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SinnedWill

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Everything posted by SinnedWill

  1. Only one class can do this effectively (and you'd need 2-3 of them to keep all 3 from getting capped). Every other class will either have resource maintaining issues for their ground-targeted AoE's or cooldown timer issues. Also, there is a way to counter this, though it's technically an exploit of its own and requires that you'd be a certain class and/or spec, so I'm not going to explain it.
  2. Sorc./Sage DPS needs help end-game (for their DoT damage -since everyone has gained far more HP while their DoT's still only crit ~650 per tick as full WH-geared/augged and their survivability is pretty poor). Current FoTM's are: Sniper/Slinger : they're pretty good against everything, and become significantly more powerful when paired up - no idea how anyone can say they're only good against melees. Each spec has stengths/weaknesses compared to the others. I'll have to say that gunslingers have the biggest advantage now, since they changed the target acquired/illegal mods since snipers don't benefit much from the accuracy bonus (unless it's to counter a defensive chance cooldown used by an enemy) - the accuracy bonus significantly increases gunslinger off-hand hit chance (as it was, snipers have always done more damage with mirrored abilities when gunslingers only connect with their main-hand attacks and snipers deal less total damage than gunslingers that connect with both main-hand/off-hand attacks; the change to this ability drastically favors gunslingers and you'll notice that any good Sharp Shooter specced gunslinger will now easily out-damage their marksman sniper mirrors in level 50 pvp). Wariror/Knight: Jugg/Guardian - Two specs are becoming more and more frequent - Rage/Focus DPS specs (focused on stacking power/surge for rediculous Smash damage) followed a little less frequently by the Hybrid Veng/Vigalance + tank spec - (easily better at tanking than pure tank specs, dishes out very good sustained DPS, and easily one of, if not THE BEST ball-carrier in hutt-ball). And of course, Mara/Sent - most of these are trying Carnage/Combat specs, though you'll still see many annihilation/watchman specs since that is the best pug spec for a mara/sent. PT/VG: One of the most common classes, currently - most are pyro/assault specced and queueing in groups to decimate everything, but you'll see some AP/Tactics specs on occasion, which aren't bad in the right hands for damage, though much of their DPS comes from enemy clustering - they're great in huttball (both as ball-carriers and fire-bathers), and they're great in 1v1's (far more diversity against enemy classes/specs compared to pyro/assault due to their speed buff + slow/snare/knockback immunity cooldown and they deal very consistant single-target DPS) Unfortunately, the loss of significant DoT damage and procced resets for one of their most damaging abilities tends to result in significantly lower likeliehood to be used. Assassin/Shadow: Another class that many people who don't already have an inquisitor/consular typically choose to play as. Tank specs are very good (best overall survivability among all classes, incredible utility/role support, amazingly high damage output for a tank classe all make this a great class). DPS specs - the stealth-based spec is nasty at single-target DPS. Yes, it is squishy and prone to rapid deaths when focused (think sorc/sage without bubble), but this spec is overlooked and underestimated, I assure you, and I haven't seen any other class that can stun-lock an enemy with hard stuns for 10 seconds straight. - Madness/Balance specs - again, they're squishy, but they can dish out great burst and sustained DPS, nice utility (instant mez), and reactive healing helps them survive; they're also very good at keeping enemies from escaping. Though Assassins/Shadows are less common now as viable FoTM's, this is only because most players already have one up to 50, but they can't be dismissed from being FoTM, since anyone who doesn't already have one will likely roll one. It's uncommon to see less than 2 on a team in any given WZ. Healers - yes, I said it. Healers are certainly a FoTM, particularly ops/scound healers. Healers turn the tides in warzones, even ranked ones, so many players have begun rolling one. RWZ teams have 1-3 healers (2 is the most common) and the only teams that rely on 1 healer are those teams that are stacked with crazy DPS (usually 2-3 "lol-smash"-specced warriors/knights, 2-3 pyro/assault specced pt/vg, and at least 1 assassin/shadow - other classes/specs are fillers for flavor if there are only 2 warriors/knights and/or pt's/vg's, the most commonly used classes for this is sniper/gunslinger and dps assassin/shadow -note that I said warrior/knight, if there are 3, it's usually 2x jugg/guardians and 1x marauder/sentinel, though I have seen it in favor of the mara/sents, but they typically do worse overall).
  3. Bolstered stats and defense mitigation (you get less and less bolstering as you get closer to 49 in level) is why some classes can shine significantly at very low levels compared to other classes. For example: Sniper/Gunslinger do some INSANE damage at low levels - I had gotten 6.7k Ambush crits as level 10 sniper - which quickly drops off as you level and obtain more abilities; one of my guildies has a lv. 11 gunslinger that has thrown up 6400 aimed shot main-hand crits (~10k total damage if his off-hand hits/crits); tank specs seem to perform poorly at low levels (survivability being rediculously high, however) via bolstering; PT/VG DPS specs (mostly pyro) seem to put out similar values from 10-34, then they start becoming almost godly as they acquire their later talents, etc... Bolstering helps to bridge the gap between low levels and high levels, but there are certainly quite a few classes/specs that don't benefit as significantly as others.
  4. General consensus is ~30% crit chance (before operative buff), ~76% crit multiplier, ~98% accuracy (though some classes don't need any), ~700 power (which is nice, but not always necessary since the difference power brings compared to primary attribute is BARELY in favor of power for damage bonus, even if you're a class that doesn't have a talent to improve your main stat by 6-9% -which obviously makes the main stat stacking better- also, main attribute values increases crit chance). As a healer, you'll want a good bit of alacrity (unless you're an ops/scound healer, since much of their healing is done on the move and sometimes don't ever need to use their activated heals). I forget how much alacrity the better sorc/merc healers in my guild stack, but I know it's at least 200+ and they still get heal values over 6.5k. In all honesty, I think sorc healers rely more heavily on crit and primary attribute than power, albeit, they're bound to have at least 200 power from gear and use 2x power relics (virtually every class/spec should be using these; exceptions being tanks and maybe sorc/sage healers - whom have been doing some crazy things with defense relics and augs to help them avoid SOME of the crazy bursts that PT/VG, Mara/Sent, Sin/Shadow, and Sniper/Slinger put out).
  5. Bug caused that to occur. I've gotten 5k+ single hit damage medals by using force charge on my marauder, dark charge on my tankassin (back when he was tankassin), and affliction on my madness sorc. Trust me, it's a glitch that caused this. Pretty sure it has something to do with the system registering multiple incoming damage values to a target at the same time. This used to happen to me on occasion, but has begun happening to everyone on our ranked team more and more frequently as we coordinate focus-fire burst damage on targets. Even our healers have gotten 7k+ damage values due to this bug.
  6. Carnage Marauder here - yeah, I tend to hear it every huttball match where I build my fury up normally, get the ball, activate predation + cloak of pain and hit frenzy (instantly gives me a full stack of fury), start running with it - usually I'll get chain-stunned since I'm too far for many of them do be dishing out significant damage from maximum range, so they'll fill my resolve- then I'll stun-break + predation (2nd time since I used frenzy for the instant 30 stacks of fury), pop saber ward as I keep running, then undying rage through the fire for a quick goal. In essence, it doesn't always take that long for me to score since I'll charge to enemies so as to better advance the ball with fewer complications... nothing beats charging to a group of enemies fighting an operative or assassin from my team that happens to be on their end-zone and immediately following that up with my AoE mez so I can waltz into their endzone for an easy goal and buys time for the assassin to combat-cloak or retreat - this accounts for the majority of the 3 minute 6-0 huttball wins in unranked warzones. In Ranked Warzones... yeah, carnage/combat Maras/Sents (at least 1 on any good team) get chain-rooted, CC'd, and stun-lock + focus-fire instant deaths due to the significant impact they have on the match - if they ignore you, they're likely to lose since you'll be giving out crack-speed like candy.
  7. Sniper and Gunslinger damage isn't exactly balanced - their mirror abilities deal less damage if only their main-hand connects and more damage if both connect compared to the sniper's attacks (I'd say they can hit for ~20% more damage than a sniper's ambush crit if both their main-hand and off-hand crit with aimed shot - problem is... most people usually only notice their main-hand fly-text damage values, which alone are lower than that of the single damage value from sniper fly-text). In a nut-shell, they become significantly more powerful than snipers with the changes to Target Acquired/Illegal Mods for its duration. However, they commonly do significantly less damage than snipers dish out if an enemy has a good bit of defense chance (tankassins in general) without their cooldown up, and it's not like Target Acquired is useless for snipers - if an enemy pops a defensive cooldown that gives them defense chance (50% from saber ward and deflection), at least we can use it to still give us a consistant chance to hit them.
  8. SinnedWill

    Scrimmages!!!

    Well, if you have both teams organized, you can agree to rules/conditions and restrict it to certain boundaries. You can easily coordinate a game of capture-the-flag and/or king of the hill by having non-attacking neutral players act as referees or objective locations. Just get creative. Hell, you can even have scrimmages on Ilum if you're in contact with a group of republic players and isolate the boundaries to one of the objective locations (central is best since traveling distance is identical, but you would need to make certain that noone else intervenes). It takes 8s to activate the rocket launchers to take down a vehicle - so time the match and restrict it to 15 minutes after the first team flips control - team that maintains control the longest = winner.
  9. Acually, it would be at least 65 extra (non-crit, if 8k is the theoretical ability) damage to non dual-wielders with full WH gear since 8000 x 1.0081 (0.49% + 0.32% -from reduced damage mitigation-) = 8065 - you forgot to factor in the reduced damage mitigation a class without dual-wielding suffers. This is all an ideal theory-crafted example, btw. Now, the way that combat rolls work involving expertise causes discrepancies compared to the theory-crafted example we're using since expertise increases the base damage value of your abilities, not just the crit value and since abilities can benefit from talents that increase their base damage values and crit damage values, the damage difference from expertise can become much more significant than you belive - for example, rage specced marauders will double their tooltip smash damage value from a full stack of shockwaves and their smash crit damage is ~2.05-2.1 (due to their talent giving an extra 30% crit multiplier on it), so technically for each +1 point of damage they'd do from a normal smash (without shockwaves) becomes a +4.2-4.4 actual smash crit damage value, and this doesn't even take into consideration the more extravagent modifiers such as enemy armor ratings, armor penetration values, etc... Furthermore, not only do dual-wielders have the capability of having the most expertise, but their off-hand wepaons also have more stat values (that further imrpove damages before expertise factors in, so the actual damage improvements are even more significant). Yes, the overall difference isn't game-breakingly in favor of dual-wielders, but it certainly doesn't hurt them either - besides, you gain a much more significant damage increase by swapping out the +41 expertise crystals for +41 power crystals, which is a luxury non dual-wielders can't afford to explore. I have no complaints or gripes about this small edge dual-wielders have over the rest, but the difference is more significant than people make it out to be.
  10. TD (AP) crits for much more than 2500. Pretty sure my TD hits medium armor wearers for ~2400 if it DOESN'T crit - my TD crits are usually 4400-5100's. Also, I have a feeling they were both pyros, who both pre-cast Incindiery (I'd say its highest up-front crit damge would be ~1k) + TD (4400-5100) and both rail-shotted (~4800-5200 to medium armored classes) - naturally, there would also be 4 DoT ticks thrown in there, but lets just disregard that (although it's significant). Yes, to the untrained eye, we might only appear to have used one GCD, yet it was 2 pre-casts followed by a railshot - many people freak out when they approach a pyro thinking they'll have a nice 1v1, only to see that they've been dropped below 50%health from one pyro using that cycle, and they all seem to think it only came from railshot since they're finally in range for their own attacks after they hear rail-shot so that's what they notice (sure, the TD countdown timer is noticable, but the damage caused by TD when it doesn't crit is what makes it so surprisingly powerful when it does, so many players typically ignore popping defensives when they hear it).
  11. It's not a bug, it's abilities. Shroud (for assassins) makes you immune to all CC except weapon-based attack debuffs (such as a marauder using their slow or snipers using their root) - this includes hostile pulls/grapples/knockbacks, etc. Assassins also have defleciton (+50% defense chance) - which they can use at the same time as shroud and become nearly impossible to hit. AP Powertechs have Hyrdaulic Overrides, which is an 8s duration +50% speed boost that also grant immunity to all roots, slows, knockbacks, knockdowns, and hostile pulls - stuns still work, however. Vengeance juggs have Unstoppable, which is +20% Damage Reduction, ALL CC immunity, ALL slows immunity, ALL roots immunity, ALL knockbacks immunity, ALL knockdowns immunity and ALL hostile pulls immunity for 4s after they use force charge - it is also working for 4s after obliterate if they happened to hybrid over to the rage tree to pick this up you may happen to see this: jugg can charge -> attack -> push -> charge -> attack -> attack -> obliterate -> attack -> attack all without ever being vulnerable to any slows/roots/cc's and maintain the 20% damage mitigation bonus - yes, it gets annoyingly rediculous. Using any CC that fills resolve on any of the classes that have CC immunity abilities will NOT fill their resolve bar at all, so even if you waste a CC on them at the wrong time, you at least didn't help get him to maximum resolve. Now, there ARE other issues with hotile pulls - sometimes a person can pull a target without LoS (i.e. obstruction blocking their LoS), sometimes a puller can pull a target from beyond the maximum pull range (these benefit the pullers) and then... sometimes a puller can pull someone and during the pull animation, the target may strike an obstruction which leaves them almost right where they were (this happens a lot in huttball - pullers pull someone crossing the last fire trap on the side and they hit one of the 4 posts of the fire trap, which means you effectively pulled them about 1m). THESE are bugs - only exception to this would be a puller pulling someone through obstructed geometry without LoS consistantly - that would be an exploit.
  12. . Weapon-based roots (charge, deadly saber if carnage specced, leg shot, etc.) all can be evaded, and if evaded, there is no root effect applied. If it was a marauder, he likely popped saber ward (+50% defense chance), so it'll happen a lot when they have saber ward up - it's also possible that he may have been getting "cleansed/purged" by merc/operative/heal-specced sorcerer teammates - since these happen to remove those rooting effects.
  13. Not sure on your spec, but I know a guildmate of mine is hybrid Leth/Engi (he uses 4 pieces of PvE gear for the set bonuses, so he's missing 200 expertise by comparison, IIRC - he might even be using legacy belt/braces as well, I don't recall). Pretty sure he's 2/16/23... might be 2/17/22 or 2/18/21. I know he has Imperial Methodology, since I almost always see him follow EP with SoS or if the target has CG + TD already on them, he'll use Cull (drops 4 clusters, so I know he has Imperial Methodology). Pretty sure he skips adhesive corrosives (the 6s slow from CG) in favor of the slow attached to IP and he may even skip the targeted demolition talent (not sure, since he refuses to tell everyone his actual spec, though he has told me the total skillpoint distributions. Anyway, he does very well for himself, even in ranked war zones.
  14. MM does surprisingly well against tanky classes - all tanks are short-ranged if they wish to contribute any damage or utility, so you can just drop an orbital strike near yourself and laugh as they either remain beyond their optimal DPS range or melt in seconds - don't forget that Ambush has a 20% armor penetration via talents and snipers have THE LONGEST duration armor break (shatter shot - 20% armor reduction for 45s) which also causes the healing received debuff. If anything, I'd say marksman snipers are pretty high up there as tank-busters provided that you have solid accuracy (accuracy can't be neglected as MM sniper since you're very likely to see some tankassins sitting with 24%+ defense chance, and Jugg tanks can get themselves around there, too). Yes, I agree that Engineer and Lethality certainly tend to do a better job on tanks (more AoE, DoT, and significantly more I/E damage-dealing abilities), but don't count MM out of the picture completely.
  15. Problem is... people have picked up SOOO much more health now from augmented gear. Long duration DoT damage has become pretty awful with respect to how much damage it is dealing (not to mention the cost to use them compared to the cost to remove them being way out of proportion). The only DoT's that are currently most effective in endgame pvp are typically short-duration DoT's since the damage they deal each tick is significantly higher and less likely to be removed in a timely fashion. Don't worry, madness sorcerers have been feeling this for quite a while - our long duration DoT's did abyssmal damage even before 1.3- lethality's DoT's were a good bit more potent by comparison, but the addition of augment slots on everything has caused lethality sniper DoT's to dim as well (albeit, this has also made madness sorcerer DoT's even LESS effective, lol). Best DoT's in the game go to ops/scounds (concealmeant), marauders/sentinels (annihilation/watchman), and PT/VG (pyro/assault) - though many PT's/VG's will argue that their CGC procced DoT doesn't contribute significantly to their damage, it does... incredibly. In fact I'd say CGC procced DoT's account for nearly half the total damage any pyro PT does in a warzone due to its nature.
  16. Xalek can use electrostaves (and all abilities while equipped with one). And the Agent companion obtained on Alderaan uses either electro or techstaves, I forget which one and that companions name (Vector maybe?).
  17. There's actually a reason for this. Deadly Saber's DoT affect can only be applied every 1.5s (gcd) - they did this because annihilation marauders used to apply 2 stacks per attack (so long as it's an ability with an off-hand attack) if their off-hand attack lands. Attacking a guarded target causes the attack to be split into 2 seperate attacks and obviously the first attack roll must be going against the tank (which is why he's getting the DoT instead of your actual target), and since you cannot apply another stack of Deadly Saber's DoT in under 1.5s, you can't apply it to both targets, so it's going to the tank. The bug isn't with deadly saber, it's with combat roll priority between tanks and their guarded targets coupled in with the internal cooldown between proc application (which deadly saber has a 1.5s delay between applications). CGC procs (pyro mercs/PT's) have no internal cooldown between application, which is why a pyro PT can flame burst (once) on a guarded target and cause both the tank and the target to begin suffering from the CGC proc (effectively, this is causing CGC to be far more useful than normal, so if you happen to have a pyro and see a tank guarding someone, milk the dps increase by attacking the guarded target).
  18. CGC damage needs to be toned down somehow (psst, my fellow pyros, CGC contributes to a LOT of our burst since it's a 6s duration DoT with damage rivaling most 18-21s DoT's). PPA proc timer of 6s is ok (despite the fact that many other classes with comparable procs typically have a 10s timer -tankassin energized shock proc being the most significant exception since it doesn't have a cooldown- which explains why tankassins are capable of dishing out far more DPS compared to every other pure tank spec) but I suppose it wouldn't SIGNIFICANTLY hurt pyros to increase the PPA proc's internal cooldown to 7.5s (this will help weed out the actual "baddies" that give the good pyros a bad rep since they'll overheat more easily - you know the ones I'm talking about - they spam flame burst immediately after their PPA procced rail shot until they get another).
  19. SinnedWill

    Big numbers

    Disagree completely. My deception assassin usually does ~8k crit damage (total) with a chain-shock as the 3rd hit (following 2x voltaic slashes) and 4.2k damage from discharge as the 4th hit. Procced mauls tend to deal 3.6k-4.4k each, and I'll usually save a maul proc for ~9s before I use maul so that I can immediately obtain a 2nd maul proc (love using 2 back-to-back procced mauls on enemies). Decept-Assins can also stun-lock (hard stuns) for 10s. Though I do admit that Decept-Assin certainly isn't the best choice for solo guarding - Tankassins are the best for this, IMO, followed by Hybrid Heals/Concealment Ops. Then again, I wouldn't ever suggest leaving a solo defender in the first place.
  20. SinnedWill

    Big numbers

    Rage Jugg's (full WH gear remodded/enhanced to maximize power/surge + str augments) are getting 6400+ smashes against full WH geared opponents. I don't have one, but I know my rage jugg guildy has had a high hit just below 9k on an undergeared squishy without even applying any sundered armor (armor debuff). So... it's very possible that he would've hit for ~11k if I had given him bloodthirst and he saved his smash for after a full stack of sundered armor. As a carnage marauder, my highest hits (single hit) against full wh-geared opponents are ~6200's, which only occurs from bloodthirst (+15% damage boost) + massacre (for the atarue strike chance bonus) + gore-procced ravage's final damage (which is insanely rare to occur, since noone "lets" me get a gore-procced ravage to run full cycle). Highest I'ver ever gotten (this was against a PvE geared Commando who likely had less than 200 expertise) was ~7400. It's safe to say that the total ravage damage alone on him was ~16k damage.
  21. My assassin is currently deception specced, and, like concealment ops, it's incredibly squishy without my defensive cooldowns up (think sorcerer without a bubble) - its primary function is to take out 1 target at a time, and it does exactly that. Deception assassins are basically a "glorified" concealment operative and are typically frowned upon at level 50. Well, dunno how to break it to you or anyone else, but I always top the charts in damage and killing blows as my "decept-asin", and though I can't heal, I'll usually top the charts in protection (via taunts) unless there's a "true tank" that has been guarding either myself or a healer. Albeit, I do die A LOT in pug matches (which is amusing that I can die more than 2x as much as the rest of my team yet still top the damage/killing blows charts - I'll usually lose in total kills to tanks, DoT-spammers, and healers since I focus one 1 target at a time). I'm not saying Deception Assassin is IDENTICAL to concealment/scrapper ops/scounds, but they certainly are fundamentally similar in application/playstyle. Only time I will engage before the rest of my team is when I have my combat-stealth and defensives all ready - engaging first without those is a guaranteed early death that will deprive me of enough damage output for the downtime to respawn/return. As far as I can tell, Deception Assassin has a much easier time staying in the fight since the way I play causes me to maintain my force effectively (contrary to popular belief), albeit, I cannot apply DoT's or drop the most powerful AoE ability in the game. I apologize for stating my opinion on DPS ops/scounds without having one (yet), but my experiences against them and playing with them on the same team are quite extensive. In my experiences, 2x DPS ops/scounds will win 2v2's against any classes/specs if they are coordinated - one player gets sapped, both ops begin stun-locks + burst on the other target -> sapped target uses stun break to attempt to save his dying teammate -> one of the ops combat-stealths and re-saps said target. They finish off the other player (if he isn't already dead) and stun-lock + burst 2nd target. This happens regularly when 2 good ops/scounds are coordinated and happens to be remarkably effective. In ranked warzones (I don't use my decept-assin for these yet, since he's nowhere near fully geared), our team always has an ops healer (hybrid for heals/dps provided that we have another healer) and we'll frequently use a fully DPS-specced concealment operative. All I can say is that as a carnage marauder, it is very rare for me to get a gore-procced ravage to run full-cycle without the aid of our DPS operative to stun-lock the target. Our DPS operative, whose primary goal is to pressure healers and long-ranged (30m+) DPS enemies usually comes in 2nd in overall DPS to either our rage Jugg ("sir smashes-a-lot") if enemies cluster frequently or one of our Pyro P-techs. Only WZ where DPS operatives tend to perform least significantly is Hutt-Ball - but they're incredibly useful at controlling middle the middle and picking off any healers that straggle behind their ball-carriers. The Hybrid DPS/Heals operative on our team typically solo-guards nodes (if CW/Novare and even voidstar when enemies typically try to overpower one side) best out of all of us (even better than our tankassin) - it's rare for him to ever request reinforcements when there's only one enemy at his node (he typically wins most 1v1's) and when he DOES request aid, I've never seen him below 80% HP by the time I've arrived to help. In mosh-pit heavy battles, he focuses on healing, CC, AoE, stun-providing and SOME focus-fire burst support with incredible efficiency. Easy to say this person dies the least on our entire team every match due to his adaptability. TL;DR: Sorry that I don't have an ops/scound (yet) but based on how similar deception assassin (which I do have) plays compared to ops/scounds DPS coupled with my experiences both WITH and AGAINST them, I honestly don't see anything to indicate that they are performing anywhere near as poorly as many people claim; in fact, I typically hold them in high regards - if you ever underestimate them or neglect to acknowledge them as being capable of anything significant even in a ranked WZ, then you're very likely to lose a match to a good team that does have them. You can't EVER leave just 1 person to defend a node if you know the enemy team has at least one of them - this causes battles to be significantly more difficult in the other locations where the majority of the combat is taking place since your team will almost always be outnumbered.
  22. Kinda' sucks that very few classes are capable of dishing out significant ranged damage combined with the ability to escape/maintain more than a 10m kiting range. Best AC for this job is Sniper, and they don't do it too well.
  23. Uh... derp... the adrenal and warzone buff now only give 15% damage reduction. And that guardian doesn't appear to be fully twinked out - albeit, he's also going against what looks to be a BM geared marauder without the AoE damage reduction talent (big mistake).
  24. Lol, yes, we all know rage/focus juggs are capable of the most damaging ability in the game (over 8k values occur on undergeared squishies if the rage/focus jugg/guardian is fully WH remodded for power/surge and fully augmented). Values of ~6400 still occur against opponents in full WH.
  25. Yes, DPS specced PT's/VG's/Juggs/Guardians/Assassins/Shadows dish out terrible DPS so let's reward them with equally effective taunts despite not being tanks! Nerf Sorc/Sage/Ops/Scound/Merc/Commando DPS!!! Those guys are overpowered!
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