Forum Settings
       
Reply To Thread

The FFXIV Arcanists Starter Guide v1.0Follow

#1 Sep 15 2013 at 11:10 AM Rating: Decent
Avatar
**
506 posts
The FFXIV Arcanists Starter Guide v1.0


Greetings Alla. It's been a VERY long time! Some of you who were vets of the FFXI SMN board might remember who I am. Well the Ghostbusters are back in town for FFXIV. And I'm pretty disappointed in all the..... wasted potential! that I've been seeing among my favorite Job and its new predecessor. This is going to be a guide series for ACNs and SMNs that, like the Summoner's Handbook, will introduce you to the more esoteric and powerful abilities of the class that you won't find in the playguide.

Let's begin:

Arcanist (ACN) is FF14s first pet-user class. Being the newest class to the field and having a rather cute pet, it is also undoubtedly one of the most popular classes among lower level players right now. And many of these players are either not using it correctly, or they are using it but being..... frankly kinda obnoxious about it.

Basic rules of play:

>Learn ALL the commands for your pet and practice using them. I met a level 21 ACN last night who didn't know what the "Heel" command did. There is much more to your pet than "Summon - Bio - Autoattack" and if you aren't using its abilities to their fullest then you're being gimpy at best and harming your party at worst. The "place" command is incredibly useful because you can kite without having to move yourself away from the party. "Obey" can stop the pet from using moves like Emerald Carby's knockback which might interfere with boss fights.

>ACN has backup healing capability through Physic, at least at the lower levels up through 35. Do your part and keep your eye on the party HP gauges. Toss a cure when needed, your party will thank you for it. Don't max yourself entirely on INT attributes - put some MND in there too to keep that spell competitive. Don't forget to RAISE people! I've met ACNs who have never cast their Resurrect spell! ACN is, in all probability, THE most versatile class in the game. Don't be afraid to go outside that DPS role at the first sign of the party needing it!

>Carby is for the fields, he is not a house pet. Please, PLEASE put him away with the Away command when you enter town if you plan to be there more than a few seconds (as in a FATE party). So many Carbys not only messes up players' targeting in the area for NPCs and the like but it increases lag. A screen full of 'buncles will drag everyone's framerate down within 50 malms and can even cause disconnects in packed midlevel zones like Quarrymill. You don't need him in town, so please respect other players on this. It'll make your play experience better too. Incidentally the same goes for mount. Your magitek looks very cool, but I'd much rather not have to see it if it keeps the dreaded 90000 away.

>Cycle your enfeebles on the main mob that your tank is targeting. Bio and Miasma should be stacked at all times. Save Virus for stronger mobs like dungeon minibosses. If DOTs are up, nobody needs a heal, and you're not playing crowd control, spam Ruin on the main target to kill things faster. Remember that you can crossclass Thunder from THM for another DOT on your plate. DOTs can do a significant portion of damage for you while you focus on other things.

>Solo ACN is a cakewalk at lower levels, especially with Topaz Carby (TCarb, Cartankle). Remember to keep his HP topped up with Sustain and Physic. You can target him with heals like any other party member. The longer you keep him alive the tougher the mob you can handle. Soloing things 5, 6, 8 levels above you in the 20s is not at all unreasonable.

Dungeons are a contentious point because we have a lot of WoW kiddies playing 14 now. In their game, pet tanks are a huge nuisance in dungeon battles and considered the sign of a gimp player. Needless to say, FF14 is not World of Warcraft. In FFXI, the ultimate utility of the Summoner class was its ability to hold and kite mobs on its own, since it could be, essentially, in two places at once. FF14 has wildly expanded this capability with the defense and tanking power of Topaz Carby and later Titan. Using it in the three story quest dungeons, with a capable ACN at the helm, makes the entire trek a breeze.


Recall what I said about mastering all of the pet commands. "Sic" and "Heel" are the chief abilities needed for an ACN to work crowd control. In a dungeon with a tank, a healer, and a damage dealer, the role of the ACN should be to spread himself out: To use Sic to grab excess adds as the tank pulls. He then uses Sic repeatedly to grab another add or two, allowing Carby to get in just one hit apiece on them to pull hate. The ACN moves away from the tank, such as to the side (or uses "Place" if he's on the ball!) and uses Heel to pull the adds away and keep the tank and DDs out of their AOE attacks, and to keep the tank's mob out of Carby's AOE hatebuilding range. A final Sic on one of the adds to keep Carby locked on them, and the ACN then stands back and uses Sustain and Physic to keep Topaz alive, while loading DOT spells on the tank's target.

As the other three party members finish each mob off, the tank engages the next one off of Carby and the battle resumes until no mobs are left.

>The tank has to deal with less hate control issues
>The party can focus on a single target or just a pair at a time
>The healer has less work to do since players are taking less damage from adds
>Carby is expendable whereas players are not. Bombs, anyone?
>The ACN can take care of Carby solo without troubling the healer
>It doesn't stop the ACN from doing their other job with DOTs and backup heals
>Everyone's life is easier and the dungeon goes faster.

The ACN and tank should set up a plan at the start to decide which side of the room each will deal with. If the tank calls "Right", they'll mark and pull the nearest mob on the right side of the room or hallway, meaning the ACN will start grabbing adds from the far left and working their way over. This way Carby and the tank aren't ever stepping on eachother's toes and the ACN is an asset to the party and not a liability. The ACN is the "nanny class." Their job is to take care of the rest of the party and keep them out of trouble.

The other good use for Carby is the reverse of the above situation. A dungeon miniboss with a lot of adds is a good example. The tank pulls one of the adds and links at the same time as the ACN sics Carby on the miniboss. Topaz can hold out for quite a while, and he will keep the strongest monster occupied and away from the party while they deal with its friends. By the time Topaz goes down, the miniboss will be all alone and easy prey for the combined party. In boss fights, the ACN should use its mob holding ability to the fullest. At the boss of Sastasha, I was holding two and three Sahagin pops at a time to keep the tank from catching a lot of damage. Every time they spawned, I would claim several of them by switching targets and Sic'ing Topaz, and the other DD would break off the boss and kill them along side me using Carby as his temp-tank. Even while I wasn't engaging the Boss himself, I kept DOTs and Virus on him to contribute to the fight. The healer was on the ball and would toss a Cure at Topaz when my Physic was being overwhelmed. Once each wave of adds was down, we would all converge on the Boss and take a huge chunk off its HP and repeat with the next group of adds.

In the dungeon fight against the giant Slime, it was decided that I should use Carby to hold the boss on top of the bomb spawn, giving everyone else time to get clear of the Selfdestruct AOEs. Topaz was a trooper, and a quick repetition of the Sic command was enough to grab the smaller slimes and keep them occupied at the appropriate spot.

For the inevitable declaration of "why help sucky tanks?!" "ur tank must suck he can't hold 4 adds at once!" and so forth that seem to be so disappointingly prevalent, I would remind you of this: ACN is not a job for people who don't have the ethic of doing what's best for the team. You can't play it to parse big numbers and enlarge your E-Wang and still be doing your job properly. You're the key support member in your party. If you're contemptuously asking why you should make an effort to make one or more of your party member's lives easier, I question what you're doing playing this game. Winning is a TEAM effort, and doing that little bit extra to make THEIR experience more enjoyable is also a key part of teamwork. A Summoner does not half-*** and think only of himself, his damage, his numbers, HIS gear. His party, his TEAM, are MORE important than himself. The spirit of self-sacrifice is one of the hallmarks of the job from the early days, because in that dark time before the patches it was the only way to earn respect and invites. Get your skills up to par and be an asset, and the game will be better for all of us.

And be nice while you're at it. The most important member of the party might not even be the tank or the healer, it might be the guy or gal who takes it upon themselves to be the glue that holds the party together. The one who makes the effort to cool hot heads, educate new players, explain complex strategies, and calms arguments and tempers insults. Why should YOU bother with that! well, you're a Summoner, aren't you? It's what we do. We're "that guy!"

Thank you for reading. There will be more to come.
____________________________
PSO: HUnewearl 181, FOnewearl 129, RAcaseal 121

FFXI: SMN/RDM 82, SAM/RNG 74, BLU/WAR 62, RDM/WAR 52, BST/WAR 49

FFXIV: SMN 50 (i102), SCH 50 (i94), WAR 50 (i94), BLM 50 (i99), BRD 50 (i94), CUL 50 (i55 ★★★), CRP 50 (i55 ★★★), WVR 50 (i55 ★★★), BTN 50 (i52), GLD 26 (in progress)
http://na.finalfantasyxiv.com/lodestone/character/3335279/

Master Summoner from Lakshmi, hailing from the worlds of Ragol and Vana'diel.
If you ain't crazy, you ain't a Summoner!
#2 Sep 16 2013 at 8:14 AM Rating: Excellent
Avatar
*
71 posts
I have yet to meet a tank that wants me ******** with their enmity by tanking adds. I have been asked, more than once, to put away T.Carb/Titan. It might be okay on the first 3 or 4 dungeons, but after that, you really should stick to a DD pet. The whole add tanking thing is a good theory, just not practical after Halitali (and that one is questionable). If nothing else, you will be absolutely spamming Physick to keep your pet alive even with Sustain (and I do mean spamming), and that reduces your damage. You are brought on as a DPS; doing damage is not e-peening. It is why you are there. Besides, killing mobs faster is going to help the party more than your pet tanking adds. This is not to say an emergency back-up cure is a bad thing at all, but if you are spending all your time healing, whether your pet or another party member, you are not doing damage.

You have it right about the importance of DoTs. Bio 2, Miasma, Bio will do more damage, when kept up, than Ruin/Ruin 2, and not drain your MP nearly as quickly as Ruin 2 will.

Resurrection is important. Unlike Raise, it can be used during combat. If someone goes down during a fight, the healer cannot cast Raise even if they have the time.

EDIT: Also, you absolutely should not be putting points into MND on ACN unless you are only going to play SCH and never SMN. If you plan to have both jobs unlocked, you should only be putting points in INT. We are a DPS class; therefore, our attribute points should go towards dealing damage. A THM can use Cure cross-class, but you wouldn't expect them to put points into MND, would you? Same goes for ACN. For those times when you do play SCH, you can use Cleric Stance to give yourself a MND boost if needed.

Edited, Sep 16th 2013 10:21am by Mollyrose
#3 Sep 16 2013 at 12:24 PM Rating: Decent
Avatar
**
506 posts
Quote:
I have yet to meet a tank that wants me ******** with their enmity by tanking adds. I have been asked, more than once, to put away T.Carb/Titan. It might be okay on the first 3 or 4 dungeons, but after that, you really should stick to a DD pet. The whole add tanking thing is a good theory, just not practical after Halitali (and that one is questionable).


The lack of understanding on the part of tanks (and lack of ACN skill in actually working that strategy) is something that has to be overcome as a community. As far as longevity of tank pets later on goes, you should be aware of an interesting mechanic: Unlike FFXIs avatars, XIVs summons stats are affected by a multiplier of the Summoner's own stats. Buffing your own VIT stat dramatically increases your pet's HP and defense. Buffing your own STR stat and using Ifrit also generates some impressive results. Its the reason why the ACN job quests hint that its better to balance your ACNs stats to make up for your weaknesses instead of focusing only on min/maxing your strengths.
____________________________
PSO: HUnewearl 181, FOnewearl 129, RAcaseal 121

FFXI: SMN/RDM 82, SAM/RNG 74, BLU/WAR 62, RDM/WAR 52, BST/WAR 49

FFXIV: SMN 50 (i102), SCH 50 (i94), WAR 50 (i94), BLM 50 (i99), BRD 50 (i94), CUL 50 (i55 ★★★), CRP 50 (i55 ★★★), WVR 50 (i55 ★★★), BTN 50 (i52), GLD 26 (in progress)
http://na.finalfantasyxiv.com/lodestone/character/3335279/

Master Summoner from Lakshmi, hailing from the worlds of Ragol and Vana'diel.
If you ain't crazy, you ain't a Summoner!
#4 Sep 16 2013 at 2:23 PM Rating: Excellent
Avatar
*
71 posts
Even given the information that your stats boost those of your pets, I cannot see stacking STR or VIT on ACN at this point. Damage is not only your base stats, but your gear. There are plenty of accessories that can boost STR and VIT, but that's only half your gear. There is very little "main" armor (the left side of the character window) that can be worn by ACN to boost those 2 attributes (VIT more often), and very little of it will be as good as what is available to Disciples of War. Our gear also does not have anywhere close to the defense on it that tank gear does. Reducing your INT by stacking STR or VIT gear also reduces your damage unless you plan to stand up next to the mob and bash them on the head with your book. There is also the fact that when it comes to tanking, ACN does not have a way to immediately grab the attention of more than one mob at a time. Sure, putting Sic on your active action bar can reduce the time, but it's not even close to as fast as something like Flash.

While the ACN storyline might suggest a balancing of stats, the job is clearly meant to be played as a magic damaging class right now. Our grimoires primarily provide boosts to MND and INT. Having recently started pricing level 45-50 gear (I'm level 42 right now), I noticed that the last couple grimoires available on the market board further specialize. Whereas all the grimoires up to level 45 have both INT and MND on them, the highest level books make a distinction between damage dealing (SMN) and healing (SCH).

As for the "balancing" concept itself, it is not viable. You get 30 points total per class. If you balance those between STR, VIT, INT and MND, you have, at level 50, mediocre base stats for all those attributes. And again, you are going up against tanks and DDs that have been putting all their stats into one, maybe 2, categories. Even if you put your points all into STR and VIT, you are once again reducing your own damage output. You are also damaging your healing magic potency on SCH by not having the boosted INT to swap when you are in Cleric Stance for healing.

This is not to say your idea is not worth experimenting with, along with some like-minded experimental type folks. However, it is also not unusual for strategies that work at lower levels to be non-viable later on.
#5 Sep 16 2013 at 2:28 PM Rating: Decent
Avatar
**
506 posts
Hence "starter guide."

I never post things I haven't used and tested scientifically, so I won't be addressing level 42+ and endgame content until much later. I can only confirm so far that Halatali was rough to co-tank with until I switched to a VIT heavy equipment build. After that it felt more like Sastasha. I'm still testing with Ifrit, because he doesn't seem to gain a physical damage buff that is as out of proportion for STR as HP is for VIT. I suspect he's going to prove not to be worth it.
____________________________
PSO: HUnewearl 181, FOnewearl 129, RAcaseal 121

FFXI: SMN/RDM 82, SAM/RNG 74, BLU/WAR 62, RDM/WAR 52, BST/WAR 49

FFXIV: SMN 50 (i102), SCH 50 (i94), WAR 50 (i94), BLM 50 (i99), BRD 50 (i94), CUL 50 (i55 ★★★), CRP 50 (i55 ★★★), WVR 50 (i55 ★★★), BTN 50 (i52), GLD 26 (in progress)
http://na.finalfantasyxiv.com/lodestone/character/3335279/

Master Summoner from Lakshmi, hailing from the worlds of Ragol and Vana'diel.
If you ain't crazy, you ain't a Summoner!
#6 Sep 16 2013 at 2:43 PM Rating: Excellent
Avatar
*
71 posts
I get the starter thing, but you start allocating points early on, and I don't think it's good to advocate for putting attributes into melee stats (or MND or PIE). I'd rather run dungeons than FATEs to level, so 10K seals to re-allocate my attributes is a big deal.

Ifrit-egi has been underwhelming as a DD pet tbh. Looking forward to Garuda-egi.
#7 Sep 17 2013 at 10:57 AM Rating: Good
**
589 posts
Mollyrose wrote:
. You are also damaging your healing magic potency on SCH by not having the boosted INT to swap when you are in Cleric Stance for healing.



Sorry, This is backwards. Cleric stance swaps your MIND for INT and makes your healing 20% LESS effective. Cleric stance is ONLY for DD, never for healing.
#8 Sep 17 2013 at 5:15 PM Rating: Excellent
Guru
***
1,310 posts
Mollyrose wrote:
Resurrection is important. Unlike Raise, it can be used during combat. If someone goes down during a fight, the healer cannot cast Raise even if they have the time.


It may surprise you to learn Conjurers and White Mages can use Raise during combat due to a Trait they acquire that allows this. Also, they can insta-cast Raise if they use Swiftcast, a THM cross-class ability, right before they cast it.[/themoreyouknow]
#9 Sep 18 2013 at 9:17 AM Rating: Decent
Avatar
**
506 posts
As a quick anecdote, we did another Halatali run last night with my FC-slash-testing team. We were GLD/SMN/CNJ/BRD. This was the first major incident we've had partying together.

Everything went like greased lightning until we got to the boss. The tank and the WHM both got taken out by an unlucky combination of lag and AOE at about 45%. I switched from Emerald to Topaz and held the boss with him while reviving them. Once the CNJ was up he downed an Ether and helped me heal Carby while I revived the GLD. Naturally we ended up winning, though Carby got the snot slapped out of him by a boss for six minutes.

A VIT build on SMN is an impressive beast to behold, and I'm very excited to see how it will perform in the endgame dungeons. I'll be reporting my findings to Alla and the rest of the community as time goes by. Much like our old friend the NIN, I have a sneaking suspicion that a very carefully geared SMN could be a top-tier qualifier for tanking many kinds of fights. Time will tell.
____________________________
PSO: HUnewearl 181, FOnewearl 129, RAcaseal 121

FFXI: SMN/RDM 82, SAM/RNG 74, BLU/WAR 62, RDM/WAR 52, BST/WAR 49

FFXIV: SMN 50 (i102), SCH 50 (i94), WAR 50 (i94), BLM 50 (i99), BRD 50 (i94), CUL 50 (i55 ★★★), CRP 50 (i55 ★★★), WVR 50 (i55 ★★★), BTN 50 (i52), GLD 26 (in progress)
http://na.finalfantasyxiv.com/lodestone/character/3335279/

Master Summoner from Lakshmi, hailing from the worlds of Ragol and Vana'diel.
If you ain't crazy, you ain't a Summoner!
#10 Sep 24 2013 at 11:04 AM Rating: Excellent
Avatar
*
71 posts
I like the idea of Titan tanking, I do. Just... not doable currently, at least not past a certain point. Not even with a VIT build. Based on what I've been reading on the main forum, everyone and their mother is piling on VIT to an extent, just to survive AoE attacks - and Titan is not tanking anything.

Even a PLD or WAR tank with naturally higher VIT than a SMN, and VIT stacked out the wazoo have to dodge th3 final Brayflox boss's worst attacks to win. Now I won't say it's impossible, but it would be difficult to move a pet out of the way quickly enough to dodge that kind of attack consistently. Getting the boss to the right spot and at the right angle to avoid the poison pools would also be challenging, though possible doable. That's a level 34 cap dungeon.

But you know what I'm learning? It's not even the VIT issue. It's movement. Movement becomes more and more important the further you progress in the dungeons. I have learned this the hard way. Brayflox is just the first lesson.

First boss in The Sunken Temple of Qarn? You have to repeatedly - and quickly - move to the right spot when he does his Doom move. Even if you have the Place command ready to go, it is slower for you to move your pet than it is for a PLD or WAR to move - and that difference matters. How are you going to get hate back from a BLM or BRD (not ignoring the other DPS classes, just picked two) if Titan goes down? Yes, it is a lot easier to resummon than to Raise a tank, but you don't have nearly the hate tools with Titan to rip hate off a DPS that has taken out 1/3 or more of a boss's health. Still not even to level 40 yet.
#11 Sep 24 2013 at 12:51 PM Rating: Excellent
Avatar
*
71 posts
nonameoflevi wrote:
Mollyrose wrote:
. You are also damaging your healing magic potency on SCH by not having the boosted INT to swap when you are in Cleric Stance for healing.



Sorry, This is backwards. Cleric stance swaps your MIND for INT and makes your healing 20% LESS effective. Cleric stance is ONLY for DD, never for healing.


The switch goes either way. Therefore, if you have high INT and need to heal, you can use Cleric Stance to give yourself higher MND for healing.
#12 Sep 24 2013 at 1:01 PM Rating: Decent
**
589 posts
Mollyrose wrote:
nonameoflevi wrote:
Mollyrose wrote:
. You are also damaging your healing magic potency on SCH by not having the boosted INT to swap when you are in Cleric Stance for healing.



Sorry, This is backwards. Cleric stance swaps your MIND for INT and makes your healing 20% LESS effective. Cleric stance is ONLY for DD, never for healing.


The switch goes either way. Therefore, if you have high INT and need to heal, you can use Cleric Stance to give yourself higher MND for healing.


No this is still wrong. Its a toggle. When you turn it on your MND goes poof and you get a damage boost and an INT boost and a healing REDUCTION. When you turn it off you go back to your Higher MND and higher Healing boost. Cleric Stance

Quote:
Cleric Stance.png Cleric Stance
Ability
Action
Patch 2.0
Cast: Recast: Range: Radius:
Instant 5s 0y 0y
Swaps current INT and MND attribute ratings, while increasing potency of attack spells by 10% and reducing potency of healing spells by 20%. Effect ends upon reuse.


This is ONLY for when you want to UP your damage. When you need to heal you turn it off. You MND will always be higher then your INT on SCH. Using cleric stance will make your INT higher your Damage 10% MORE and your HEALING 20% l e s s. Never use it for healing. HIgher MND via the swap will not negotiate the -20% hit to healing pot



Edited, Sep 24th 2013 3:07pm by nonameoflevi
#13 Sep 24 2013 at 1:07 PM Rating: Good
Scholar
Avatar
**
435 posts
nonameoflevi wrote:

No this is still wrong. Its a toggle. When you turn it on your MND goes poof and you get a damage boost and an INT boost and a healing REDUCTION. When you turn it off you go back to your Higher MND and higher Healing boost. Cleric Stance

Quote:
Cleric Stance.png Cleric Stance
Ability
Action
Patch 2.0
Cast: Recast: Range: Radius:
Instant 5s 0y 0y
Swaps current INT and MND attribute ratings, while increasing potency of attack spells by 10% and reducing potency of healing spells by 20%. Effect ends upon reuse.


This is ONLY for when you want to UP your damage. When you need to heal you turn it off.

Edited, Sep 24th 2013 3:02pm by nonameoflevi


Half right. I won't dispute the boost to Offensive capabilities and the reduction of Healing effectiveness. But because I was curious, I actually stopped and looked at my stats when I used Cleric Stance. Easiest test in the world and any CNJ/WHM can do it.

Just look at your INT & MND before and after.

So, on my 23 CNJ (just standing around in Drybone), I checked. INT 86 & MND 103. After Cleric Stance, INT 103 & MND 86. So at least in that regard, it is correct to say that it swaps INT and MND.
____________________________
Vrrynn Moonshadow (Mi'qote / Ul'dah / Faerie )
SCH 50 (/*-*)/ WAR 50 (and the rest are works in progress)

Vrrelle Moondancer (Mi'qote / Limsa / Faerie)
PLD 50 (rawr~) MRD 29

Vrrllyrr (Mithra / San d'Oria / Seraph)
Drg 75 (I <3 Lumi!)

"The problem with black and white, is that is turns grey at all the points of contact."

"I feel its an insult to Mithra everywhere that rabbits can /check as 'Tough' instead of 'Lunch'"
#14 Sep 24 2013 at 1:16 PM Rating: Good
**
589 posts
Yes that part is correct. In order for this to be worthwhile to use "For Healing" your INT need to be nearly 1/3 to nearly twice greater then your MND and for SMN switching to SCH your stats shift so that will NOT happen. SCH mind is >> greater then SMN and visa versa
#15 Sep 26 2013 at 10:01 AM Rating: Decent
Avatar
**
506 posts
Due to the coordination issues required I sincerely doubt you'll ever be able to Titan-tank a HM boss or equivalent, so please don't take away that impression. Normal dungeons and their bosses may, I think, be a different story. A few more Brayflox runs with my static should give me some information to share.
____________________________
PSO: HUnewearl 181, FOnewearl 129, RAcaseal 121

FFXI: SMN/RDM 82, SAM/RNG 74, BLU/WAR 62, RDM/WAR 52, BST/WAR 49

FFXIV: SMN 50 (i102), SCH 50 (i94), WAR 50 (i94), BLM 50 (i99), BRD 50 (i94), CUL 50 (i55 ★★★), CRP 50 (i55 ★★★), WVR 50 (i55 ★★★), BTN 50 (i52), GLD 26 (in progress)
http://na.finalfantasyxiv.com/lodestone/character/3335279/

Master Summoner from Lakshmi, hailing from the worlds of Ragol and Vana'diel.
If you ain't crazy, you ain't a Summoner!
#16 Oct 10 2013 at 3:44 AM Rating: Default
*
54 posts
Thank Jesus for you baby. I am a summoner from 2003 and up and teached players how to solo and dps HNM. When everyone said they could only heal. Players do not seem to get what they did with ACN and SMN that makes them so great. You can now multi-task properly and crowd control.
____________________________
Emmanuella Lima
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 1 All times are in CST
Anonymous Guests (1)