All For One, And More For Me: A Guide To Red Mage

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All for One, and More for Me: A Guide to Red Mage
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By 2015-08-16 11:01:44
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 Cerberus.Lasareth
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By Cerberus.Lasareth 2015-08-16 12:26:15
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At 582 skill temper 2 seems to be around 30%ish triple attack (haven't spent an extensive amount of time testing).

Some of the new sinister reign weapons are interesting to casters. Malevolence dagger can be augmented for a total of 10 int, 44 mab, and 35 magic accuracy and can be dual wielded for a total 20 int, 88 mab, 70macc, 236 magic damage (if subjob isn't an issue).

Vampirism is another interesting item from the update. Can dual wield or pair with Malevolence for some serious sanguine blades.

I haven't gotten a dagger yet though so I still use marin for wind nukes, nqweoribqoweibnab for ice nukes, and lehb+2 for all others. Probably not ideal though.

If you're not keen on getting an entire +1 set of the new nuking pieces, augmented witching robe seems like a nice non-MB nuking piece. 35 int, 10 magic dmg, 40mab, 15macc
 
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By 2015-08-16 15:46:30
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 Cerberus.Onvasquez
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By Cerberus.Onvasquez 2015-08-16 16:16:19
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ItemSet 337066

For just straight Enhancing Magic Skill

Enhancing Magic Skill if I was 1200 Red Mage and had max on cape would be 593. So close to 600 =D
 
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By 2015-08-16 16:55:47
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 Cerberus.Lasareth
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By Cerberus.Lasareth 2015-08-16 17:08:50
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I swap weapons for temper/enspells. I try to cast them both at the same time. With the boatload of enhancing duration we have, the buffs last so long that the tp loss isn't too terrible. I also try to cast it when I've killed an enemy with a tp move, so I don't lose that much either.

My set is very similar to the one Onvasquez showed you.

For cure sets. This is something I put together. Most likely not ideal but it gets pretty close to the cap without swapping weapons:
Code
	sets.midcast.cure = {
	head="Gendewitha Caubeen",body="Gendewitha Bliaut",
	hands={ name="Telchine Gloves", augments={'"Cure" potency +3%','"Regen" potency+3',}},
	legs="Atrophy Tights +1",feet="Gendewitha galoshes",neck="Phrenic torque",
	waist="Pythia Sash",back="Vates Cape +1",ear1="Magnetic Earring",
	ear2="Roundel earring",ring1="Sirona's Ring",ring2="Ephedra Ring"}

	sets.midcast.cureSelf = {
	head="Gendewitha Caubeen",body="Gendewitha Bliaut",hands="Buremte Gloves",
	legs="Atrophy Tights +1",feet="Gendewitha galoshes",neck="Phalaina locket",
	waist="Chuq'aba belt",back="Vates Cape +1",ear1="Magnetic Earring",
	ear2="Roundel earring",ring1="Sirona's Ring",ring2="Kunaji Ring"}	
	
	sets.midcast.cureObi = {
	head="Gendewitha Caubeen",body="Gendewitha Bliaut",
	hands={ name="Telchine Gloves", augments={'"Cure" potency +3%','"Regen" potency+3',}},
	legs="Atrophy Tights +1",feet="Gendewitha galoshes",neck="Phrenic torque",
	waist="Hachirin-no-obi",back="Vates Cape +1",ear1="Magnetic Earring",
	ear2="Roundel earring",ring1="Sirona's Ring",ring2="Ephedra Ring"}	
 Leviathan.Protey
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By Leviathan.Protey 2015-08-16 19:48:37
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Lasareth would have to swap in Arendsi Fleuret or Pukulatmuj to get 582.... {no thanks]. I'll stick with 570. For your info, here is max:

Dual Wielding: Arendsi Fleuret/Pukulatmuj +1 (10/11)
Head: Befouled Crown (16)
Neck: Colossus's Torque (7)
Ears: Andoaa Earring, Augmenting Earring (5,3)
Body: Vitivation Tabard +1 (19)
Hands: Vitivation Gloves +1 (20)
Back: Ghostfyre Cape with 10 enhancing skill augment (10)
Waist: Olympus Sash (5)
Legs: Atrophy Tights +1 (17)
Feet: Lethargy Houseaux +1 (25)

Equipment: 148
Base: 404
Merits: 16
Gifts: 23

Total: 591 (594 lightsdays).

As for cure set (self) and not using the new abjuration +1 set:

Ammo - Quartz Tathlum +1
Head - Vanya Hood path A
Neck - Phalaina Locket
Ear1 - Roundel Eearring
Ear2 - Mendicant's Eearring
Body - Vitivation Tabard +1
Hands - Buremte Gloves augmented with MND+8
Ring1 - Kunaji Ring
Ring2 - Janniston Ring
Back - Tempered Cape +1
Waist - Gishdubar Sash
Legs - Atrophy Tights +1
Feet - Vanya Clogs path B

This will give you:
+151 MND
+98 VIT
+80 Healing Magic Skill
22% Haste and the 13% Fast Cast from Body for recast
50% capped Cure Potency
30% capped Cure Potency Received
5% Cure Potency II

Your cure 3s will do about 650 on yourself with this set.
 
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By 2015-08-16 20:26:35
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 Leviathan.Protey
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By Leviathan.Protey 2015-08-17 06:19:56
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Actually, my bad, with the new Carmine Cuisses +1 having enhancing magic +18, max is 592 (595 on lightsdays).
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By Yandaime 2015-08-18 21:50:56
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Does anyone have a working RDM spreadsheet? With the recent changes made to RDM's available gear and the addition of omg-Temper II, I wonder if RDM might be a contender for DD. Not that it would ever be used in the place of more established DDs or anything to be taken seriously, it's just fun to think about.

I normally spreadsheet my own stuff but the sheet Mote has up comes default with error's from the WS damage brackets and down. All that can be made seen is Melee DPS :<

I tried opening with Microsoft Excel as well as Open Office and both are getting the exact same problem. Any help would be appreciated, I would love to get my RDM DD-Optimal just for shiggles.
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By Nocki 2015-08-19 13:41:29
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Odin.Nikia said: »
Sorry I was being lazy, this is current nuke set. I am sure it is outdated in sections and not sure what would be replaced to maximize damage.

ItemSet 337115

head/hands/legs are all +20 MAB MACC
body is +13 MACC MAB
legs are +18 MAB

Staff= MAB +15 or more Lehbrailg +2
Ammo = Ghastly Tathlum +1

If magic accuracy is a concern for you when Nuking, Serenity might be better still.
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By Leviathan.Protey 2015-08-20 05:31:15
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Nocki said: »
Odin.Nikia said: »
Sorry I was being lazy, this is current nuke set. I am sure it is outdated in sections and not sure what would be replaced to maximize damage.

ItemSet 337115

head/hands/legs are all +20 MAB MACC
body is +13 MACC MAB
legs are +18 MAB

Staff= MAB +15 or more Lehbrailg +2
Ammo = Ghastly Tathlum +1

If magic accuracy is a concern for you when Nuking, Serenity might be better still.

The best is the new Amalric +1 set 5/5. Nothing else comes even remotely close. Though good luck getting them. Probably cost about 750 million gil or so.
 
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By 2015-09-05 18:37:39
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 Asura.Blittzjr
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By Asura.Blittzjr 2015-09-10 01:09:29
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bump
 Bismarck.Xagashi
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By Bismarck.Xagashi 2015-09-10 12:55:09
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I haven't seen any recent listing for enfeebling gear so here's what I have come up with mostly obtainable gear set. This is focusing on a good mix of magic acc., enfeebling magic, and dMND.
ItemSet 60056

Body - Path C [MND+10, Spell Interruption rate-15%, Conserve MP+6]
Hands - Path B [Magic Accuracy+10, Spell Interruption Rate-15%, MND+7]
Legs - Path D [MP+80, Magic Accuracy+15, "Fast Cast"+7]


Magic Accuracy skill = 228
Magic Accuracy = 155
Enfeebling magic skill = 76
dMND = 223

Again, it's not perfect for every slot, but overall should be obtainable. Let me know your thoughts.
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By Siren.Akson 2015-09-10 13:05:06
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Chimerawizard said: »
RDM
Frazzle (Change in reduced magical evasion effect)
Highest value (skill of 135): 25
dMND(100):+10

Frazzle II (Change in reduced magical evasion effect)
Highest value (skill of 365): 40
dMND(100):+10

Frazzle III (Change in reduced magical evasion effect)
Highest value (skill of 625): 80
dMND(100):+10
Taken from SCH (Guide).
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By Leviathan.Protey 2015-09-10 14:15:51
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Siren.Akson said: »
Chimerawizard said: »
RDM
Frazzle (Change in reduced magical evasion effect)
Highest value (skill of 135): 25
dMND(100):+10

Frazzle II (Change in reduced magical evasion effect)
Highest value (skill of 365): 40
dMND(100):+10

Frazzle III (Change in reduced magical evasion effect)
Highest value (skill of 625): 80
dMND(100):+10
Taken from SCH (Guide).

Already known from the post by Camate back on 26 August. He said the min/max values for that and some other enfeebles.
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By Leviathan.Protey 2015-09-10 14:19:54
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Bismarck.Xagashi said: »
I haven't seen any recent listing for enfeebling gear so here's what I have come up with mostly obtainable gear set. This is focusing on a good mix of magic acc., enfeebling magic, and dMND.
ItemSet 60056

Body - Path C [MND+10, Spell Interruption rate-15%, Conserve MP+6]
Hands - Path B [Magic Accuracy+10, Spell Interruption Rate-15%, MND+7]
Legs - Path D [MP+80, Magic Accuracy+15, "Fast Cast"+7]


Magic Accuracy skill = 228
Magic Accuracy = 155
Enfeebling magic skill = 76
dMND = 223

Again, it's not perfect for every slot, but overall should be obtainable. Let me know your thoughts.

Don't use those body and hands, use empyrean. Use ghostfyre cape with 10/10 enfeebling skill/magic accuracy augments. Not all enfeebles are MND based, some are INT based and/or get potency from enfeebling skill; so have also Globidonta and Irrwisch rings.
[+]
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By Siren.Akson 2015-09-10 14:23:18
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Leviathan.Protey said: »
Siren.Akson said: »
Chimerawizard said: »
RDM
Frazzle (Change in reduced magical evasion effect)
Highest value (skill of 135): 25
dMND(100):+10

Frazzle II (Change in reduced magical evasion effect)
Highest value (skill of 365): 40
dMND(100):+10

Frazzle III (Change in reduced magical evasion effect)
Highest value (skill of 625): 80
dMND(100):+10
Taken from SCH (Guide).

Already known from the post by Camate back on 26 August. He said the min/max values for that and some other enfeebles.
Must have overlooked or missed but seems BGwiki did too. Still good to know.
Did he state the evasion down from Distract III?
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By Siren.Akson 2015-09-10 15:48:46
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Leviathan.Protey said: »
Don't use those body and hands, use empyrean. Use ghostfyre cape with 10/10 enfeebling skill/magic accuracy augments. Not all enfeebles are MND based, some are INT based and/or get potency from enfeebling skill; so have also Globidonta and Irrwisch rings.
And... Medium's Sabots are now best as well over relic boots.
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By Asura.Blittzjr 2015-09-10 16:15:39
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Nice thanks!
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By Leviathan.Protey 2015-09-10 23:51:12
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Siren.Akson said: »
Leviathan.Protey said: »
Siren.Akson said: »
Chimerawizard said: »
RDM
Frazzle (Change in reduced magical evasion effect)
Highest value (skill of 135): 25
dMND(100):+10

Frazzle II (Change in reduced magical evasion effect)
Highest value (skill of 365): 40
dMND(100):+10

Frazzle III (Change in reduced magical evasion effect)
Highest value (skill of 625): 80
dMND(100):+10
Taken from SCH (Guide).

Already known from the post by Camate back on 26 August. He said the min/max values for that and some other enfeebles.
Must have overlooked or missed but seems BGwiki did too. Still good to know.
Did he state the evasion down from Distract III?

He did. Though he only gives min/max values. The equation for figuring out what you will have is on BGwiki.
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By Asura.Omnijuggernaut 2015-09-14 09:40:14
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Are there any melee sets for rdm around yet? I have been toying around with about 20 weapons, (yeah my inventory hates the hell out of me) and can't make solid choices what to do on rdm anymore. I keep dual wield malevolence for m.acc, Aeolion Edge and off hand for Sang blade. I haven't really decided if dual wield Vampirism is worth it or not, I am leaning towards no. I have 2 Emissary both on path D for refresh since you can beat the stats on the weapons from any other path with just about any combo of weapons now.

I still keep unity sword for the sword enhancement spell damage and the -stoneskin cast time, but I think the sword spell dmg is a waste since I don't use this weapon for melee anymore. Egeking for phalanx, (and sword spell enhancement again I think same applies) Atoyac OaT for offhand tp vs low lvl stuff, Ipetam for evisceration, Demersal Degan +1 for offhand TP when spamming CDC, lastly I have tamaxchi, bole, marin +1, serentity, lehbrailg +2 and earth staff for obvious reasons. (Actually use earth staff more for geo than rdm)

Basically I am asking if there is a way to clear up some of my 149/160 invent every time I get on rdm.
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By Asura.Blittzjr 2015-09-14 09:45:12
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Alot of the weapons are good for different situations. One thing I do like about rdm is its good in many situations. Problem its it isnt great in anyone. To br effective and useful id say kwep most weapons, until they make a difinitive replacement.
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By Asura.Omnijuggernaut 2015-09-14 10:07:39
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That is what I was thinking. I still think I can ditch one of the vampirism though, just doesn't seem to be a good match up. If I CDC I generally main clad and off hand joytoy v2, if I Sang I main vamp off malevolence. Just so many weapons for rdm atm it isn't even funny. I have learned that temper II on rdm with good melee, while isn't the top DD, can be fairly close, I often self SC and MB off myself and can really put some good dmg out.

BUT THE FN INVENT IS KILLING ME!
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By Asura.Blittzjr 2015-09-14 10:16:22
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Yeah I have incentory issues as well unfortunately. One thing that helps me is i only put acc pieces in my wardrobe since every job can use them i never have to take them out. Im about 76 on inv space with everythinf though myself.
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By Leviathan.Protey 2015-09-15 16:13:12
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Asura.Omnijuggernaut said: »
Are there any melee sets for rdm around yet? I have been toying around with about 20 weapons, (yeah my inventory hates the hell out of me) and can't make solid choices what to do on rdm anymore. I keep dual wield malevolence for m.acc, Aeolion Edge and off hand for Sang blade. I haven't really decided if dual wield Vampirism is worth it or not, I am leaning towards no. I have 2 Emissary both on path D for refresh since you can beat the stats on the weapons from any other path with just about any combo of weapons now.

I still keep unity sword for the sword enhancement spell damage and the -stoneskin cast time, but I think the sword spell dmg is a waste since I don't use this weapon for melee anymore. Egeking for phalanx, (and sword spell enhancement again I think same applies) Atoyac OaT for offhand tp vs low lvl stuff, Ipetam for evisceration, Demersal Degan +1 for offhand TP when spamming CDC, lastly I have tamaxchi, bole, marin +1, serentity, lehbrailg +2 and earth staff for obvious reasons. (Actually use earth staff more for geo than rdm)

Basically I am asking if there is a way to clear up some of my 149/160 invent every time I get on rdm.

You shouldn't need any stoneskin casting - time. You should be capped already on casting time from fast cast traits + gear... so much so that you can put quick cast gear in slots and still be capped. Get rid of any stoneskin casting - time gear you have (and cure casting time gear for that matter if you have any).

You don't need to carry all those weapons either. I mainhand murgleis (no reason for anyone not to get a mythic anymore if they care about that job, all of it is soloable and can be done in a very short amount of time compared to what it used to be) for its large magic accuracy, convert benefit, and OAToT. I offhand Demersal Degen +1. If one doesn't need a ton of magic accuracy and doesn't want to get the mythic one could just mainhand Demersal Degen +1 and offhand the NQ so you don't get the hit from the low dagger skill on Atoyac but still get the OAT.

You can cap PDT without earth staff, so can remove that. Can not only cap cure potency but also cure potency received without a weapon so can remove serenity and tamaxchi. I personally don't like giving up my TP for an idle piece so bolelabunga can go as well. I guess if you nuke a lot or you don't have a sword with good magic accuracy you can keep the marin staff +1 (I don't like to lose my TP, so I nuke in my murgleis the very few times I do nuke).

And just remember this, if something for your inventory is only rarely equipped (like your Ipetam) you can put it in your satchel, sack, or case instead of your inventory/wardrobe.

I'm sitting at 134/160 for my RDM btw.
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By Bahamut.Foreverj 2015-09-19 20:50:10
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Hi all,

Looking for advice. Should I go for af3 119 for augment composure or does 5/5 skirmish enhancing duration +10 beats it by a good margin. this is for castin spells like refresh and haste to others and looking for the longest duration possible. Thanks
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By Asura.Omnijuggernaut 2015-09-19 21:59:12
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Leviathan.Protey said: »
Asura.Omnijuggernaut said: »
Are there any melee sets for rdm around yet? I have been toying around with about 20 weapons, (yeah my inventory hates the hell out of me) and can't make solid choices what to do on rdm anymore. I keep dual wield malevolence for m.acc, Aeolion Edge and off hand for Sang blade. I haven't really decided if dual wield Vampirism is worth it or not, I am leaning towards no. I have 2 Emissary both on path D for refresh since you can beat the stats on the weapons from any other path with just about any combo of weapons now.

I still keep unity sword for the sword enhancement spell damage and the -stoneskin cast time, but I think the sword spell dmg is a waste since I don't use this weapon for melee anymore. Egeking for phalanx, (and sword spell enhancement again I think same applies) Atoyac OaT for offhand tp vs low lvl stuff, Ipetam for evisceration, Demersal Degan +1 for offhand TP when spamming CDC, lastly I have tamaxchi, bole, marin +1, serentity, lehbrailg +2 and earth staff for obvious reasons. (Actually use earth staff more for geo than rdm)

Basically I am asking if there is a way to clear up some of my 149/160 invent every time I get on rdm.

You shouldn't need any stoneskin casting - time. You should be capped already on casting time from fast cast traits + gear... so much so that you can put quick cast gear in slots and still be capped. Get rid of any stoneskin casting - time gear you have (and cure casting time gear for that matter if you have any).

You don't need to carry all those weapons either. I mainhand murgleis (no reason for anyone not to get a mythic anymore if they care about that job, all of it is soloable and can be done in a very short amount of time compared to what it used to be) for its large magic accuracy, convert benefit, and OAToT. I offhand Demersal Degen +1. If one doesn't need a ton of magic accuracy and doesn't want to get the mythic one could just mainhand Demersal Degen +1 and offhand the NQ so you don't get the hit from the low dagger skill on Atoyac but still get the OAT.

You can cap PDT without earth staff, so can remove that. Can not only cap cure potency but also cure potency received without a weapon so can remove serenity and tamaxchi. I personally don't like giving up my TP for an idle piece so bolelabunga can go as well. I guess if you nuke a lot or you don't have a sword with good magic accuracy you can keep the marin staff +1 (I don't like to lose my TP, so I nuke in my murgleis the very few times I do nuke).

And just remember this, if something for your inventory is only rarely equipped (like your Ipetam) you can put it in your satchel, sack, or case instead of your inventory/wardrobe.

I'm sitting at 134/160 for my RDM btw.

I use the sword - cast when I can't dual wield since I use main slot as part of my capped fastcast, with the lack of the fast cast during stoneskin that slot is filled with -stoneskin cast instead. Also most the time my earth staff sits with geo gear, that +1 invent also helps. I need to recheck my cure pot/received gear to see what I can do to remove tamaxchi though. Afraid I may have to add more gear to clear one spot.

Bahamut.Foreverj said: »
Hi all,

Looking for advice. Should I go for af3 119 for augment composure or does 5/5 skirmish enhancing duration +10 beats it by a good margin. this is for castin spells like refresh and haste to others and looking for the longest duration possible. Thanks

You should upgrade the majority of rdm gear to 119, the empy 119 composure aug is for pt/ally not for yourself, however when casting on yourself you would want telchine head/body/legs for enhance duration (excluding the refresh potency from empy 119 legs)

Sadly I haven't got perfect aug on 2/3 telchine duration pieces however my haste II currently last 19:04
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By Leviathan.Protey 2015-09-19 22:30:56
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Asura.Omnijuggernaut said: »

I use the sword - cast when I can't dual wield since I use main slot as part of my capped fastcast, with the lack of the fast cast during stoneskin that slot is filled with -stoneskin cast instead.

What I am saying is that you should be capped on your stoneskin casting time without weapon.

You have 30% FC from traits.
6% FC from gifts.
13% FC from relic body reforged.
12% FC from AF head reforged.
7% FC from gendewitha hands.
5% FC from legs (various options).
8% enhancing casting time from siegel sash.

That's 80% cast time (capped) right there without some slots being filled.

If you want to use more stoneskin potency in your hands and legs slot (not recommended if you are being hit) instead of FC: you can put 5% FC augment telchine feet (amalric/carmine work too), 4% FC swith cape +1, 2% FC earring, and 2% FC prolix ring to make up for the hand/legs slots.

It is unnecessary to use stoneskin casting time gear on RDM and is just wasting inventory space (and it sucks if the piece is your weapon because then you lose TP).
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