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Subjob Guide for NinjasFollow

#1 Oct 20 2004 at 12:16 PM Rating: Good
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The point of this guide is basically to answer the questions of those who are wondering what the best possible job combination fits the Ninja class best and also to look at why some of the other classes don't complement ninja too well.


Note: The classes are listed in alphabetical order. The first batches of jobs are the standard jobs the second one is for advanced jobs. The level numbers listed are for the level at which you would get to use that ability/spell while subbing that particular job. I don't mention pulling because "ANY" job that is labeled as a damage dealer and has a ranged weapon can pull, I will not discuss the effectiveness of pulling by a certain combination of Nin/??? as a good "Choice" for a party setup. I left out summoner because I'm **** tired >_<! Been working on this for almost a week now, and I wanted to put it up as soon as possible.

Disclaimer: While this is all mostly information, the three extra sections (Advantages, Disadvantages and In the end) are strictly my personal opinions and by no means are they set rules for each subjob, just observations from my point of view and experiences. If there is anything that you feel needs to be changed, please let me know.



Standard Jobs


Black Mage

Active Abilities:

Elemental Seal -Level 30

Passive Abilities:

Magic Attack Power Up 1 -Level 20
Clear mind -Level 30
Clear mind II -Level 60
Magic Attack Power up 2 -Level 60

List of spells:

Stone - Level 2
Poison - Level 6
Blind - Level 8
Water I - Level 10
Bind - Level 14
Aero - Level 18
Bio I - Level 20
Blaze Spikes - Level 20
Drain - Level 24
Fire I - Level 26
Stonega I - Level 30
Shock - Level 32
Blizzard I - Level 34
Warp - Level 34
Rasp - Level 36
Waterga I - Level 38
Ice Spikes - Level 40
Sleep - Level 40
Choke - Level 40
Thunder I - Level 42
Frost - Level 44
Aeroga I - Level 46
Poisonga - Level 48
Burn - Level 48
Tractor - Level 50
Aspir - Level 50
Stone II - Level 52
Drown - Level 54
Firaga I - Level 56
Escape - Level 58
Water II - Level 60
Shock Spikes - Level 60
Sleepga - Level 62
Blizzaga I - Level 64
Aero II - Level 68
Bio II - Level 70
Thundaga - Level 72



Advantages:

The noticeable spells that you could use when subbing black mage would be bind, for soling drain for HP recovery also for soloing, warp, sleep in case you run into trouble in a solo
fight, and escape.

Disadvantages:

As with all subjobs, all your abilities and spells will be considerably weaker as a sub than it would be as a main job. Therefore, you won't really get good use of the abilities in
battle.

In the end:

NIN using +INT equipment, +Magic ATTK UP, Elemental staves, and resides entirely on your Elemental: Ni Nijutsu (So you must be level 40+ to do this, preferrably 51). Although some look at this with sheer skeptibility, it has been a least chosen build but it is possible. In terms of cost, equipment costs will generally be very high (for the +1 staves), but you are only residing on ninja tools at this point and I would believe it is not as expensive as a NIN/RNG at the same level. You could be doing enough damage that you would end up being the tank, which is preferred.





Monk


Active Abilities:

Boost -Level 10
Dodge -Level 30
Concentrate -Level 50
Chakara -Level 60

Passive Abilities:

Martial Arts I -Level 2
Counter -Level 20
HP Max Up -Level 30
Martial Arts II -Level 50
HP Max Up II -Level 70



Advantages:

Boost is nice, same as dodge and concentrate, chakara is good to have when farming, but other than that there isn't much to rave about. The passive abilities are pretty much useless, the martial arts and counter are not going to be used much, because you should be using Katanas, but in the event that you were using Hand 2 Hand combat (you shouldn't) then it would help, though not a lot.


Disadvantages:

The abilities aren't good enough to hold up in a party situation. They don't contribute to damage output, only to Max HP increase, which does help in a way, to live a few extra hits,
but that isn't too helpful.



In the end:

This can be used for goofing around, for fun, for farming, but I'd rather sub thf for farming than mnk. Maybe if a particular solo mob is giving you problems and you can't beat it with whm, might be worth a shot.




Red Mage


Passive Abilities:

Resist Petrify -Level 20
Fast Cast -Level 30
Magic Attack Up I -Level 40
Magic Defense Up I -Level 50
Resist Petrify II -Level 60
Clear Mind -Level 62
Fast Cast II -Level 70

List of spells:

Dia I - Level 2
Cure I - Level 6
Stone I - Level 8
Barstone - Level 10
Poison - Level 10
Paralyze - Level 12
Protect I - Level 14
Barsleep - Level 14
Blind - Level 16
Barwater - Level 18
Water I - Level 18
Bio I - Level 20
Barpoison - Level 20
Bind - Level 22
Barparalyze - Level 24
Aquaveil - Level 24
Slow - Level 26
Baraero - Level 26
Cure II - Level 28
Aero - Level 28
Deodorize - Level 30
Diaga I - Level 30
Enthunder - Level 32
Barfire - Level 34
Shell - Level 34
Barblind - Level 36
Silence - Level 36
Enstone - Level 36
Fire I - Level 38
Sneak - Level 40
Blaze Spikes - Level 40
Enaero - Level 40
Regen I - Level 42
Barblizzard - Level 42
Gravity - Level 42
Enblizzard - Level 44
Blink - Level 46
Barsilence - Level 46
Enfire - Level 48
Blizzard I - Level 48
Barthunder - Level 50
Sleep - Level 50
Invisible - Level 50
Cure III - Level 52
Enwater - Level 54
Protect II - Level 54
Thunder I - Level 58
Dia II - Level 62
Dispel - Level 64
Phalanx - Level 66
Stoneskin - Level 68
Stone II - Level 70
Bio II - Level 72
Shell II - Level 74



Advantages:

You have many useful enhancing spells, cures, buffs, stoneskin, a few nukes and some enfeebling spells, which can be useful.

Disadvantages:

The power of the spells will be really weak, the enfeebles that you receive won't stick as well as the ones you already have Via Ninjutsu, so you're better off using that unless you want to save on tools a bit, but Ninjutsu would be more effective IMO. The mana pool will be an issue, however, that can be fixed with dual Astral rings.

In the end:

Good for soloing, maybe for having a little fun, but it just doesn't seem to benefit as well as other subjobs in a party. The power of the enfeebles, nukes and heals won't make up
as well as a main Red mage. As far as damage via En spells, they won't help as much to deal damage, very gimped in my opinion.




Thief


Active Abilities:

Steal -Level 10
Sneak Attack -Level 30
Flee Thief -Level 50
Trick Attack -Level 60
Mug Thief -Level 70

Passive Abilities:

Gil Steal -Level 10
Physical Evasion Up I -Level 20
Treasure Hunter I -Level 30
Resist Gravity -Level 40
Physical Evasion UP II -Level 60



Advantages:

Treasure hunter I is one of the reasons why this class is good as a subjob, 2 evasion bonuses, gil steal is ok, just adds more gil than you would normally get from mobs that drop gil. Sneak and trick attack are nice to have.

Disadvantages:

Since it's a sub, Sneak attack and Trick attack's power is gimped. Sneak attack will only grant you a guaranteed critical attack, not the massive added damage you would do if thief was a main job. Trick attack won't add any more damage either. Definitely not as beneficial in a party setup as other subjobs.

In the end:

The best use for this sub is farming.




Warrior


Active Abilities:

Provoke -Level 10
Berserk -Level 30
Defender -Level 50
War Cry -Level 70

Passive Abilities:

Physical Defense Up -Level 20
Resist Virus -Level 30
Double Attack -Level 50
Physical Attack Up -Level 60



Advantages:

Every single ability allows you to be a multitasker, it lets you act as a damage dealer with all the Attack ups, berserk and warcry add more onto your total damage output, and with
the proper gear you can be a great damage dealer. Provoke allows you to tank and combined with the damage you will do you can compensate for hate generation.

Disadvantages:

None in my opinion. This subjob gives a well rounded set of abilities.

In the end:

It's the most useful subjob for parties, or any other activities in which you'd need to be 100% useful, such as Limits, Key hunting, Missions, etc. It brings a lot of good attack bonuses, double attack, provoke, berserk, all good for damage and in the end, hate generation, which equals the best combination for ninja tanking.




White Mage


Active Abilities:

Divine Seal -Level 30

Passive Abilities:

Magic Defense Up I -Level 20
Clear Mind -Level 40
Regeneration -Level 50
Magic Defense Up II -Level 60
Clear Mind II -Level 70

List of spells:

Cure I - Level 2
Dia I - Level 6
Paralyze - Level 8
Barstonra - Level 10
Banish I - Level 10
Poisona - Level 12
Barsleepra - Level 14
Protect I - Level 14
Protectra I - Level 14
Barwatera - Level 18
Paralyna - Level 18
Aquaveil - Level 20
Barpoisonra - Level 20
Cure II - Level 22
Barparalyzra - Level 24
Baraera - Level 26
Slow - Level 26
Blindna - Level 28
Silence - Level 30
Banishga I - Level 30
Deodorize - Level 30
Curaga - Level 32
Shell - Level 34
Barfira - Level 34
Shellra I - Level 34
Barblindra - Level 36
Diaga I - Level 36
Silena - Level 38
Blink - Level 38
Sneak - Level 40
Barblizzara - Level 42
Cure III - Level 42
Regen I - Level 42
Barsilencera - Level 46
Invisible - Level 50
Barthundra - Level 50
Raise I - Level 50
Protect II - Level 54
Protectra II - Level 54
Stoneskin - Level 56
Cursna - Level 58
Banish II - Level 60
Curaga II - Level 62
Erase - Level 64
Reraise - Level 66
Viruna - Level 68
Teleport-Mea - Level 72
Teleport-Dem - Level 72
Teleport-Holla - Level 72
Dia II - Level 72
Shellra II - Level 74
Shell II - Level 74



Advantages:

Many levels of healing spells, buffs and some enfeebles. Raise is nice to have for when someone around you needs raise and reraise can be helpful in case of extreme situations.

Disadvantages:

It would be a waste to use this as a sub in a party setup. There aren't many disadvantages to subbing white mage, but if used in a party, chances are a real white mage will do a better job.

In the end:

Greatest combo for soloing and Powerleveling, if you're into that, because you can help heal and at the same time fight links or aggros for your buddies.


Advanced Jobs


Bard


Passive Abilities:

Resist Silence I - Level 10
Resist Silence II - Level 50

List of Songs:

Knight's Minne I - Level 2
Valor Minuet - Level 6
Army's Paeon I - Level 10
Foe Requiem - Level 14
Herb Pastoral - Level 18
Light Threnody - Level 20
Sword Madrigal - Level 22
Dark Threnody - Level 24
Sheepfoe Mambo - Level 26
Earth Threnody - Level 28
Army's Paeon II - Level 30
Foe Lullaby - Level 32
Water Threnody - Level 32
Foe Requiem II - Level 34
Wind Threnody - Level 36
Scop's Operetta - Level 38
Fire Threnody - Level 40
Knight's Minne II - Level 42
Enchanting Etude - Level 44
Ice Threnody - Level 44
Valor Minuet II - Level 46
Spirited Etude - Level 48
Lightning Threnody - Level 48
Mage's Ballad - Level 50
Learned Etude - Level 52
Horde Lullaby - Level 54
Quick Etude - Level 56
Advancing March - Level 58
Vivacious Etude - Level 60
Hunter's Prelude - Level 62
Dextrous Etude - Level 64
Magic Finale - Level 66
Fowl Aubade - Level 66
Sinewy Etude - Level 68
Army's Paeon III - Level 70
Light Carol - Level 72
Foe Requiem III - Level 74



Advantages:

A lot of songs that can help out with soloing. Good buffs that you can sing to yourself and the ability to gather with other bards and have a Nice bard concert in your town of choice.

Disadvantages:

The abilities don't really compliment ninja as well as others, wether you are soloing or in a party.

In the end:

Good for fun, soloing, or throwing a concert in town.




Beastmaster


Active Abilities:

Charm -Level 2
Fight -Level 2
Wide Scan -Level 2
Gauge -Level 20
Heel -Level 20
Reward -Level 24
Stay -Level 30
Call Beast -Level 36
Sic -Level 50
Tame -Level 60
Leave -Level 70


Passive Abilities:

Vermin Killer -Level 20
Resist Slow I -Level 30
Bird Killer -Level 40
Amorph Killer -Level 60
Resist Slow II -Level 70



Advantages:

Wide scan and the ability to charm pets, playing around with them.


Disadvantages:

Since this is a sub, the charm ability won't work to its full potential, which basically means that you can't charm mobs that would be helpful to you. You'll have a hard time just trying to get an easy prey.

In the end:

Use it to break the mold, experimentation, for fun, for solo, though a healing job might do better.




Dark Knight


Active Abilities:

Arcane Circle -Level 10
Last Resort -Level 30
Weapon Bash -Level 40
Soul Eater -Level 60

Passive Abilities:

Physical Attack Up I -Level 20
Resist Paralysis I -Level 40
Arcana Killer -Level 50
Physical Attack Up II -Level 60

List of spells:

Stone - Level 10
Poison - Level 12
Drain - Level 20
Water I - Level 22
Bio I - Level 30
Aero - Level 34
Bind - Level 40
Aspir - Level 40
Fire I - Level 36
Poisonga - Level 52
Blizzard I - Level 58
Sleep - Level 60
Absorb-MND - Level 62
Tractor - Level 64
Absorb-CHR - Level 66
Absorb-Vit - Level 70
Thunder I - Level 70
Stun - Level 74
Absorb-AGI - Level 74



Advantages:

Nice physical attack powerups, ability to use black mage spells, which can come in very handy, and some nice active abilities.

Disadvantages:

Unfortunately the black mage spells are very weak and spells like bind or sleep are not likely to stick on a tough mob, much less on an IT mob. The elemental spells won't do enough damage and the mana pool will be very very small.

In the end:

Might be worth a try for soloing, experimenting, for fun, maybe if you want to try your hand at damage dealing when helping someone do an easy mission or quest. Never in a party though.




Dragoon


Active Abilities:

Ancient Circle -Level 10
Jump -Level 20
Spirit Link -Level 50
High Jump -Level 70


Passive Abilities:
Attack Bonus -Level 20
Dragon Killer -Level 50
Accuracy Bonus -Level 60



Advantages:

The jump abilities, the attack bonus and the Accuracy bonuses are very nice.


Disadvantages:

Since the ability that allows you to have a Wyvern is the Dragoon 2 hour, you won't be able to have one if you sub dragoon, which is kind of redundant. There aren't enough
bonuses when compared to other classes.

In the end:

Good for Experimenting, for fun, maybe if you want to try your hand at damage dealing when helping someone do an easy mission or quest. Never in a party though.




Paladin


Active Abilities:

Holy Circle -Level 5
Shield Bash -Level 15
Sentinel -Level 30
Cover -Level 35

Passive Abilities:

Undead Killer -Level 10
Physical Defense Up I -Level 20
Resist Sleep I -Level 40
Physical Defense Up II -Level 60

List of spells:

Cure I - Level 10
Banish I - Level 14
Protect I - Level 20
Cure II - Level 34
Shell - Level 40
Protect II - Level 60
Cure III - Level 60
Banish II - Level 68
Flash - Level 74



Advantages:

Nice physical defense bonuses, some white mage spells which can come in handy.


Disadvantages:

Not enough spells when compared to white mage, the potency of such spells will also be weak and the level requirement to use some of them is just too high.


In the end:

You can try this out for fun, but it wouldn't be very helpful at all. Not enough healing spells, and not enough ways to deal damage, and as we all know, Paladins aren't known for their damage dealing capabilities.




Ranger


Active Abilities:

Sharp Shooter -Level 2
Wide Scan -Level 2
Scavenger -Level 20
Camouflage -Level 40
Barrage -Level 60

Passive Abilities:

Precaution -Level 10
Accuracy Up I -Level 20
Rapid Shot -Level 30
Resist Poison I -Level 40
Accuracy Up II -Level 60



Advantages:

Very nice accuracy bonuses, Rapid shot is very nice as well, and barrage... need I say more. These accuracy bonuses can be helpful to use when throwing shurikens, which as we all know, it's the best way to deal damage for a Ninja.

Disadvantages:

Would be nice to have attack bonuses and maybe an extra accuracy bonus, but all around it's really helpful for dealing damage via Shurikens. Lots of money spent on Shurikens.


In the end:

Can be used in party situations, labeled as a Damage Dealer. The accuracy bonuses are great, and when paired with a heavy gear setup on all accuracy damage and ranged accuracy, you have a killer combination for a damage dealer. The downside is the insane-o amounts of gil you're going to be tossing via shurikens, and I can guarantee a tear will roll down your eye every time a shuriken misses.




Samurai


Active Abilities:

Demon Circle -Level 10
Third Eye -Level 30
Meditate -Level 60

Passive Abilities:

Resist Blind -Level 10
Store TP -Level 20



Advantages:

Store TP is great for getting a bit of extra TP, and you will be gaining TP quickly naturally due to double wield. Meditate is also good.

Disadvantages:

The abilities gained here, though good in their own right, just don't compliment ninja as well as others. The TP is certainly the nice part about subbing samurai, but meditate comes in at lvl 60, that's a long time to wait. Additionally, there are no attack or accuracy bonuses, so it's not as good as other jobs. If the intention is to deal damage with this class you’d need to use Great katanas, which puts the Double wield ability to waste.


In the end:

The abilities gained here, though good in their own right, just don't compliment ninja as well as others. The TP is certainly the nice part about subbing samurai, but meditate comes in at lvl 60, that's a long time to wait. Additionally, there are no attack or accuracy bonuses, so it's not as good as other jobs. If the intention is to deal damage with this class you’d need to use Great katanas, which puts the Double wield ability to waste.





I hope this guide is helpful to all those who are looking for a good look at all the jobs that you can use to sub for ninja. It's better to have them all in one place so you don't have to have 20 windows open, and I did all the math to know at what level you'd be using each ability or spell when subbed for ninja. Enjoy.



Credits:
To all the ninjas on the Ninja forum.
To Allakhazam for all the info on the jobs.
To gaidensensei for the info on the Nin/blm combo and to everyone who added insights on the subject under the Nin/blm thread. Here's a link to it.


Edited, Wed Oct 20 13:34:56 2004 by deadlyscorpionx

Edited, Wed Oct 20 13:35:46 2004 by deadlyscorpionx
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Deadlyscorpion
Siren Server
Nin75/Thf75/War75/Rdm63/Mnk60/Whm34/Rng32/Blm31
#2 Oct 20 2004 at 12:57 PM Rating: Decent
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354 posts
Thanks for the guide man!

I personally sub /WAR when using my NIN.. but I have seen a lot of people use /THF with it.

People mainly do that because of an under-leveled /WAR.. or because it makes a great puller.

Karah had been using /THF for a while, and she got a lot of **** about it, I concluded that the person giving her **** was some level 70 mage, who had immediately been warranted uber because of that. But she never liked to tank anyway.

You're right though, /WAR has to be the most reasonable sub for it.. and not just because NIN make great tanks.. it's because WAR owns.
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Orodruin 75THF 75NIN 60WAR
Mithra, Rank 10 San d'Oria

#3 Oct 20 2004 at 2:13 PM Rating: Default
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1,177 posts
Quote:
People mainly do that because of an under-leveled /WAR.. or because it makes a great puller.[/quote]

Not to be mean, but that's a lame excuse. This subject has been beaten with a stick, killed, {Raise}d and beaten and killed again over at the Ninja forums. The very reason I made this guide was so that Nin/thf advocates would stop spreading lies with false or insufficient justification. I'll further elaborate my asnwer with examples.

When you create a party, you look to have damage dealers, healers and tanks, but you never really think "Oopss... we forgot to get a puller!". A puller isn't a justifiable spot in a party. ANY damage dealing job can pull with a ranged weapon. That's why you see a lot of rangers and thiefs using ninja sub, because they are "Expected" to pull, and on the side they get some nice abilities to use.

[quote]But she never liked to tank anyway.


You don't have to tank as a Nin/war, if you are properly equipped, you can deal some VERY nice damage, all you have to do is state in your search comment that you don't want to tank.

If you look at the abilities obtained when subbing warrior and compare them to the ones obtained when you sub thief, warrior "By a wide margin" overweights the thief abilities.


Those are the two points that I think needed addressing. Again, you don't need to tank in order to play ninja, you don't need to sub war to blink tank, there are other ways of pulling hate.

One of the newest methods, which has been a hot topic of discussion this week is Nin/blm. Apparently, with +1 staves and some other good equipment, and of course, the magic bonuses gained from leveling blm, you can deal some very nice damage with elemental ninjutsu, generating hate through ninjutsu damage. It's still not as thoroughly tested as say, Nin/rng, but if mastered, could be a lot of fun!

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Deadlyscorpion
Siren Server
Nin75/Thf75/War75/Rdm63/Mnk60/Whm34/Rng32/Blm31
#4 Oct 20 2004 at 3:04 PM Rating: Decent
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354 posts
Yea, she started leveling warrior so she could sub it for NIN, because people would constantly give her **** for it.

I mean, it's not an expected combo, but people could at least be a little more respectable about it.

Anyway.. she's a great tank now, and she tells me she likes tanking more than she does pulling as a thf.. she's a 43THF/NIN btw.

She hated the idea of tanking, now she's just completely changed her mind. She makes a **** good NIN/WAR.. I party with her with my MNK anytime we get a chance.. and she gets complimented on her ability to tank all the time.. I just need to go out and buy her an Emp. Pin and Leaping Boots.. might as well do the same for myself as well.
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Orodruin 75THF 75NIN 60WAR
Mithra, Rank 10 San d'Oria

#5 Oct 20 2004 at 3:24 PM Rating: Default
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1,177 posts
Since your ninja is over 24 I recommend to just go for the winged boots, you get a little bit of defense there with it and the price difference between leaping and winged is minimal when compared to the overall price of the boots.
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Deadlyscorpion
Siren Server
Nin75/Thf75/War75/Rdm63/Mnk60/Whm34/Rng32/Blm31
#6 Oct 20 2004 at 3:48 PM Rating: Decent
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354 posts
Yea.. I checked the Winged Boots before.. only about 310k.. just 10k more than Leaping Boots.

I'm gonna be spending 1.2mil just to keep myself and Karah happy, but that's no problem.. couple pairs of winged's and a couple hairpins = a couple of "1337 r0x0rz" (Just kidding, I hate that "1337 script")

Anyway, thanks for the guide.. I'm sure it took a while to type up.. and I'm sure much on Siren will appreciate it.
____________________________
Orodruin 75THF 75NIN 60WAR
Mithra, Rank 10 San d'Oria

#7 Oct 20 2004 at 5:46 PM Rating: Default
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1,177 posts
>_> <_< what... no rate up? ^________________________________________________^
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Deadlyscorpion
Siren Server
Nin75/Thf75/War75/Rdm63/Mnk60/Whm34/Rng32/Blm31
#8 Oct 20 2004 at 5:58 PM Rating: Decent
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354 posts
It's not THAT good.. but I geuss I can scrounge up some niceness in this black-as-coal heart of mine..
____________________________
Orodruin 75THF 75NIN 60WAR
Mithra, Rank 10 San d'Oria

#9 Oct 21 2004 at 9:39 AM Rating: Decent
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deadlyscorpionx wrote:
>_> <_< what... no rate up? ^________________________________________________^



Whiney little....


Smiley: tongue
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#10 Oct 22 2004 at 10:50 AM Rating: Default
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Lol Exo, that was some sort of "inside joke" to ya, guess no one else really got it... because it was an inside joke... lol!
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Deadlyscorpion
Siren Server
Nin75/Thf75/War75/Rdm63/Mnk60/Whm34/Rng32/Blm31
#11 Oct 25 2004 at 11:39 AM Rating: Decent
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deadlyscorpionx wrote:
Lol Exo, that was some sort of "inside joke" to ya, guess no one else really got it... because it was an inside joke... lol!



Most insides jokes end up like that. Smiley: laugh
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