenses - Scaling Resist Damage

     

    Level 44:              Force of Nature               

     (A) Gladiator's Armor - TP Protection +3% Def (All)

     

     

    Level 47:              Infiltration                          

     (A) Luck of the Gambler - Recharge Speed

     

     

    Level 49:              Stealth 

     (A) Luck of the Gambler - Recharge Speed

     

     

    Level 1: Brawl    

     (A) Empty

     

    Level 1: Defiance             

     

    Level 1: Prestige Power Surge   

     (A) Empty

     

    Level 1: Sprint   

     (A) Empty

     

     

    Level 2: Rest      

     (A) Empty

     

    Level 2: Athletic Run      

     

    Level 2: Swift     

     (A) Run Speed IO: Level 50

     

     

    Level 2: Health  

     (A) Panacea - +Hit Points/Endurance

     (*) Miracle - +Recovery

     

     

    Level 2: Hurdle 

     (A) Jumping IO: Level 50

     

     

    Level 2: Stamina               

     (A) Performance Shifter - Chance for +End

     (*) Performance Shifter - EndMod

    (*) Power Transfer - Chance to Heal

     

     

     

  18. On 4/19/2024 at 12:17 PM, TheSpiritFox said:

    Brings me to another needed MM balance pass. Personal attacks from MM primaries need to have end use cut flatly in half to bring us in line with other ATs, and secondary probably needs end use cut by a flat 25% across the board as well.  The entire point of double end use was that our pets do the attacking, if we're going to be required to be attacking alongside for our sets to get the same benefit, we should be on the same endurance scale as other classes. 

     

    I can almost understand this point, but I disagree with cutting the Endurance cost of MM powers. Bluntly: I disagree that MMs have to be attacking. My primary MM (Robotics) performs better (against lots of content) when the MM is cycling between Pulse Rifle Burst, Photon Grenade and Mace Beam Volley... but I've got those powers slotted with sets to improve Endurance cost and (outside of big sacks of HP) the primary reason those attacks are used is to grab aggro (and maybe apply %-Res)... not to do damage.

     

    It does take some effort and choices to run a MM that is constantly spamming its own powers, running toggles, etc. I don't think the Endurance costs are out-of-line with the performance of the AT. This may just be my feeling, but I think if the MM didn't have the Endurance tax, it is likely that they'd either end up being played as a different sort of AT, or being even better in some content. On my primary MM, the Endurance tax is one of the few design limits it has... I can otherwise carry the level-shifted henchmen through a LOT of content without worry.

  19. I don't play "sappers", at best I will have some sort of power that happens to drain enemy Endurance and/or apply -Recovery.

     

    I can understand the appeal: "Malta Sappers give me so much trouble, just imagine what I could do with it!"... but my personal bias is that there are so few PVE critters that it would be worthwhile to 'sap' (as opposed to debuffing/damaging) and are relatively easy to 'sap'.

     

    Kudos to those who make the strategy work, but even as I make and play niche characters, I've never been tempted to make a 'Sapper'. As a secondary effect for a set I want to otherwise play... that's a different matter, yet it is still not a secondary effect I think I'd lean into.

  20. The Kheldian 'origin arcs' are slightly different, as the same contact will give mission arcs at appropriate levels.

     

    The original blue contacts point players to new level-appropriate contacts. Red contacts are different, the VEATs have an arc, and the closest a red-sider can get to keeping the same contact across multiple level ranges are with the patrons.

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