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#1 Apr 21 2016 at 6:13 AM Rating: Excellent
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Amazing it took 3 years to come up with new hot zones. But at least it's happened! Let's see what they're offering us:

NOTE: THESE ZONES CAN CHANGE DAILY! THE LIST BELOW IS ONLY FOR THE FIRST DAY. A DAY LATER A WHOLE NEW LIST OF ZONES WAS OFFERED!

(Above may not be true. They may have changed due to a patch, as an unintended consequence. Evidently the plan is to change them every three months. We'll have to see what happens, I guess.)Bold Text

Level 20: South Karana
Level 25: Lake of Ill Omen
Level 30: Solusek's Eye
Level 35: Dreadlands
Level 40: City of Mist
Level 45: Dranik's Scar
Level 50: Velketor's Labyrinth
Level 55: Plane of Innovation
Level 60: Veksar
Level 65: Barren Coast
Level 70: Arcstone, Isle of Spirits
Level 75: Jewel of Atiiki
Level 80: Valdeholm
Level 85: Meldrath's Majestic Mansion
Level 90: Fear Itself (House of Thuale-T3 zone)
Level 95: Sarith, City of Tides

They dropped the alternate Level 90 zone and added a Level 95. Makes sense. No idea why they didn't add a Level 100. I can see not having a hot zone for "max" level toons (105), since they don't need the boost just for AA's, which are quick enough to acquire. But level 100 could use one.

In terms of zone quality for XPing, they all look pretty good. Zones like Karana, LOIO, Dreadlands, SolA, Velks, PoInnovation, Dranik's Scar, are all nice "open" zones packed with mobs to fight. Each can easily provide sustenance for multiple groups. Same for Veksar, Barren Coast, Arcstone, Valdeholm. I'm less currently familiar with the rest but IIRC they all are well designed for this purpose. At least they didn't pick horrible zones like Plane of Sky.

I read Sarith is "bugged" somehow in terms of the kill task giving the desired results. I just did the "Kill 5 mobs" with king crabs and I had no problems. Earned 10 AA's for 10 minutes work, and that was with no XP boost running AND using a merc. Frankly, I was surprised to be alone in the zone, since this is a nice AAXP reward for anyone not maxed out.

Fear Itself gave me 5 AA's, at level 105, and again that was with no XP booster and a merc. A group with Lesson running would probably earn more than 10 aa's per member. Fear Itself is a bindable zone, btw.

The biggest issue with some of these zones is getting to them, which can take some running around. For a quick daily task you don't want to spend as much time getting to the zone as fighting in it. Might want to make friends with a wiz or dru who is willing to bind himself there and port the group right to the camp spot!

Now let's see if they keep the promise of new zones every 3 months, like in the Good Ole Days...

PS
Well, it looks like the hot zones can change DAILY. When I took the level 95 task today the zone changed from Sarith to Pillars of Alra. The level 90 changed from Fear Itself to Arthicrex. I haven't checked out the lower zones. This is rather intriguing and a GREAT way to get players to explore a variety of zones. I like it! Also makes it pointless to bind in a hotzone expecting to go back every day...

In a duo with Lesson running (no mercs) both toons got 17aa's for completing the task in the level 100 hot zone.I read in chat that "hot zone XP is broken" so not sure if this is what is supposed to be awarded or what.





Edited, Apr 23rd 2016 7:08am by Sippin

Edited, Apr 23rd 2016 7:14am by Sippin

Edited, Apr 24th 2016 7:31am by Sippin
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#2 Apr 21 2016 at 5:22 PM Rating: Excellent
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I think what they have done is chose 3 zones for each hotzone tier that will "randomly alternate". The ASSUMPTION is this means if Level 20 option A is South Karana than either option B or C will be next. Say it is B... following switch would be between A and C.

If this is the case... hopefully they eventually add a D, E, F and so on to the rotation. In truth... I'd rather see a select set of really good hotzones rotate. Not every zone is good for increased traffic in the current live game (not enough camps), nor good for lowbie solo/molo play.
#3 Apr 21 2016 at 5:22 PM Rating: Excellent
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Wow. Amazing. Didn't think they'd ever get around to doing that. I guess my one concern is that the higher level zones aren't terribly accessible. But then, the previous set weren't either. Suppose Meldrath's is no harder to get to than HoS (but both more difficult than Old Bloodfields, which was silly easy), Fear Itself not much harder than Grounds. Sarith isn't too terrible, but there are a ton of see invis mobs right near where most people would be entering it from, so that could be problematic.

Honestly, haven't spent much time hunting in any of those higher zones. Might be interesting to check them out with an alt or two. Biggest issue I had with old Bloodfields on my wiz, was the high percentage of mobs that summon, more or less meaning I had to skip that with that character (loved hunting there with my pally back in the day though, and you could pick up 25% purity augs randomly in the zone, which totally made it worth it). I'm happy for a change in the zones. Still will need to see if they are "better" than the previous choices (although for at least one, we can say you can't get worse than PoS, so there's that).
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#4 Apr 22 2016 at 3:44 AM Rating: Excellent
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Sarith has a few see-invis mobs in the field right after you zone in but it isn't hard to avoid them and run to the city. Once inside the Sarith citizens are NON-agro, which makes it pretty easy to get around. In truth, I think they did an excellent job of selecting suitable zones. Some dev actually thought about it, rather than just throwing darts at a random list of zones by level.
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#5 Apr 23 2016 at 5:36 PM Rating: Decent
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Sippin wrote:
NOTE: THESE ZONES CAN CHANGE DAILY! THE LIST BELOW IS ONLY FOR THE FIRST DAY. A DAY LATER A WHOLE NEW LIST OF ZONES WAS OFFERED!


I was surprised they finally got around to changing the zones. I am stunned they added a system to rotate them daily. When you expect that half the time when they change something it's for the worse this one just got knocked out of the ball park.
#6 Apr 23 2016 at 6:51 PM Rating: Decent
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Not a fan of Sol A. That zone is just a mess unless your in a good group (which isn't likely at that level). Rest of them look great. I might just have to make a new toon now.
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#7 Apr 23 2016 at 9:25 PM Rating: Decent
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Just an FYI, after today's (April 23rd) patch, it seems the hotzones were changed again. Not sure if this'll happen with every hotfix or patch. Here are the new hotzones by level:
Level 20 = Paludal Caverns
Level 25 = Nedaria's Landing
Level 30 = Dalnir
Level 35 = Stone Hive
Level 40 = The Emerald Jungle
Level 45 = The Scarlet Desert
Level 50 = Old Sebilis
Level 55 = The Deep
Level 60 = Blackfeather Roost
Level 65 = Drunder, Fortress of Zek
Level 70 = The Hive
Level 75 = Direwind Cliffs
Level 80 = Fortress Mechanotus
Level 85 = The Foundation
Level 90 = Arthicrex
Level 95 = Pillars of Alra
#8 Apr 24 2016 at 5:27 AM Rating: Good
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This new set of hot zones has persisted into another day. So I think maybe the above poster is right. The change was due to a patch and probably an unintended consequence. It makes no sense to have a set of hot zones for just one day and then replace them. Now if they replace them every time there's a patch.... well, they have said they'll rotate them over three months. Since inevitably there'd be a patch before three months passes, this would be inconsistent with the three-month rotation claim.
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#9 Apr 25 2016 at 5:23 AM Rating: Good
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I just did the Level 20 task in Paludal and almost everything was light blue or lower. I normally go there at about 15 for the bandits and leave around 20. While the Reishicyben was up the shield is so out of date now it is rather sad to remember the fights over it.

A day before on a different char I was sent to SK for a task which was tough at 20. The range of mobs there is uncomfortable at 20. Aviaks jumped from darters which were grey to rooks (yellow) and avocets (red). Having killed the required 5 I hunted around for something else I could handle better. Occasional centaurs were blue but at the centaur village they ranged from grey to deep red (as in resist all spells and beat 7 bells out of you). The gnolls were way too high and the wildlife was too low. As a hotzone it was a lot of running for very little benefit.

As a returning player the hotzones are a great way to find a purpose for going to places. I do wonder though if they don't make people forget that there are still zones where the XP is very good, whether through mutipliers or just mob type/density. I just sent my little chanter to Unrest for 5 levels (11-16) in a session and had a lot more fun than in SK
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#10 Apr 26 2016 at 5:55 PM Rating: Decent
I got SK for level 20 both yesterday and today on Cazic.
#11 Apr 27 2016 at 5:14 AM Rating: Good
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Unrest has always been one of the greatest zones in the game, especially for levels 10-30. I remember trying to XP a low level toon in the Karanas and the experience was not very good. Mob camps are far apart, meaning you waste a lot of time just moving around and the mob density is poor compared to a packed zone like Unrest. On a progression server where there are lots of low level players it's also easy to get a group in Unrest where in South Karana, for example, even with 20 people in the zone, they can be scattered all over the map. Not to mention it's a pain to get there. Getting to Unrest has its challenges but it isn't all that hard and at least it's a "fun run" compared to the tedious travel required in the Karanas.

Unrest all the way! Even without hotzone bonus I think for most players of appropriate levels Unrest would be a better solution that a hotzoned Karana.
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#12 Apr 27 2016 at 6:38 AM Rating: Good
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Correcting myself here... the level 95 hot zone has been Alra for several days so I think the recent change was an error by DBG, probably due to a patch they pushed out a day after the initial change to hot zones.

I haven't done other level tasks but one annoying thing now is they never seem to change the mobs you have to kill. It's been "kill 5 horrors or shades" every day without fail. At least when the hotzone was The Grounds they changed around the target mobs to relieve the tedium.
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#13 Apr 28 2016 at 8:15 PM Rating: Decent
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Sippin wrote:
I haven't done other level tasks but one annoying thing now is they never seem to change the mobs you have to kill. It's been "kill 5 horrors or shades" every day without fail. At least when the hotzone was The Grounds they changed around the target mobs to relieve the tedium.


Huh. That sounds like a bug. Unless they thought that having the zones themselves switch around was sufficient variation (it's not). The nice thing about having a set of 3 or 4 different mob targets to kill is not just variation (which is nice though), but also sometimes different classes can have dramatically different levels of ease/difficulty dealing with different mobs in the same zone. By rotating them around, it helped balance that out somewhat. Some days, you'd have a tough kill assignment (for your class), sometimes a super easy one.

Now, if they made it so that the one mob to kill was always the easiest to find, available in abundance, and with a respawn rate so high you can always just pop in and kill them then leave, maybe that wouldn't be such a big deal. But in my experience, they don't really seem to think things through that well. The entire issue of OGH as a hotzone, for example (terrible zone for it due to all the wandering mobs being on the same spawn table). Ditto with 3 out of 4 possible mobs in Old Bloodfields summoning (making anyone who can't tank or box more or less have to skip it that day). Who knows though. Maybe they thought a bit more this time around? Not holding my breath though.
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#14 Apr 29 2016 at 5:08 AM Rating: Excellent
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gbaji wrote:
Sippin wrote:
I haven't done other level tasks but one annoying thing now is they never seem to change the mobs you have to kill. It's been "kill 5 horrors or shades" every day without fail. At least when the hotzone was The Grounds they changed around the target mobs to relieve the tedium.


Huh. That sounds like a bug. Unless they thought that having the zones themselves switch around was sufficient variation (it's not). The nice thing about having a set of 3 or 4 different mob targets to kill is not just variation (which is nice though), but also sometimes different classes can have dramatically different levels of ease/difficulty dealing with different mobs in the same zone. By rotating them around, it helped balance that out somewhat. Some days, you'd have a tough kill assignment (for your class), sometimes a super easy one.

Now, if they made it so that the one mob to kill was always the easiest to find, available in abundance, and with a respawn rate so high you can always just pop in and kill them then leave, maybe that wouldn't be such a big deal. But in my experience, they don't really seem to think things through that well. The entire issue of OGH as a hotzone, for example (terrible zone for it due to all the wandering mobs being on the same spawn table). Ditto with 3 out of 4 possible mobs in Old Bloodfields summoning (making anyone who can't tank or box more or less have to skip it that day). Who knows though. Maybe they thought a bit more this time around? Not holding my breath though.


My thought has always been, don't call out any specific mobs in the zone, and make it 10-20 required to fulfill the quest. This way, it almost doesn't matter how crowded the zone gets, and for class dependent issues, you can always stay away from mobs that cause too many headaches.

Tat

PS - Going through a bad patch lately. Have only played 3 times in the last 2 months. Hope to be back and playing more, soon.
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#15 Apr 29 2016 at 5:59 AM Rating: Good
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gbaji wrote:
Sippin wrote:
I haven't done other level tasks but one annoying thing now is they never seem to change the mobs you have to kill. It's been "kill 5 horrors or shades" every day without fail. At least when the hotzone was The Grounds they changed around the target mobs to relieve the tedium.


Huh. That sounds like a bug.


Could well be. I haven't done enough of the lower levels to determine. I wish some others would post their experiences. It IS lame coding since Alra is tailor-made for multiple camps with different target mobs, having islands around the central entry platform each with their own type of monsters.

On the other hand, I've been shocked to see on FV how few people are using the level 95 hot zone task, despite its generous yield of about 20 AA's with LotD running for each member of the group. With a port or zephyr to Alra (which is a questable port spell so not every porter may have it) Every time I've done this task the zone has been empty or very near it. Now I tend to do this "work" in the morning; it might be busier in evening hours. But contrast with how busy Grounds and Lunanyn usually were, with groups of players all over doing their dailies.

Maybe the same inertia and inactivity among the player base that reduces the posting volume here. I have to admit this xpac has left ME bored and uninterested. It doesn't have the attraction---for me at least---of the previous 2-3. I find myself more interested in haunting old zones to up my Hunter Achievement counts. Tracking down and killing nameds, especially solo or molo, is always fun, even if the loot is worthless under current conditions.
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#16 Apr 29 2016 at 7:17 AM Rating: Good
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As a returnee I've only done the lower level stuff (20/25/30)
However as an altoholic I've done them lots on different characters. Smiley: smile

I've definitely had Shiknars in Paludal 3 times in the last couple of days for the L20.

Possibly at low level it isn't worth the coding as by the time you've been there and killed your way in and out you've got up to the next zone.
On one char I did invis though and just do the 5 mobs and then gate out. But afterwards I wondered how daft I was being. The point of the hot zones is to get you to go somewhere that gets you good exp. At low level that is a good idea (as long as they don't send me to SK again)

At high level it sounds more like they are daily quests and ringing the changes would make an enormous amount more sense.
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#17 Apr 29 2016 at 9:57 AM Rating: Decent
Definitely getting quests from Teek for the initial 4/20 list of hotzones, have gotten SK and LoIO for the last 3 days.
#18 May 21 2016 at 5:26 AM Rating: Good
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I Box a 104 Pally with a healer merc and a 104 Wizzy with a tank merc and am trying to get through The Resplendent Temple to the Pillars of Alra for the new Daily’s.
There are a lot of see through invis mobs past a certain point.
The ZAM page for Pillars of Alra state there is a path behind the temple and, in the comments there is a statement that there is no path behind the temple and you must Lev From a tower to the zone in to PoA.
I find no path behind the temple but I do find two towers, the thing is, from the top of the tower, if I have the proper tower, where to path the lev from the towers to the zone in. All I see is building and keep hitting walls or falling into see invis mob areas. Does anyone know how I can my group through The Resplendent Temple to the Pillars of Alra? I know I can get a port from a Druid but I want to do this on my own as it is a daily quest.


Edited, May 21st 2016 7:30am by Airydor

Edited, May 21st 2016 7:32am by Airydor
#19 May 21 2016 at 6:52 AM Rating: Excellent
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I made the run once (to get to PoA and do the port spell quest on my druid), and ran into what you're talking about. Finally figured out what I was doing wrong :)

I box 3 level 100 w/mercs, so the answer will be the same for you with 4 104s in the group... once you hit the area with see-invis, just kill them. Worked for me. Seriously, just slow down, and if you get agro, just stop and take care of business, then re-invis and keep going. Once I realized I could do this, it went much quicker and easier.

Tat

PS - You say you have a wizzy. They also get a portal spell to PoA. So you just have to do this one time, do the quest, and then you can port there.

Edited, May 21st 2016 8:53am by tatankaseventh


Edited, May 21st 2016 8:55am by tatankaseventh
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#20 May 21 2016 at 3:15 PM Rating: Excellent
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I made that post on the Alra page. It's been a long time but I still remember that run being a real pain and it took quite awhile for me to figure out how to lev over to the zone out in the Temple. Of course, that was back when my toons were lower level and trying to fight my way seemed overly difficult. With current level and gear it's much easier to do. But the leving worked, it just took me some time to figure it out and honestly I can't remember specifics anymore. I got my port spells for my druid and wizard and now just port over to Alra when necessary. Good luck!
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#21 Jun 04 2016 at 6:13 AM Rating: Excellent
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Thank you for all the help, this was fun.
The answers for the questions I found were.
You can walk through Resplendent Temple without agro see invise by hugging the walls and going slowly, did it three times while getting the port spell. Zam walk through for the port spell works; do need to follow the last post for the trails, Do have to go back and click statue to finish; Book in black is in the upper library, not lower where KOS STI mob is; the infuser is on the table, you do not need to clear a slot in inventory for a bag.

I still do not know which Hot Zone list is accurate. Teek gives PoA task, last Zam list shows CoT for 95 ???
#22 Jun 04 2016 at 11:45 AM Rating: Excellent
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Airydor wrote:


I still do not know which Hot Zone list is accurate. Teek gives PoA task, last Zam list shows CoT for 95 ???



The new "3 month alternating" system has confused us a bit.... since it may have changed a few times already (and not on a 3 month interval?).

Is the Zam database wiki about hotzones accurate?
#23 Jun 04 2016 at 8:37 PM Rating: Good
i think it has been changing at the monthly patch

https://everquest.allakhazam.com/wiki/EQ:Hotzones
Hotzones as of May 18, 2016
Hotzones as of April 23, 2016
Hotzones as of April 20,2016

https://forums.daybreakgames.com/eq/index.php?forums/game-update-notes-live.9/
Game Update Notes: May 18, 2016
Game Update Notes: April 22, 2016
Game Update Notes: April 20, 2016


somebody logged the Hotzone changes at ever patch as a bug
https://forums.daybreakgames.com/eq/index.php?threads/test-update-5-23-16-new-bugs-only.232878/







Edited, Jun 4th 2016 9:43pm by Larth
#24 Jun 05 2016 at 5:58 AM Rating: Excellent
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Funny thing... if it is just the same three zones alternating around for the next however long, then it is probably better to change every month?

That's not what was announced though. So I guess is is technically a bug at the moment.

I'm leaning towards letting the hotzone wiki entry tell the tale and not flag zones as hotzones at all, at least until clarification from Daybreak occurs.
#25 Jun 06 2016 at 12:35 AM Rating: Good
well I thought we might list the possible Hot zones list instead of listing the exact zones each change. their have to log on and play the game to see which ones are active.
that way they are all listed and we just add the missing ones
some one can still edit the list by putting a (A) is some one wanted to still. but dont have to make a new list each time.

like
Level 90:
1. Fear Itself (House of Thuale-T3 zone) Augment: frightening salve (non functional aug ) AC 25 ......
2. Arthicrex Augment: Sentinel's Claw
3.

Level 95:
1. Sarith, City of Tides Augment: ?
2. : Pillars of Alra Augment: [3]
3.
#26 Jun 06 2016 at 4:21 AM Rating: Excellent
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Larth wrote:
well I thought we might list the possible Hot zones list instead of listing the exact zones each change. their have to log on and play the game to see which ones are active.
that way they are all listed and we just add the missing ones
some one can still edit the list by putting a (A) is some one wanted to still. but dont have to make a new list each time.

like
Level 90:
1. Fear Itself (House of Thuale-T3 zone) Augment: frightening salve (non functional aug ) AC 25 ......
2. Arthicrex Augment: Sentinel's Claw
3.

Level 95:
1. Sarith, City of Tides Augment: ?
2. : Pillars of Alra Augment: [3]
3.


I think this makes the most sense for now.

Since the natural extension of their system is to eventually add a 4th zone to the rotation, this makes that easy too.
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