Spell Icon Champion  

Description

3: Increase ATK by 140
4: Increase All Skills Damage Modifier by 10%
5: Increase AGI by 140
6: Increase STR by 140
7: Increase DEX by 140

Details   Raw Spell Data, Lucy Spell View

Mana: 1500 Skill: Alteration
Casting Time: 3 Recast Time: 60
Fizzle Time: 1.5 Location: Any
Time of Day: Any AE Range: 60
Deletable: No Blockable: Yes
Focusable: Yes Dispellable: Yes
Interruptable: Yes Short Buff Box: No
Timer: 3 Target Type: Group v1
Spell Type: Beneficial Source: Live 09/20

Messages

Cast on you: You are infused with the spirit of a champion.
Cast on other: Soandso is infused with the spirit of a champion.
Effect Fades: The champion's spirit fades.

Game Description

Infuses nearby allies with the power of an avatar, increasing their strength, dexterity, agility, and attack rating for 6.5 mins.

Items with this effect

Quick Facts

Scroll:
Spell: Champion

Classes:
Shaman level 70

Expansion: Omens of War

Duration:
6.5 mins
« Previous 1 2
Post Comment
Does this stack?
# Aug 08 2006 at 12:09 AM Rating: Excellent
Scholar
42 posts
This buff does not stack with Greater Wolf Form :(.
____________________________
Keld Celestar - Ranger
Aerindir Felstar - Cleric
Maelin Starpyre Server
---
FA is a great spell
# Jul 09 2006 at 10:12 AM Rating: Decent
6 posts
might/lion and champion don't stack
normal pet dmg is 68
pet dmg with might does 70 max hit
with champion its 73 max
with both still only 73 max
champion stacks with most other atk buffs

if your a shaman at 70 with this spell hope have or be working aa's plus focus effects with ext buffs 70% should last 11min, mana preservation, buff/spell haste. getting your scrm and focus very good idea for shaman longer your buffs last less you need to recast saving your mana that and making your HoT spells last longer too.
That and Gates raid in uqua has a nasty zone AE that hits you tell you get blocker item from drop you looes if you die. That and its timed if don't get right spot in time the AE doesn't goway for boss fight and even if ya cure it just comes right back. champion came in really nice here that could keep up 3 to 4 groups at time. Gift of mana is nice for this spell when it fires if the champion ready can cast it for 1 mana. that 1500 mana not that much really. Panther is 475mana for 60sec that can get ext'ed with items and aa's too, I alot times I use more mana with yoppa's mending at 691. you should working on having healing aa's and focus get most of are limited heals.
1: Decrease Spell Damage by 20%
2: Limit: Combat Skills Not Allowed
4: Decrease INT by 100
5: Decrease WIS by 100
6: Decrease Stats by 250
7: Decrease Movement by 1%
9: Decrease ATK by 300
10: Increase Poison Counter by 99
11: Increase Poison Counter by 99
12: Increase Poison Counter by 99


champion works good in mpg weaponary trial too
When are the stats useful?
# Feb 02 2006 at 10:15 PM Rating: Decent
**
877 posts
Note: This is in no way a flame.

When are the stats on this spell useful? I know its very easy to max out all stats, so, outside a CR, any Shammies have some insight as to how the stats can help?

EDIT: Just thought of for buffing pets while using Pet Affinity. Anything else?

Edited, Thu Feb 2 21:15:50 2006
RE: When are the stats useful?
# Jun 01 2006 at 3:12 AM Rating: Decent
Why is it nobody ever takes into consideration that when a buff maxes you out, the buff itself exceeds your cap in such a way that even though you won't get any more out of it for resists than 300 (for example), you still will get the full amount of buff cushion when a mob lands a debuff on you? If you're at 290 and cap at 300 in dex for example, and I land a 100 pt dex buff on you, then your dex then increases to 300 as normal. But if a mob were to land a debuff that cripples your dex by 100, you'll only drop back down to 290. I'd say that's worth it, at least on those raids where AE debuffs are commonplace.
____________________________
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RE: When are the stats useful?
# Feb 04 2006 at 5:59 PM Rating: Good
Sage
*
150 posts
True most people will have stats maxed, but the draw to this buff, like Ferine Avatar, is the +140 to attack. On top of that throw in the 10% bonus to skills. Sure it cost alot of mana, but FA at 350 per cast is about 4 casts. Given the long recast for FA group version is just easier IMO for timing. And yeah as you added with pet affinity thats just a bonus for ya.
RE: When are the stats useful?
# Apr 21 2006 at 11:22 PM Rating: Decent
*
102 posts
exactly, also its nice to add this onto people who are a few stats short, i mean i know people who clame to have 490 or so as their stat cap this isnt covering as much % of that cap as the original avatar did when your cap was 255 but this goes a long way to makeing your tanks a little better and makeing your dps a little better for the group just off the attack alone (why do you think people want str in the first place because your attack is based on your level, str, and skill with the weapon, +attack just cuts out the 3 middle men)

and most pet classes are seeing the point of the pet aff aa (saves mana, spell slots, and lets bard songs affect your pet as well as aura's) so this means being able to avatar your entire group and thei rpets for cost of one spell, make this a mgb on a raid and you got every single char in the raid with more attack and the mod of 5% more dammage from skills is going to make that even better (if it stacks with the rest of the mods out there)
____________________________
65 shaman
62 magi
56 bard
56 ranger
52 bst
RE: When are the stats useful?
# Apr 26 2006 at 11:22 AM Rating: Decent
Scholar
*
57 posts
It would be fantastic if you could MGB this on raids, but alas you cannot. Read posts below.
stack?
# Nov 02 2005 at 9:07 PM Rating: Decent
27 posts
Does might and champ stack for a 15% total to dmg? i have heard it is whichever is highest
RE: stack?
# Feb 02 2006 at 10:12 PM Rating: Decent
**
877 posts
Note the +140 ATK. Its said that +10 ATK = ~+1% DPS. That's about +14% DPS there.
RE: stack?
# Jun 25 2006 at 3:31 PM Rating: Decent
1 post
At high levels of ATK, over 2000, there are diminishing benefits to increased atk. I would not say 140 atk will grant an increase in melee dps by 14%. The increased attack does help against mobs with particularly high AC or in situations where ATK is debuffed but in general even an extra 140 atk will have only a small benefit on the dps of a high end player.

Champion does have a 10% dmg skill modifer which means a 10% boost to all melee damage. This boost in dps is very signifcant.
RE: stack?
# Jan 10 2006 at 3:24 AM Rating: Default
Scholar
25 posts
They do in fact stack.
RE: stack?
# Apr 06 2006 at 6:27 PM Rating: Excellent
Scholar
*
85 posts
No, they don't. The icons stack but it's like the way our haste stacks with chanter haste. Extensive parses show without a doubt that might does nothing if champ is also in place.
Nice situational spell...
# Oct 05 2005 at 7:02 AM Rating: Decent
34 posts
I think this is a great situational spell. I wouldn't use it in general just XPing because of the mana cost and duration. But for killing some big mob or on a raid it is great for an extra boost and a high level shammy will have the mana to cast it.
MGB FA in Raid
# Apr 01 2005 at 8:38 AM Rating: Decent
11 posts
Can you imagine the possibilities when you MGB this on a boss fight during a raid? 10+ minutes, every melee in the raid attacks with 10% more damage with max stats and 140 more attack. I'd say that's the best 3k mana you'll use the entire raid.
RE: MGB FA in Raid
# May 27 2005 at 5:59 AM Rating: Good
**
256 posts
This spell can't be MGBed.

No, it has nothing to do with it's Target Type (like some previous posts on this spell were claiming). Simply look at the Raw Data for this spell and look under can_mgb. It's zero; meaning false.
slay undead
# Mar 07 2005 at 6:29 PM Rating: Decent
Scholar
29 posts
this answer is just a guess....
It's been awhile since i looked at paladin skills, but if slay undead is an innate skill (bash, dodge, etc.) then yes Champion should work on it.
If i remember correctly (which probably isn't likely) slay undead is an AA ability, as far as i know the 10% mod on Champion does not work for AA abilities.

But like i said, i could be wrong. I guess i'll just have to get some runes and find out.
____________________________
Ancient Cyklops Thestoned
<Crimson Talon>
75(920) Soothsayer of Cazic-Thule

http://eq.magelo.com/profile/1082371

"Where he walked... the ground stood still... waiting for him to pass over it...
Where he walked the armour stopped its jingle, and the men of battle all cheered...
For the spirits walk with the Shaman, and the Shaman walks with us all."
RE: slay undead
# Jun 12 2005 at 2:29 AM Rating: Decent
7 posts
Yes, the 10% mod would affect slay undead. As a 70 paladin, my max normal SU crit with a flanged prayer mace is 5710, with spirit of might (5% dmg mod) I can get SU crits up over 6k. Max SU crit I've has was with epic 1.5 (has a 4 fire dmg aug on it) and was 8.6k. Also, that was with spirit of might buffed.
____________________________
Redeemer Hooshka, 70 Paladin of Fennin Ro
[link=www.ciguild.com]Caelum Infinitum[/link]
slay undead
# Mar 04 2005 at 10:22 AM Rating: Default
Im not positive on this... but does Champions increase the maximum damage of slay undead? Only 1 shaman i know who has this so...

thanks
yea..
# Feb 17 2005 at 8:42 PM Rating: Decent
Scholar
29 posts
just because it's a pain in the **** doesn't mean i can't or won't do it.. i'd just rather have a group version, make it much easier than haveing to wait for the spell to repop each time
____________________________
Ancient Cyklops Thestoned
<Crimson Talon>
75(920) Soothsayer of Cazic-Thule

http://eq.magelo.com/profile/1082371

"Where he walked... the ground stood still... waiting for him to pass over it...
Where he walked the armour stopped its jingle, and the men of battle all cheered...
For the spirits walk with the Shaman, and the Shaman walks with us all."
Conflicting statements
# Feb 17 2005 at 12:30 AM Rating: Default
Quote:
been in a group with more than two melees you know it is a pain in the **** if all of them want FA.


Quote:
personally i keep FA loaded at all times, and do not mind in the least keeping it cast on any melee that wants it.


Hmmmmmmmmmmm
previous post cont.
# Feb 09 2005 at 7:21 PM Rating: Decent
Scholar
29 posts
i just wanted to add that casting this spell once and hitting 6 people is 600 mana less than casting FA 6 times(2100 mana with no mana savers), and with specialization maxed (shamans should have max specialize alteration before they hit 65) and all 3 spell casting mastery AA's will cut some of the mana off of this spell. Not sure of the specilization check, but the casting master AA's will take 30% off mana if you have all 3, so if this spell takes 1500 mana from you then u have some work to do in the casting and AA department.

Cyklops Thestoned
<Praxium>
68 prophet on Cazic-Thule server

Edited, Wed Feb 9 19:23:43 2005
____________________________
Ancient Cyklops Thestoned
<Crimson Talon>
75(920) Soothsayer of Cazic-Thule

http://eq.magelo.com/profile/1082371

"Where he walked... the ground stood still... waiting for him to pass over it...
Where he walked the armour stopped its jingle, and the men of battle all cheered...
For the spirits walk with the Shaman, and the Shaman walks with us all."
Ferine Avatar v. Champion
# Feb 09 2005 at 7:04 PM Rating: Decent
Scholar
29 posts
first off, 1500 mana to a 70 shaman is not that much, i'm lvl 68 and have 6k mana with a c6. Second, any ranger in his right mind will worship a shaman with this spell, 140 to melee stats and 140 to attack is the same as FA, and i am asked constantly for FA, especially from rangers. The 10% to melee skills not only increases the ability of the skills, it increases the damage cap for all classes ( increases the max amount of damage you can do in one hit). and notice that it is a GROUP spell, so 1500 mana for a group FA basically. I am also assuming that the recast time on this is approximatly the same as FA. Personally i cannot wait to get this, because if you are a shaman and have ever been in a group with more than two melees you know it is a pain in the **** if all of them want FA. Most people do not need the str or the dex, but max agi does make a difference in melee avoidance and the 140 to attack is a deffinite bonus no matter who you are, so to all you ppl that say this ia worthless spell, you obviously have no clue what playing a shaman means to a group and i feel sorry for any melee that you group with. personally i keep FA loaded at all times, and do not mind in the least keeping it cast on any melee that wants it.

Cyklops Thestoned
<Praxium>
68 prophet on Cazic-Thule server
____________________________
Ancient Cyklops Thestoned
<Crimson Talon>
75(920) Soothsayer of Cazic-Thule

http://eq.magelo.com/profile/1082371

"Where he walked... the ground stood still... waiting for him to pass over it...
Where he walked the armour stopped its jingle, and the men of battle all cheered...
For the spirits walk with the Shaman, and the Shaman walks with us all."
is it really worth it?
# Jan 24 2005 at 1:17 PM Rating: Default
11 posts
1500 mana for a spell that will last 6.5 min or 12 min? with full buff extensions? You have to be kidding me!!!!!!! And does anyone know is the recast time 60 mins or 60 secs? Nice stat increases but the mana cost v. duration doesn't really make this spell seem worth all the trouble to get or am I just being nitpicky?

Fumora
70 Shaman
The Trib
is it really worth it?
# Jan 24 2005 at 1:17 PM Rating: Default
11 posts
1500 mana for a spell that will last 6.5 min or 12 min? with full buff extensions? You have to be kidding me!!!!!!! And does anyone know is the recast time 60 mins or 60 secs? Nice stat increases but the mana cost v. duration doesn't really make this spell seem worth all the trouble to get or am I just being nitpicky?

Fumora
70 Shaman
The Trib
Players Stats Not Maxed
# Jan 20 2005 at 3:45 PM Rating: Decent
Keep in mind that Wunshi's Focusing also allows a player's Str & Dex stats to exceed the cap by 85, so this spell may well be capable of raising str and dex stats above a players normal cap.
Lvl caps
# Dec 28 2004 at 3:37 PM Rating: Decent
*
71 posts
Anyone know what the lvl caps are on the OoW line of spells?
RE: Lvl caps
# Jan 27 2005 at 7:24 PM Rating: Default
*
227 posts
You mean for having it cast on you right? For most OoW spells it seems to be 61, 62, or 63.
Not so good :/
# Dec 13 2004 at 11:22 PM Rating: Default
*
227 posts
I hate to add a tone of cautious pessimmism to this love fest, but consider the following facts.

(1) By this level any melee worth their salt will already have maxed STR and maxed DEXT while completely unbuffed.

(2) AGI has limited value. Most parses I've seen indicate that it adds very slight AC and 1-2% dmg mitigation.

(3) +10% to melee skills modifier doesn't mean 10% more dps. It just means that skill checks will succeed slightly more often. So far I havent seen any reliable parses of the benefit of Might/Lion and the melee skills modifier.

(4) Doesn't stack with Might which has a 10 times longer duration.

(5) Other classes have long duration ATK buffs that are almost as good as this spell.

(6) So basically the only value you are getting is a very short duration ATK buff and some skill modifier which may or may not help dps significantly.

(7) 6.5 minute duration for 1500 mana(??)

Overall, I don't think I'd waste a rune on this spell. I'd rather let a guildie loot the rune.



Edited, Wed Feb 9 12:52:05 2005
RE: Not so good :/
# Feb 03 2005 at 6:15 PM Rating: Decent
1) OoW allows you to go beyond max with buffs

2) The Sense line of spells (also known as agi) stack with current agility, this spell also will stack.

3) 10% is a noticiable effect.

4) Does stack with might, thats why it's a cast only once in a while spell.

5) This will stack with those buffs.

6) This is a group version spell that will last ~10 mins.. (by this level i'd HOPE you'd have buff extension, if you don't, you need to join a guild and try getting asked for rebuffs all the time, you'll see the wisdom in having it) This does help significantly, ask any rogue, beastlord, or ranger.

7) By level 70 i'd like to think you'd have somewhere in the area of 8,000 mana. 1,500 is a small dent in that to cast once every 10 minutes or so.


8) You sir, are a moron. Now someone has disagreed with you, so you really shouldn't complain about your poor rating since you are so badly wrong.
RE: Not so good :/
# Sep 11 2005 at 7:16 PM Rating: Default
**
251 posts
1) Wunshi only raises the cap by 85 points, and by 70 most melees have their str/dex already maxed, so the str/dex on this won't help at all.

2) Spirit of Sense isn't even an agility buff, get your stuff straight

3) You made an intelligent statement. Good job.

4) This is a group version of our avatar spell line, and it notorious for being mana costly and short duration.

5) By the time you receive this spell, you will know what doesn't stack with our avatar lines (Primal Essence line)

6) I am a 70 shaman in a raiding guild and have no yet spent any AA's in buff extension. I can main slow AND buff at any given raid, without having mana problems.

7) Shaman's aren't known for their gigantic mana pools. We are known for our massive mana REGEN. As a shaman in Ikkinz / EP, getting ready to enter time, I JUST broke 7k. I have no mana problems whatsoever. The people complaining about mana cost will probably never even see this spell.

8) You are the moron. Don't try to give instructions/criticism on a subject you know nothing about.
____________________________
Brother Kukick
Forged in Fire
RE: Not so good :/
# Feb 09 2005 at 12:59 PM Rating: Default
*
227 posts
To your point (1), if as I stated, a tank is already at max strength and dexterity when unbuffed, this spell is NO help. Wunshi will up the cap by 85, but it also ups their stats by 85, so there is still NO room for improvement from this or other stat buffs.

Your point (2) makes no sense at all. I assume you aren't a shaman because you have no idea how the agility and Sense line of buffs work.

Your point (4) is just wrong.

Your point (7) demonstrates that you are talking about casters in the third person, confirming that you are not a shaman.

Oh well, I'm guessing that a lot of melees visit this page cause they like the buff. Please don't post if you aren't a shaman, cause you usually won't know the class. Shamys do endless parses to analyse the actual effect of their buffs and know what works and whats eye candy. This is an eye candy spell.
RE: Not so good :/
# Dec 29 2004 at 3:20 PM Rating: Default
*
227 posts
Lol, I like how people have slammed my post rating down to 1.8 as of now, even though my post is technically correct and no one is disagreeing with it.
RE: Not so good :/
# Mar 16 2005 at 9:34 AM Rating: Excellent
i disagree with ur post ur info is more than half wrong and yes i am one of the people who slammed your rating
own
# Oct 19 2004 at 9:44 AM Rating: Decent
14 posts
this spell looks like its going to own some major *********** canni5 mana wont be an issue and with extended buffs maxed it will last 10%...i play a monk and personaly if a shammy is lucky enough to have this spell im going to be begging for it all the time that damage mod ownz and if it stacks with other stuff like the new druid spell lion's strenth that would make melees nut their pants!
____________________________
Edwina
GM, Dark Breed of Norrath
RE: own
# Oct 24 2004 at 12:49 PM Rating: Good
**
410 posts
I would have to agree this is a nice spell, but imho it will be most effective used as a MGB before a raid mob. 1500 mana every 7-8 minutes is alot unless you plan on having your group shaman not use any dots. In an average group I put out 1300-1400 mana per mob with only a 4500 mana pool. And since myself, the healer, and any casters wont get a good use out of this spell id sooner stick to casting FA on the high DPS melee of the group whether it be a monk, rogue, or ranger. But as i said before, this will own when raid time rolls around, and since ( at least in my guild ) there are usually 6+ shamans per raid this could be kept on the whole duration of the fight.
RE: own
# Oct 26 2004 at 8:00 PM Rating: Decent
***
1,197 posts
Yes I agree. I'd like to see all the monks/rogues/rangers in groups together, with one shammy added per. This spell alone could then raise DPS by 5-15% (depending on balance of casters, and each melee's stat caps)
awesome
# Oct 13 2004 at 11:51 AM Rating: Decent
13 posts
I'd just like to comment that this gains much further usefulness if there are pet classes in the group with Pet Affinity. I'm a mage I know I'll love this being on my pet.
FA more shaman friendly
# Sep 07 2004 at 1:59 AM Rating: Decent
14 posts
New FA... same duration aye... but if you look it says GROUP. No more losing track of fa rotation like I always seem to do lol
RE: FA more shaman friendly
# Sep 18 2004 at 9:55 PM Rating: Decent
43 posts
i personally cast FA on myself as a timer. So if i have 2 melees, it would still cost me 1500. Dont forget, you can drop that spell for another for a lot longer since you arent waiting for it to repop. The extra slot is not a big deal on raids. But in xp groups, i do as much dps as i can and use every slot i can.
RE: FA more shaman friendly
# Sep 10 2004 at 10:22 AM Rating: Decent
40 posts
Yeah, but are you gonna be able to afford the 1500mana cost per cast on such a short duration spell? That's heavy, particularly if you only have, say, 2 melees in the group.

I'd prefer a single version for, say, 500 mana given the choice. Or both would be even better!

I guess you could use this for a raid with MGB tho (if it was a mob you need to kill quick & you have another shaman doing MGB focus).

Edited, Fri Sep 10 11:24:15 2004
RE: FA more shaman friendly
# Oct 31 2004 at 9:27 PM Rating: Default
It's Group v1 which is not /tgb-able, thus can't be MGBed.
RE: FA more shaman friendly
# Jun 03 2005 at 2:41 PM Rating: Decent
Group v has no bearing on MGB, if you look at the raw spell data there is an attribute canmgb, 0 means false. Tiny Terror is Group v2 and cannot be MGB'd
RE: FA more shaman friendly
# Nov 01 2004 at 9:50 AM Rating: Default
*
60 posts
wrong
chanter Circle of Alendar is group 1 and is tgb and mgbable
RE: FA more shaman friendly
# Sep 17 2004 at 12:48 PM Rating: Decent
29 posts
ya i agree this will be a mgb spell, prolly saved for mid fight or right befor all out burn is called. trouble is our mgb is going to be quite valueble with our +dodge and melee dammage buffage and focus and HoT.
____________________________
Buffs <Hate> sham of SZ
RE: FA more shaman friendly
# Sep 17 2004 at 12:34 AM Rating: Decent
32 posts
If you have Canni V and you are doing your job as a shammie I dont see the mana cost being an issue. Personally other than slowing and debuffing I dont do much else other than melee and buff. But I do agree a single would be nice.
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Argent Dawn
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67th Prophet
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NO more damage modifier it seems
# Sep 02 2004 at 11:29 AM Rating: Decent
6 posts
NOOOOOOOOOOOOO they took away the damage modifier. WTFFFFFFFFFFFF
RE: NO more damage modifier it seems
# Oct 16 2004 at 4:14 PM Rating: Decent
*
56 posts
From looking at the spell info and the Lucy spell info there still appears to be a damage modifier component of this spell.
____________________________
Pathreader Stormbow-75 Huntmaster
Consider This:
# Aug 13 2004 at 2:09 PM Rating: Good
3 posts
A few things to take into consideration.

1) That 10% damage modifier. It might not be a full 10% more damage (not sure if it's referring to a certain part of the hit calculations or to the entire damage), but regardless it is, as far as we know, stackable with str and atk effects.

2) As I understand it, there is a cap on + attack item effects that is seperate from the cap on +attack spell effects, so the +160 attack will vary in usefulness depending on what other spells are currently active.

3) + stats look useless if youre already maxed, but take into consideration the huge huge debuffs that have appeared in GoD. If you get a 200 point strength debuff, then having extra str to negate that will be very useful.

4) This spell is tentative and may change between now and release, so our perceptions may change by live time.
____________________________
Yunama Dendrobatis - 64 Crusader <Bloodsong>
Lanys T'Vyl
dmg mod
# Jul 26 2004 at 2:44 PM Rating: Decent
umm, this is a lot better than FA. see that +10% dmg modifier? thats pretty huge.
____________________________
Predator Kitash Night'Rain - Frisky Feral Lord of Talionis
FA2
# Jul 20 2004 at 1:05 AM Rating: Default
5 posts
New FA .. same duration ... lame
____________________________
Gno Gno Gnadget Gnome
RE: FA2
# Oct 16 2004 at 4:20 PM Rating: Decent
*
56 posts
You may want to take a second look at this spell, it may have been changed since you made this post. This one is now a group spell and it also has a 10pct damage modifier component.
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Pathreader Stormbow-75 Huntmaster
Component?
# Jul 05 2004 at 11:35 AM Rating: Default
6 posts
Does this spell need a component like regular Avatar does?
RE: Component?
# Oct 16 2004 at 4:17 PM Rating: Decent
*
56 posts
No component involved, just like Ferine Avatar.
____________________________
Pathreader Stormbow-75 Huntmaster
#RickM, Posted: Jul 17 2004 at 7:35 PM, Rating: Sub-Default, (Expand Post) I cant BELIEVE this jerk is advertising for Yantis, sheesh
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