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lv30 expert skills ideas (2 each class)


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as lv 32 came i tougth that would be good that each class will be able to learn at lv30 new expert skills with outstanding power and able to totaly change the way we imagine pvp and pve, these books would be avaible at the usual trainers for 60k gold each

Mountain clans

  • barbarian:

unstoppable rage

the skill is a passive wich is focused on buffing the "rage" effect, it will increase its duration and give extra effects on it while developing the skill

time increase: 2-3-4-5 seconds

increase on attack: 1-1.5-2-2.5% extra (it means if the skill is developed at 4/4 the rage buff will give 12.5% more attack instead of 10%

bonus health regen speed: 40-60-80-100%

increase of level range for heal from killing: 4-4-5-6 more levels lower than the character (this means that an lv32 barbarian with the skill at the 4/4 level of developement the "equal power" is considered lv26)

passive increase of "rage" stat: 5-7-9-11%

increase of hp regen stat: 0-0-50-100%

aggresion cause increase: 20-30-40-50%

at skill learn the barbarian has an chance equal to the barbarian's rage on blocking an attack to gain the "rage" effect

 

Bersek

Active on time consume. The barbarian inceased his deffense, attack power and speed

Skill activation cost: 10-20-30-40

Skill time consumption: 7-9-11-13 energy/2 seconds

Attack increase: 10-15-20-25%

Deffence increase: 20-30-40-50%

Attack speed icrease: 10-13-16-20%

Movement speed increase: 20-25-30-35%

  • rogue:

smoke grenade

active, the rogue will trow an smoke greanade on the ground wich will buff the dodge of allies and decrease the enemys accuracy, any rogue inside the smoke is invisible, once hit the taget will be lost, and the rogue can use "stealth"

skill cast range: 3 yards

skill area occupation (square): 3x3-3x3-3x3-4x4

skill energy consumption: 20-24-28-32 energy

skill cooldown: 30 seconds

skill duration: 12-14-16-18 seconds

dodge increase: 8-12-16-20%

accuracy decrease: 5-7-9-11%

 

Backstab

Active. the rogue makes an strong attack, if the target its not targeting the rogue  or the rogue is in stealth it will deal extra  damage and if the rogue is in stealth and the target its attacking an another enemy, the attack will be unable to ignore and deal massive damage

Skill energy consumption: 16-18-20-22 energy

Skill cooldown: 27 secs

Skill base damage (D): 50

Skill damage from character level (E): 5 each level

Skill damage from rogue's physical attack (A): 120-130-140-150%

Skill extra critical damage: 20-30-40-50%

Skill bonus damage if the rogue is not targeted or the rogue is in stealth(B): 20-30-40-50%

Skill bonus damage if the rogue is in stealth and the target its attacking(C): 30-45-60-75%

Skill formulas

Base (F): rogue's level*5+rogue's physical attack*A+50

If the enemy its not targeting the rogue or the rogue is in stealth: F*B

If the enemy its attacking someone and the rogue is in stealh: F*C

  • shaman

totem of protection

active, the shaman places an totem on the ground wich increase the allies in the effect's area defensive stats

cast rage: 5 yards

skill area effec (square): 5x5

skill energy consumption: 24-26-28-30

skill cooldown: 40 seconds

skill duration: 15-19-23-27 seconds

increase of allies physical and magical deffence in area: 15-20-25-30%

increase of the parry and dodge statistics: 2-3-4-5%

 

Collosal earthquake

Active, shaman charges and causes an massive earthquake by causing massive damage and stunning enemy targets

Skill energy cost: 100% energy

Skill cast time: 10secs | during the period the shaman will use the energy required for the skill and any damage  gained will stop the cast

Skill cooldown: 150secs

Skill area effecc: 7x7 (square)

Skill stun duration: 5-7-9-11seconds

Skill base damage (a): 80

Skill damage from character level (b) : 8 each level

Skill damage from shaman's magical attack (c) : 130-180-230-280%

Skill formula:

Shaman's magical attack*c+ shaman's level*b + c

The skill will damage EVRYONE in the area of effect

Friendly damage: 100-90-70-50%

 

 

  • hunter

hunting wolf

Passive. the hunter will be followed by an wolf ally, it can be killed, once killed it wont respawn afther an certain period of time or till an respawn or respawn statue use, it has chance on attack to apply bleed

wolf's hp: 50-70-90-110% of hunter's health

wolf's base attack speed: 1 attack each 2 seconds

wolf's physical attack: 40-60-80-100% of hunter's physical attack

wolf's physical/magical deffence: 20-30-40-50% of hunter's physical/magical deffence

wolf's chance to apply beed: 20-30-40-50% of hunter's critical chance

wolf's bleed duration:8 seconds

wolf's bleed damage: 5-7-9-11% of its attack

Respawn time: 120sec

 

Multi  shot

Active. The hunter shoots multiple arrows at once (attack multiple times at once)

Skill cost: 10-12-14-16 energy

Skill cast time: 2 seconds | during the period the hunter will use the energy required for the skill and any damage  gained will stop the cast

Skill cooldown: 30 seconds

Arows shooted: 2-3-4-5

Forsaken

  • Deathknigth

Life assorbtion

Active with continuos energy use. while the skill is active the deathknigth will heal for an part of the damage that near,  living things gain. The lifesteal boost from saturation will also increase the skill efficency, the efficency its halfed if the damage is caused by the deathknigth

Skill area of effect: 5x5(square)

Skill cooldown: 20 secs

Skill activation cost: 20-24-28-32 energy

Skill energy consume ovetime: 7-9-13-15 energy/2.5sec

Skill efficency: 4-6-8-10%

 

Death shield

Passive. Time to time when the deathknigth is in combat , he will gain a damage conversion shield for fewseconds. The shield will convert damage into extra maximun health wich will stay for some time

Skill trigger rate: 60-50-40-30secs

Skill shield duration: 2-3-4-5 secs

Skill hp increase duration(post shield): 10-15-20-25 secs

  • Warlock

Course revenge

Passive. The warlock gain extra damage and critical damage for few seconds, the effect can be stacked up to 5 times

Effect duration: 5-7-9-11secs

Increase of damage and critical damage: 4-6-8-10%

 

Life widthdraw

Active, the warlock will place an circle in the ground wich will instantly apply life exaustion on targets in it

Skill energy cost: 20-24-28-32 energy

Skill cooldown: 30 secs

Skill cast range: 5 yards

Skill duration: 5-7-9-11 secs

Skill base damage: 6 damage each tick

Skill damage from warlock's level: 3 for each level

Skill damage from warlock's magical attack(A): 7-12-17-22%

Health conversion: 10-15-20-25%

Skill formula (each tick)

6+warlock's level*3+warlock's magical attack*A

  • Necromancer

Call of skeletons

Active, the necromancer summons an group of skeletons for figth for him for a period of time

Skill energy use: 30-34-38-42 energy

Skill hp use: 5% of total hp

Skill cooldown: 60secs

Skeletons' summon duration: 20-30-40-50 secs

Amount of skeletons summoned: 2-3-4-5

Skeletons' phisical attack: 15-22-29-36% of necromancer's magical attack

Skeletons attack rate: 1attack each 2.5 seconds

Skeletons hp: 20-30-40-50% of necromancer's hp

 

Life gift

Active, the necromancer gives healing over time to the party

Cooldown: 30 secs

Skill energy consumtion: 10-13-16-19energy

Skill health consumption: 5%

Skill effet duration: 12 seconds

Healing over time: 50-60-70-80% of necromancer's magical attacck

Healing rate: 1 tick each 2.5 seconds

 

 

  • Charmer

Golem's call

Active. Summon an stron golem to protect the party, the golem will automaticaly cast deathcall when the charmer use any agression skill or in figth

Skill energy use: 30-45-70-85 energy

Cast range: 5 yards

Skill cooldown: 120sec

Skill duration: 50-70-90-110secs

Golem's hp: 110-120-130-140% of charmer's hp

Golems's physical and magival deffence: 110-123-136-149% of charmer's physical and magical deffence

Golems "block" stat: 10-14-18-22%

Golem's physical attack: 40-50-60-70% of charmer's magical attack if the charmer's magical attack

Golem's attack speed: 1 attack each 3 secs

The golem will cast deathcall evrytime its ready in battle (usage of any agression skill by the charmer will make it recharge automaticaly)

Golem's deathcall level of developement: 1/4-2/4-3/4-4/4

 

Barrier

Active. The charmer created a barrier on himself or an ally

Skill consumption: 20-24-28-32energy

Skill cooldown: 20 secs

Skill effect duration: 6-12-14-20 secs

Skill damage assorbtion: 30-40-50-60% of target's health

Chosen

  • Paladin

Royal protection

Active, the paladin will decrease him self and his allies damage income

Skill energy use: 24-28-32-36 energy

Skill cooldown: 40secs

Effect duration: 10-17-24-31 secs

Damage reduction: 10-15-20-25%

 

Paladin's wish

Passive. time to time, the paladin creates a barrier on himself and the party, if the paladin is attacked the activation rate is faster, can stack twice

Skill activation rate: 40-30-20-10 secs

Skill damage assorbtion: 10-15-20-25% of paladin's health

Activation rate boost under attack: 10-20-30-45%

  • Mage

Cataclysm meteor

Active, the mage will charge his power and make an meteor fall from the sky. By causing massive area dmg

Skill energy use: 100% of total energy

Skill cast range: 10 yards

Skill cooldown: 140second

Skill cast time: 10 seconds | during the period the mage will use the energy required for the skill and any damage  gained will stop the cast

Skill area effecc: 7x7 (square)

Skill base damage (a): 100

Skill damage from character level (b) : 12 each level

Skill damage from mage's magical attack (c) : 150-200-250-300%

Skill formula:

Mage's magical attack*c+ mage's level*b + c

The skill will damage EVRYONE in the area of effect

Friendly damage: 100-80-60-40%

 

Multiple bolt

Active. The mage charges and trows multiple fireballs

Energy consume: 200-300-400-500% of fireball's energy consumption

Skill cooldown: 25 secs

Skill cast time: 4 secs

Fire balls casted: 2-3-4-5

  • Priest

Divine recovery

Active. the priest will cause an huge area heal and heal overtime, the skill will also heal from any negative status effect

Skill energy use: 50-60-70-80 energy

Skill cast range: 5 yards

Skill cooldown: 120sec

Skill effect duration: 20-30-40-50 sec

Skill area of effect: 5x5 (square)

Instant healing: 150-200-250-300%  of priest's magical attack

Healing over time: 50-60-70-80% of priest's magical attacck

Healing rate: 1 tick each 2.5 seconds

 

Priest's blessing

Active. The priest applies an health regeneration and increase his or an ally deffecne for some time

Skill energy consume: 14-18-22-26 energy

Skill cooldown: 20 secs

Skill effect duration: 18 secs

Healing over time: 40-50-60-70% of priest's magical attacck

Healing rate: 1 tick each 2.5 seconds

Physical and magical Deffence increase: 20-25-30-35%

 

  • Seeker

Seeker's focus

Passive. for each critical hit, the seeker will gain extra critical chance and damage. The effect can be stacked up to 10 times. Each failed crit (or the attack is blocked, parried or dodged) will remove one stack, if the seeker dosent attack for 10 seconds all stacks will fade away

Skill critical damage increase: 5-7-9-11%

Skill critical chance increase: 1-1.5-2-2.5%

 

Whirlwind

Active. The seekers spins on himself and damages all enemys around

Skill energy consume: 20-22-24-26 energy

Skill cooldown: 20secs

Skill damage (base): 25

Skill damage for character level: 3*character level

Skill damage from seeker's physical damage(A): 90-100-110-120% of seeker's physical attack

Target limit (pvp only):4-6-8-10

Skill formula:

25+seeker's level*3+seeker's physical damage*A

First born

  • Blade dancer

Parry combo

Passive. for each parried attack, the bladedancer gain extra physical, magical deffence and "parry" the effect can be stacked up to 10 times, if the blade dancer gets an attack it will loose one stock and if the blade dancer dosent parry an attack for 10 secs all stocks will dissapear. Learn the skill will allow the blade dancer to parry ranged attacks

Physical and magical deffence increase each stock: 5-7-9-12%

Parry incease each stock: 1-1.5-2-2.5%

 

Blade protection

Active. The blade dancer gains an incoming damage reduction based from a portion of the his "parry"

Skill energy consumption: 16-18-20-22 energy

Skill cooldown: 27 secs

Skill effect duration: 10-15-20-25 secs

Incoming damage reduction: 40-60-80-100% of blade dancer's parry

  • Ranger

Familiar (wolf)

Passive. The ranger will be followed by an wolf ally, it can be killed, once killed it wont respawn afther an certain period of time or till an respawn or respawn statue use, it has chance on attack to apply bleed

wolf's hp: 50-70-90-110% of hunter's health

wolf's base attack speed: 1 attack each 2 seconds

wolf's physical attack: 40-60-80-100% of hunter's physical attack

wolf's physical/magical deffence: 20-30-40-50% of hunter's physical/magical deffence

wolf's chance to apply beed: 20-30-40-50% of hunter's critical chance

wolf's bleed duration:8 seconds

wolf's bleed damage: 5-7-9-11% of its attack

Respawn time: 120sec

 

Aimed shot

Active. The ranges focuses and shots an sure critical hit shot with inceased critical damage, with increased range

Skill energy use: 20-24-28-32energy

Range: 8 yards

Skill cast time: 5 secs| during the period the mage will use the energy required for the skill and any damage  gained will stop the cast

Critical damage  boost of the attack: 30-50-60-70%

  • Druid

Storm

Active. the druid will generate an storm wich will deal constant damage and thundertrikes random enemys in it, each 3 saps the enemy will be stunned

Skill energy use: 20-30-40-50 energy

Cast range: 5 yards

Skill cooldown: 40 secs

Skill duration: 10-15-20-25 seconds

Skill area of effect: 5x5 (square)

Skill base damage (rain): 20

Skill damage from character level (rain): 2 each level

Skill damage (rain): 3-5-7-9% of druid's magical attack

Rain damage rate: 1 tick  each sec

Skill base damage (thunder): 50

Skill damage from character level (thunder): 5 each level

Skill damage (thunder): 10-15-20-25% of druid's magical attack

thunder attack rate: 1 time each 5 seconds

Sap duration: 20-30-40-50 secs

Stun duration: 2-3-4-5 seconds

  • Warden

Bastion

Active with energy overtime. The warden gain incredible resistance, buts its attack power its higly reduced and its stuck in place

Skill activation cost: 20-30-40-50 enegy

Skill energy cost overtime: 0 energy

Skill physical and magical deffence increase: 50-70-90-110%

Skill block incease: 4-6-8-10%

Skill parry incease: 4-6-8-10%

Skill attack decrease: 20-30-40-50%

Skill attack speed decrease: 20-30-40-50%

Skill critical hit decrease: 5-7-9-11%

 

Death immunity

Passive. Each period of time the warden can use all his energies and ignore death, but it wont regenerate energy for some time too

Skill cooldown:120 secs

Skill energy use: 100% of left energy

Skill health recovery: 20-30-40-50%

Energy regen block: 10-8-6-4 secs

 

*thanks to aarontitan (us-saffire) for helping me make these skills a bit more balanced

 

Edited by lore
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Completely agree, more expert skills means more variety, and more variety means more freedom. The higher the degree of freedom in a game, the better the game is.

These skills are very thoroughly created, with great power balance. In my opinion, Warspear would become much better if these skills - or at least similar ones - are introduced. 👍

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You bring up some really cool and interesting ideas.

I really like these two concepts in particular and hope to see them in some form in the game:

- Giving a secondary meaning/importance to previously existing stats like rage in 'Unstoppable Rage' (However I don't like that it would block damage, but all other bonuses are actually nice) or parry in 'Blade Protection' 

- Skills with loading time: Very good idea, even if the skill can be a bit too powerful. As long as there is some penalty like using up 100% of the energy and maybe immobilization, the inability to use skills during loading, or to be interrupted when getting stunned/controlled (but not receiving damage, because then it would be very easy to interrupt).

 

 

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I recommend seeker to have a defense skill since Harad Shield is not very useful for protection at higher level. In addition, they are light armor user. I recommend dodge skill for them. They're the only class with light armor without an evasive skill. Seekers have enough damage skills and the ability to stack insane damage. It's time for them to have another survivability skill.

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25% dmg, 50% def, 20% speed and movement speed as a cherry on top sounds just a bit busted. Also throwing 5 fire balls at once seems overkill. Other than that and charmers spawning even more minions to missclick on, theres some rly good ideas there.

Would like to see some offensive buffs to necro and priest also. Nothing huge, they're support classes after all, but some small buff to give them a chance to fight back in pvp situations.

 

 

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2 minutes ago, vavavi said:

25% dmg, 50% def, 20% speed and movement speed as a cherry on top sounds just a bit busted. Also throwing 5 fire balls at once seems overkill. Other than that and charmers spawning even more minions to missclick on, theres some rly good ideas there.

Would like to see some offensive buffs to necro and priest also. Nothing huge, they're support classes after all, but some small buff to give them a chance to fight back in pvp situations.

 

 

Necro and priest need a passive skill

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On 3/19/2020 at 9:28 AM, Speedom said:

Necro and priest need a passive skill

i thinked n came out with these

necro

  • soul charge

passive. the necromancer will periodicaly or each time an nearby living thing dies gain a soul, the soul will boost the necromancer's "secret seal", "boneshield", "revive" and "dark power"

maximun stacks increase with skill level

maximun stocks: 3-4-5-6

recovery time of each stock: 20-17-15-12 seconds

range of soul gain: 3-4-5-6 yards

*the cast of secret seal will use one soul

boost of "secret seal": 10-15-20-25%

*the cast of boneshield will also use one soul

boost of "boneshield": 10-15-20-25%

*the cast of revive will use all souls, the boost depends on how many souls used

1. soul buff  | bonus health when revived (5-7-9-11sec duration): 5% of total hp each soul used, the hp increased will also be healed

2 souls buff | generated an shield around the revived ally (8 sec duration) : 5-10-15-20% of necromancer's magical attack for each soul used

3 souls buff | instantly recovers an part of the cooldown: 5% of total cd for each soul used

dark power (use all souls)

bonus atk strength buff for each soul used: 3%

basicaly, go to an war ground for be totaly op

priest

*this one is like the wd's death immunity but taken and considered in another way, its way stronger but with a longer cd and alsohas an higher support rate.

  • second wind

passive. when a nearby ally (or the priest's) hp goes into a critical level it will recover an huge amount of health n gain a strong shield. out of 100% crit chance for a short period of time

cooldown: 120 seconds

range: no range, just need a pt n be in same area

healing strength (from priest's magical attack): 150-170-210-230% of priest's magical attack

healing strength (from target's hp): 10-15-20-25% of total target's hp

shield duration: 10-15-20-25 secs

shield strength (from priest's hp): 20-30-40-50% of priest's total hp

shield strength (from target's hp): 40-60-80-100% of target's hp

100% crit buff duration: 2-3-4-5 secs (eugth to clear from anyone, resilience dosent apply any opposition to it)

 

yes its the "death immunity" but only looks better, an such energy use for a priest can be an true issue to himself, i also used the class "stats" wich indicates the maximun of support so here, the thing is that "death immunity" is on a already tough as hell tank wich at maximun can go in a cycle of immortality or with just the support of a druid for the energy during the block, recover half hp for a tank its a damn huge heal and garant a way longer party in the ground, yes the skill stats are better because of its application (on himslef) othercase it would be useless, and the priest needs its own op af skill like all classes

 

*important edit, the skills i suggested "second wind" and "death immunity" can be disabled and activated at command. once disabled the player will have to wait its cd time before active it again. 

On 3/19/2020 at 1:39 AM, Gladiator said:

However I don't like that it would block damage, but all other bonuses are actually nice

there was a typing mistake there (i fixed) wich it should mean an chance to gain "rage" active when blocking an attack, on the concept of an infinite rage coming from the barbarian (and make an full rage equipment an fun idea)

On 3/19/2020 at 1:39 AM, Gladiator said:

Skills with loading time: Very good idea, even if the skill can be a bit too powerful. As long as there is some penalty like using up 100% of the energy and maybe immobilization, the inability to use skills during loading, or to be interrupted when getting stunned/controlled (but not receiving damage, because then it would be very easy to interrupt).

i thinked of these trowbacks due the power of the skill it self (on my calculations up to 3.6k damage (no crit) by the mage's meteor) capable of terminate groups of players. but the thing of one damage and the charge is doomed now you can tell me seems too much easy to stop (not in a mass pve scenario).

On 3/19/2020 at 1:39 AM, Gladiator said:

I really like these two concepts in particular and hope to see them in some form in the game

i hope to see them too, mainly because them would cause an massive changes in the way we do pvp n pve at high lvl. and include new mehanics

On 3/19/2020 at 1:39 AM, Gladiator said:

parry in 'Blade Protection'

the dmg redu could be only up to 30% if its limited as parry and i didnt tought that can be bad, now that i see probaly is due the bladedancer's huge dmg, or you mean "parry combo" 's add of parry ranged attacks? wich would make it useless on casters

On 3/19/2020 at 1:50 AM, Speedom said:

I recommend seeker to have a defense skill since Harad Shield is not very useful for protection at higher level. In addition, they are light armor user. I recommend dodge skill for them. They're the only class with light armor without an evasive skill. Seekers have enough damage skills and the ability to stack insane damage. It's time for them to have another survivability skill.

attualy i have no idea of wich deffence skill can the seeker gain... wich can suit its class and what it is. i keep my concept of walking deathmacine kept up by cardboard paper, and also the seeker can try roam on "lifesteal" like the mage

On 3/19/2020 at 9:25 AM, vavavi said:

Also throwing 5 fire balls at once seems overkill.

yes it is, of both enemy hp and ur energy. but the 4sec cast time gives eugth time to block it

On 3/19/2020 at 9:25 AM, vavavi said:

25% dmg, 50% def, 20% speed and movement speed as a cherry on top sounds just a bit busted.

thats the reason of high energy use, maybe it needs to be a bit more higher

On 3/19/2020 at 9:25 AM, vavavi said:

Would like to see some offensive buffs to necro and priest also. Nothing huge, they're support classes after all, but some small buff to give them a chance to fight back in pvp situations.

no idea of these type of skills on necro and priest (well on necro there are the skeletons) maybe we can think of those together.

On 3/19/2020 at 9:25 AM, vavavi said:

charmers spawning even more minions to missclick on

one more minion, a tank now. so the charmer can be a tank class whiout being a "tank" and get able to be that support can can help to cover any missing class in there.

 

i hope some moderator sees this thread n shows it to the devs and i like that there are opinions on these skill ideas (more that mostly are positive), when i was thinking these skills i intentionaly made some skills for try "rebalance" the classes whiout taking out skill power wich means less power in pve. 

sorry if i took time to reply. now i go to toss a coin to the fountain and wich these skills comes out (that would be an fun mess at start).

i invite you all to suggest skills too so we have higher chance to have some new skill on the next updates since we do part of the dev's work and they should only pogram em instead of design them too

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  • 3 weeks later...
1 hour ago, Speedom said:

Look this topic is suggesting what skills. What's wrong with me throwing in ideas for mix style build. We don'thave enough skill slot to be spam damage that's gonna flush our mana that seekers have to deal with.

 

Why everytime people disagree with other's opinion the one who gave a suggestion feels like he's being attacked by an army? :tired2:

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2 hours ago, Higgings said:

 

Why everytime people disagree with other's opinion the one who gave a suggestion feels like he's being attacked by an army? :tired2:

Well you didn't actually agree nor disagree. You said seekers already have shield. I was saying we should get another survival skill for mix build. Not everyone want full attack build. Can't say I feel like I'm being "attacked," too old for that over a game lol. I'm throwing ideas for seekers get some versatility.

Edited by Speedom
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8 minutes ago, Speedom said:

Well you didn't actually agree nor disagree. You said seekers already have shield. I was saying we should get another survival skill for mix build. Not everyone want full attack build. Can't say I feel like I'm being "attacked," too old for that over a game lol. I'm throwing ideas for seekers get some versatility.

 

Not meaning my case directly nor your case. Was directed more in general. Just noticing this lately xd. 

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5 minutes ago, Speedom said:

Very well, are we gonna get new skill in the future?

 

That's supposed to be, but I'm not the right person for this kind of infos (mainly because I don't know such kind of infos either). 

 

I honestly believe that until June, the only thing we might see are weekly events every now and then. 

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