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Mage Guide


Vocational
Sekarang seperti yang kita semua tahu, vocationals mempengaruhi karakter kita dengan memberikan kita sifat yang berbeda tergantung pada jalan yang kita ambil. Saya akan mencoba menjelaskan secara mendalam berapa banyak vocationals ini dapat mempengaruhi karakter dan kerusakan mereka / output penyembuhan. Kebanyakan orang akan mengatakan Anda dapat mengabaikan kejuruan Anda. Hal ini berlaku sepanjang jalan Anda membuat untuk apa yang Anda kalah dengan keterampilan. Banyak jalan yang berbeda yang layak, tetapi ia datang sampai ke titik di mana yang paling layak dan pilihan terbaik, dan apa yang sesuai kebutuhan Anda yang terbaik.

Image

From the Taiwanese Luna Plus, the Cast Speed vocationals were changed to:
Cast Speed Reduction 1% -> 1%
Cast Speed Reduction 3% -> 1.5%
Cast Speed Reduction 6% -> 3%
Cast Speed Reduction 10% -> 5%
Cast Speed Reduction 15% -> 7.5%

I cannot confirm if this is correct, as under our vocationals in the skill list it still says 3% etc for our vocationals. BUT this does make sense, so it is probably accurate. In this guide I will use the original %'iles.


Wizard>
Benefits: The only way I couldnt recommend Wizard over Cleric is for maybe a FS who wants the mp % passive, otherwise always ALWAYS be a wizard for its lvl 1 matk and cast speed, which helps basically all mage classes.
1% Magical Attack | 1% Cast Speed

Elven Paths :

Cleric>Preist>Elemental Master>Cardinal
Benefits: With this build you will obviously be FS buffer/Healer. As cleric>preist you will get a much higher MP vocational since matk,mcrit, and casting fast isnt a staple target for full support characters, and higher MP will make Mana Aurora more effective. This build supports heavier healing, with some focus on helping with buffs for patkers and tanks, as well as high lvl shrewd for mages.
Negatives: Obviously, not much to work with on attacks.
1% matk | 3% cast | 10% mp

Cleric>Priest>Bishop>Rune Master
Benefits: With this path you can also be an awesome full support, especially for PVP. Heals from Bishop are nice, decent lvl HB, plus silence and the highest EM/RM patk buffs. I would suggest this path over EM>Card just because of silence.
Negatives: Again, no real attacks as you should be full support.
1% matk | 3% cast | 10% mp

Human Paths:

Wizard>Monk>Bishop>Grand Master
Benefits: This is a very good build for human nukers. Its not the highest attack power, nor the highest crit, however its got decent matk vocational, and the trade-offs for a lvl 3 Holy Barrier are minimal.
Negatives : The good ol' 1v1ing till 105 is a turn-off for this build. Its also got lower mcrit, matk, and cast than the "best" GM build.
10% matk| 3% mcrit | 3% cast speed

Wizard>Sorcerer>Inquirer>Grand Master
Benefits : This is the most often suggested path for Grand Master simply because the vocationals and skills all boost it's main focuses. Its got the highest magic critical, magical attack, and a decent cast speed vocationals. Nuke spells hit hard and critting often is always nice. Plus it gives you the most aoes of all the GM paths - HJ, blizzard, and fireblast are nice for lvling.
Negatives : Absolute lack of holy barrier makes this path somewhat bad in my opinion. If you can deal without it, then it is probably the best path. It has many aoes, but most of them are very slow cast times, so lvling might be a little bit hard. High SP costs make going nuker and lvling somewhat a hassle.
15% matk | 3% mcrit | 6% cast speed

Wizard>Priest>Inquirer>Grand Master
Benefits: This is a sort of jack of all trades class. It was my original class path during normal luna, and I still think its one of the best choices. With a low lvl holy barrier, you've at least got access to it which is nice, it also has decent vocationals, and the ever so useful holy justice plus high magical crit. The holy barrier is only 3 seconds, but can be raised to about 7 seconds, plus any holy barrier is better than none.
Negatives : Going priest is a trade-off of your 5% matk and 3% cast speed passive you would get from going Sorcerer. High SP costs make going nuker and lvling somewhat a hassle.
10% matk | 3% mcrit | 3% cast speed

Wizard>Sorcerer>Inquirer>Necromancer
Benefits : Necromancers get Vital Explosion which is very awesome its like a 2 or 3x more powerful fireblast. Necros get a nice amount of fast aoes, so they level pretty easily. They also get meteor as a nuke spell. High cast speed is always nice.
Negatives :Their main focus, Pdef, was absolutely slaughtered when plus was introduced. Their Pdef buffs are near useless now, they lost twinkle, LA expertise, and all of their 1v1 skills. I can't personally recommend going necromancer anymore.
6% matk | 1% MCrit | 10% Cast Speed

Wizard>Priest>Inquirer>Necromancer
Benefits : The path I used for a long time, its good at lvling with 2 fast non-target aoes and HJ, gets your crit and everything, plus a lvl 1 hb.
Negatives : Like above, the class was changed a lot, so now its all about vital explosion, most of necro's other skills are useless or bugged (Living Bomb).
3% matk | 1% Mcrit | 6% cast speed

Wizard>Monk>Bishop>Necromancer
Benefits: Lvl 3 HB, fast lvler, loss of HJ though. Vital should one shot most mob types (ant lizard fish at least) though. This path is essentially the same as priest>Inq, its just a tradeoff of 2 lvls of HB for Holy Justice and 5% crit. I recommend inquirer over this path since Shrewd used to be why you went bishop, but now its un-castable on yourself.
Negatives : No HJ which is a pretty decent setback, 5% less mcrit for 2 lvls of HB that you can probably make up w/ some wisdom equipments.
3% matk | 1% Mcrit | 6% cast speed

Wizard>Monk>Warlock>Cardinal
Benefits: With this build you set yourself up with crits early on, then get aoes, then get your support stuff. Cardinal can be used very well as a DPS with this build. High lvl holy barrier is a great plus. You can generally hybrid as DPS and support as cardinal.
Negatives : Hybrids are never as strong as effective as pure types. You won't be the best nuker, you wont be the best healer. This is a mix of the two.
6% matk | 3% MCrit | 3% Cast Speed

Both:

Wizard>Preist>Warlock>Soul Arbitor
Benefit : This is one of the better choices for an elf DPS. With this class you get some self-support, plus lvl 1 HB, decent AoEs from warlock, and nice 1v1s, and aoe stun from SA. You also get the highest crit buffs, good matk% skills, and the highest lvl of holy justice possible atm. Its a very amazing class for PVP because of all the powerful 1v1 moves, and mana burn, which steals MP.
Negatives: Its vocationals are a bit lacking. In pvp its more 1v1 focused, hard to handle groups of people as well as a pure nuker.
3% matk | 3% mcrit | 3% cast speed

Wizard>Sorcerer>Bishop>Soul Arbitor
Benefit :Basically a variation of the ever so popular Elf DPS build. This really maximizes your 1v1 attacks, and gives you lvl 3 Holy Barrier, instead of 1. This path gives you better passives then the one previously mentioned. (but at the cost of your nuke spell)
Negatives : You lack many good AoEs- with only Holy EarthQuake, and Holy Justice. You also have sorc AoEs but those are probably useless at 100+ mobs.
6% matk |1% MCrit | 10% Cast Speed

Wizard>Sorcerer>Bishop>Grand Master
Benefit: This is the best option if you are a elf and want to be a nuker. It provides you with a lvl 3 holy barrier, and a great vocational set to work with.
Negatives : Lack of critical is a bit bad - this path is probably more focused on elf characters, but is able to be used by either. Strongly advised to get a critical class if you are a human.
15% matk |1% MCrit | 10% Cast Speed

These path opinions should be taken lightly, as i have not tested all of these paths, but rather asked people their opinions on those paths.

For most DPS builds evening matk, mcrit, and cast speed is your main priority. FS'es should use MP % mostly because it help them survive more hits.

If you do not see your idea of a build here, post it and i will analyse it for you.

2.Stats: Here I'm going to mention the main stats on mages, some things have changed up a bit.

Intelligence: Intelligence still raises magical attack, and magical critical. Something I want to mention here is that as a DPS should go full intelligence upon level ups in my opinion. However, equipment is a completely different thing. For some reason Intelligence on equipments are something like 1/5th to 1/10th less affective. I recommend full wisdom on your equipment, but it is your choice.

Wisdom: Wisdom raises magical critical more than intelligence does, raises your mp max, and lengthens holy barrier time. This is the main stat that increases your Heal power. (Note, its about 5x more effective than Int on healing)

Vitality: Vitality raises HP which can be helpful, especially for soul arbitors since their HP modifier is very high. Pdef is pretty useless in my opinion, and you shouldnt be looking to raise your pdef w/ vitality as a mage.

3.Skills:
Now we are past the small but valuable vocationals, we can get into the skills that make mage paths differ. I want to point out these are the differences in certain paths, or skills that are important, not WHAT you should get. Obviously you are going to want your GM attacks and everything lol.

Cleric>Preist>Elemental Master>Cardinal - Full Support

Image Lvl 5 Blessed Heart +23% HP regen for 24.33 minutes.
Image Lvl 5 Might +20% patk for 24.33 minutes
Image Lvl 5 Sheild + 17% pdef for 24.33 minutes
Image Lvl 3 Pinpoint + 233 crit for 30 minutes
Image Lvl 3 Kiss of Death +16% Critical Damage for 30 minutes
Image Lvl 3 Clout + 21% Accuracy for 30 minutes
Image lvl 20 fast heal
Image lvl 5 Holy barrier 9.6 sec of invincibility (wisdom raises this length)
Image Lvl 20 Great Heal
Image lvl 6 Beholder
Image lvl 10 Shield of Justice 2.6 second aoe stun
Image lvl 10 Holy Taker 3k damage per second over 8 seconds (not affected by int or wisdom)

Cleric>Priest>Bishop>Rune Master - Full Support

Image Lvl 7 Blessed Heart +32% HP regen for 26.5 minutes.
Image Lvl 7 Might +24% patk for 26.5 minutes
Image Lvl 7 Sheild + 20% pdef for 26.5 minutes
Image Lvl 5 Pinpoint + 365 crit for 30 minutes
Image Lvl 5 Kiss of Death +20% Critical Damage for 30 minutes
Image Lvl 5 Clout + 35% Accuracy for 30 minutes
Image lvl 5 Silence Rune 58 seconds of Silence debuff (95% chance)
Image lvl 5 Heartbreak -100% pdef for 15 seconds
Image lvl 15 fast heal
Image lvl 3 Holy barrier - 7.5 sec of invincibility (wisdom raises this length)
Image Lvl 20 Great Heal
Image lvl 4 Beholder

Not a ton of difference between the two full support classes, I recommend Rune master over the cardinal build though.

Now onto the different trade-offs you get for your class choice as DPS.

Wizard>Monk>Bishop>Grand Master - DPS Nuker
Image lvl 3 Boost Spell +25% magical attack for 45 seconds (50 second cooldown)
Image lvl 10 Spell Craft +10% magical attack (Passive)
Image lvl 3 Holy Barrier - 7.5 sec of invincibility (wisdom raises this length)
Image lvl 3 Wizardry + 9% magical attack for 30 minutes
Image lvl 2 Twinkle Magic + 15% magical critical for 15 minutes
Image lvl 10 Blessing of Quickness + 12.5% Cast speed (Conditional to above 70% MP)
10% magical attack - Vocational
1% magicial critical - Vocational
3% cast speed - Vocational
5% cast speed - Race Passive
54% Magical Attack | 16% magical critical | 20.5% cast speed

Little bit lower power, crit, and cast speed, for the trade-off of a lvl 3 holy barrier. You also sacrifice Holy Justice, sadly.

Wizard>Sorcerer>Bishop>Grand Master - DPS Nuker
Image lvl 3 Boost Spell +25% magical attack for 45 seconds (50 second cooldown)
Image lvl 10 Spell Craft +10% magical attack (Passive)
Image lvl 3 Holy Barrier - 7.5 sec of invincibility (wisdom raises this length)
Image lvl 3 Wizardry + 9% magical attack for 30 minutes
Image lvl 10 Blessing of Quickness + 12.5% Cast speed (Conditional to above 70% MP)
15% magical attack - Vocational
1% magical critical - Vocational
6% cast speed - Vocational
5% cast speed - Race Buff (Only Human)
59% magical attack | 1% magical critical | 18.5% (23.5%) cast speed

Not race specific, however; absolutely no critical buffs, this is more for elf dps builds that just DON'T want to go soul arbitor.

Wizard>Sorcerer>Inquirer>Grand Master - DPS Nuker
Image lvl 3 Boost Spell +25% magical attack for 45 seconds (50 second cooldown)
Image lvl 10 Spell Craft +10% magical attack (Passive)
Image lvl 10 Blessing of Quickness + 12.5% Cast speed (Conditional to above 70% MP)
Image lvl 10 Holy Justice - Fastest aoe
Image lvl 2 Concentration +12% magical attack for 15 minutes
Image lvl 5 Twinkle Magic 20.1% magical critical for 15 minutes
15% magical attack - Vocational
3% magical critical - Vocational
6% cast speed - Vocational
5% cast speed - Race buff
62% magical attack | 23.1% magical critical | 23.5% cast speed

Highest possible magical attack, critical, and cast speed as a GM. No Holy Barrier though. Also you get Holy justice.

Wizard>Priest>Inquirer>Grand Master - DPS Nuker
Image lvl 3 Boost Spell +25% magical attack for 45 seconds (50 second cooldown)
Image lvl 10 Spell Craft +10% magical attack (Passive)
Image lvl 10 Blessing of Quickness + 12.5% Cast speed (Conditional to above 70% MP)
Image lvl 10 Holy Justice - Fastest aoe
Image lvl 2 Concentration +12% magical attack for 15 minutes
Image lvl 5 Twinkle Magic 20.1% magical critical for 15 minutes
Image lvl 1 Wizardry + 3% magical attack for 30 minutes
Image lvl Holy Barrier - 3.2 sec of invincibility (wisdom raises this length)
10% magical attack - Vocational
3% magicial critical - Vocational
3% cast speed - Vocational
5% cast speed - Race Passive
60% magical attack | 23.1% magical critical | 20.5% cast speed

Down the middle of all of the above paths. Decently high matk, crit, and cast speed, but with only a lvl 1 holy barrier. Also you get Holy justice.

Wizard>Sorcerer>Inquirer>Necromancer - Super solo lvler
Image Lvl 10 Vital Explosion - Fast nontarget aoe very good dmg
Image Lvl 20 Fireblast - fast nontarget aoe, decent dmg (high sp cost)
Image Lvl 5 twinkle magic - 20.1% mcrit for 30 mins
Image Lvl 2 Concentration +12% matk for 15 mins
Image Lvl 10 Holy Justice - Fast target aoe good dmg
Image lvl 10 Blessing of Quickness + 12.5% Cast speed (Conditional to above 70% MP)
6% Matk - Vocational
1% mcrit - Vocational
10% cast speed - Vocational
5% cast speed - Race Passive
18% Magical Attack | 21.1% Mcrit | 27.5% cast speed

Very good for lvling. PVP it can be decent since it has Meteor and good cast passives.

Wizard>Preist>Warlock>Soul Arbitor
Image lvl 10 Holy Earthquake 3.3 sec 95% chance stun aoe
Image lvl 4 Concentration +18% magical attack for 15 minutes
Image lvl 5 Spell craft + 5% magical attack (Passive)
Image lvl 8 Twinkle Magic + 25.3% magical critical for 15 minutes
Image lvl 1 Wizardry +3% magical attack for 30 minutes
Image lvl 10 Blessing of Quickness + 12.5% Cast speed (Conditional to above 70% MP)
Image lvl 1 Holy Barrier - 3.2 sec of invincibility (wisdom raises this length)
Image lvl 5 Mana Burn - 100% mp steal 1v1 attack
3% magical attack - Vocational
3% magical critical - Vocational
3% cast speed - Vocational
5% cast speed - Race Passive (Human Only)
29% magical attack | 28.3% magical critical | 15.5%(20.5%) cast speed
High critical, decent magic attack considering 25% of GM's magical attack is a 1 minute buff. Stun aoe is nice, good 1v1s, lvl 20 Holy Justice, Mana burn is amazing for pvp. You also have meteor from Warlock, and a decent cast time. Lvl 1 HB helps

Wizard>Sorcerer>Bishop>Soul Arbitor
Image lvl 10 Holy Earthquake 3.3 sec 95% chance stun aoe
Image lvl 4 Concentration +18% magical attack for 15 minutes
Image lvl 8 Twinkle Magic + 25.3% magical critical for 15 minutes
Image lvl 3 Wizardry +9% magical attack for 30 minutes
Image lvl 10 Blessing of Quickness + 12.5% Cast speed (Conditional to above 70% MP)
Image lvl 3 Holy Barrier - 7.5 sec of invincibility (wisdom raises this length)
Image lvl 5 Mana Burn - 100% mp steal 1v1 attack
6% magical attack - Vocational
1% magical critical - Vocational
10% cast speed - Vocational
5% cast speed - Race Buff (Human Only)
33% magical attack | 26.3% magical critical | 22.5%(27.5%)cast speed
Fastest cast speed path shown here for humans. Higher magical attack then the previous class, but loss of aoes aside from HJ and HE (except sorc aoes, which are probably ineffective at this level). Level 3 HB with this build.

4.PvP
In PVP you know mages are generally well rounded. They are, however, squishy - so if you have a 13 or 20 second cast time you're just not going to live even 1v1 without some tricks. The good thing about mages is you can well-round off your crit, matk, and cast speed without sacrificing too much of the other, due to mage builds more or less cross classing. Lets go over some of the various PVP types

Duel Box
Masters of Duel

When a mage uses Holy Barrier in a duel most people consider it cheating because it more or less means you auto win. The only case I can think of that you wouldnt win is if your opponent has a longer holy barrier. Many mages will opt to just not use a holy barrier because it is so cheap in duel boxes. As for fast attacks, most mages have Holy Justice somewhere in their builds, which is a .8 second cast spell, which basically reduces duel boxes to human error. Lightning stun is another fast spell at 1.2 seconds that could be a nice start off. One of my favorite things to do in duel boxes is apply Mana Aurora, when the duel starts cast TearJerker (This is a sleep spell 100% successful for 12-20 seconds, and turns AoE at lvl 6.) and then meteor them. Even with terrible Matk you should one shot nearly anyone with them sleeping through the whole cast.

Vs. Rogues
Magical attacks arent affected by evasion, so you can laugh as you slaughter evasion rogues. The only thing you need to watch out for is stealth, but since most paths cross class you might have beholder to counter it anyways. Some higher lvl rogues you'd basically just use non target aoes and pray. Or Mana Aurora it up and you shouldnt die hopefully before you can hit them.

Vs. Fighters
Well you could come up on a tank that has a lot of defence, hp, and bubbles, might live through an HJ or more, and might be able to kill you in 1-3 shots. I've seen it before. But I dont think many people can live through the meteor tip I suggested earlier, but Tearjerker has a somewhat slow cast, so for DPS it might be best to focus on Holy Justice or another fast spell. DPS classes usually have less HP so they should die easily.

Duel boxes for most mages become very boring with all the ways you can win pretty easily, so lets move onto the real mans PVP - Castle Siege.

Castle Siege

A mages role in castle siege is almost always A) support - heals and buffing, or B) nuking like no tomorrow. One thing about castle siege is that specialized classes are always going to win out over rounded classes - in this type of PVP you need to rely on every person to do their part, as you cant be an amazing healer while nuking. Here are some general items recommended for use in castle siege:

  • Elven Circlet - This adds 1 to your Holy Barrier spell, and has a different cooldown time if used w/ another holy barrier.
  • Titanic Helm - This reflects 100% close range physical attack damage.
  • Kynee - Gives you stealth.
  • New Year Soup - +100% Hp/Mp for 10 minutes.
  • TearJerker - This is a 1v1 100% chance sleep that turns into an AoE sleep at lvl 6+. It also disrupts casts, so if you are dueling a mage that is casting a long spell use this to stop it. Note - This does not pull you out of stealth.

Full Support
Full support's role is rather obvious. You keep up your ally's buffs, if they start going out you need to be watching them - somethings blinking on the buff bar you should be aware of what that is. You should always be watching the party menu, keeping up hp, transfering mana if available, always beholdering, and if Rune Master, throwing out some silences. I recommend a full support bring a Kynee if available, and always try to stay out of the fray. If an aoe makes you noticeable back up and re-stealth if you've the time for it (dont risk your party's life by not healing if you cant back up for a second.) You should try to use your Holy Barriers on people that are targeted and losing HP fast. Obviously Mana Aurora and new years soups are your best friend in surviving.

Nukers
As a nuker your main role is to hit as many people as possible with your highest hitting spells obviously. The most effective way to do this is to again, open with a Kynee if available, cast your nuke, holy barrier (if you can) to prevent you being stunned or anything during your next cast, doing another nuke, rinse repeat. Theres not too much you can do if you're silenced except rely on your team and try to back up and wait it out. The most effective thing you can do as a nuker is to learn to utilize HB management, starting off with stealth nukes, and of course reducing cast time. Cast time is important because many classes have disrupting spells and thats bad news for you. Even if you have to wait on your cooldown, cast is a very nice to thing to have. Obviously Mana Aurora and new years soups are your best friend in surviving.

5. Casting Time

Casting Speed has changed a lot from normal Luna to Luna Plus. Now the %iles are a direct formula, so 80% cast meteor 13.4 x .8 = 2.68 second meteors. This is very good for high cast time casts, not as useful for faster skills though. Let me go into a bit more depth.

...But how do I get it?
There are various ways to get Cast Speed, but yes, it is one of the harder things to raise stats wise. You can get CS from buffs, Equipments, and as of the moment, one perm.

Helms -
Location Hat - 4% cast speed (This item may not exist in our version atm, I'm not sure. The ones in old luna crashed the server and were deleted)
Tarintus Helm - 15% cast speed (Set effect w/ Robe and Necklace)

Robes -
Tarintus Robe - 15% cast speed (Set Effect w/ Helm and Necklace)
Robe of the Light - 6% cast speed (Set effect w/ boots and gloves)

Necklaces -
Tarintus Necklace - 15% cast speed (Set Effect w/ Robe and Helm)
Legend: Farouk's Crystal Ball - 15% cast speed

Boots -
Shoes of the Light - 6% cast speed (Set effect w/ Robe and Gloves)

Gloves -
Gloves of the Light - 6% cast speed (set effect w/ robes and boots)

Weapons -
1h wands - Most one handed rare wands have 5% cast speed on them, the only exception I know of is Medusa Staff which is 10% cast.
2h Staffs - 10% until 115+ then turns into 15% cast speed.

Perm outfit -
Devil Child - 10% cast speed

Buff -
Shrewd Spell - Cannot cast on self. Lvl 5 shrewd gives 30% cast speed (at lvl 115 you can max it as cardinal)
Blessing of Quickness - Tier 5s get 12.3% cast speed

You may have added that all up and got over 100% cast speed, however; most of these items dont give what they say. For some reason 15% things only give 12%, 10% things only give 8%, and 6% gives 4.5%.., I assume this is to make sure players cannot hit 100% so easily.

So now that you know how to get Cast Speed, what does that mean?

Well, simply put its a direct multiplier, lets go over some examples.
Greater Thunder - This is the hardest hitting GM spell, but.. holy crap, cast time of 20 seconds how could that ever be good?! Say you can only get -50% cast speed, thats still a 10 second cast time for GT.. But then you look at getting -85% cast speed

GT - 20 seconds x .85% cast = 17 Meaning, 3 second greater thunders. Thats much better, right?

How does cast affect slower spells? Lets go down the line of cast times then.

Meteor/Tornado Uppercut - 13.4 seconds x .50% cast = 6.7 - still pretty long.
13.4 x .85% cast = 11.39, or 2.01 seconds. Not as affective, but who's gonna argue with 2 second meteors/TUs?

Chilling Death - 4.6 seconds x .50% = 2.3 seconds
4.6 x .85 = 3.91, or .69 second cast. Well this is getting awesome, now isnt it?

Holy Justice - .8 second cast x .50% = .4 seconds
.8 second cast x .85% = .68, or .12 second cast. Now we're getting into tenths of seconds here, so you're definitely looking at human error as the only factor at this point.

Wait.. does this mean that I could get 100% cast speed and have instant cast EVERYTHING? Yup, at least thats the theory. Reaching 100% cast isn't achievable atm; however, at 145 jobs I think it might happen.

Note:
Cast animations will still be necessary. Even with 100%+ cast speed you will not have instantaneous attacks. I believe this is how Attack Speed works on phsyical attacks too.

Ending Notes - Thanks to Ante/Mazrim/whatever he names himself nowadays. The layout was ripped from him cause I was too lazy to create my own and his was pretty ;3 Let me know if you want to see an extra section or something in here as well, or go more in-depth on something.

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