Unofficial PBE Patch Notes for 2/16/2013

 UPDATE:  Xypherous Goes Over Today's PBE Changes

Celestine Soraka

This skin is VERY unfinished, and will be waiting till next patch to do a video. also her skin path for this skin is called "HEROWARS".

Champions

Old (Air Client v3)New (Air Client v4)
Quinn and Valor
Quinn and Valor Demacia's Wings
Damage:
48 (+ 3 )
Health:
372 (+ 85 )
Mana:
210 (+ 35 )
Movement
Speed: 330
Armor:
11 (+ 3.5 )
Magic
Resist: 30 (+ 0 )
Health
Per 5 Sec: 4.5 (+ 0.55 )
Mana
Per 5 Sec: 6.3 (+ 0.4 )
Range:
525
Defense
Rating: 4
Magic
Rating: 2
Difficulty
Rating: 7
Attack
Rating: 9

Tags:
carry,ranged

Tips:
*Valor will prefer to mark enemies you attack.He also will mark minions to help you last hit.*Vault is powerful but must be used with caution,as enemies can attack Quinn when she strikes them.Vault can sometimes be used to cross terrain if your back is to a wall.*Use Tag Team for traveling very long distances quickly,for fleeing from enemies,or for chasing wounded targets.
Opponent
Tips: *After being marked,move away from Quinn so she can't take advantage of it.*Keep tabs Quinn's position.Tag Team can enable Valor to cross the map very quickly and attack you by surprise.*Valor gains a huge amount of Movement Speed when he's out of combat.Deal damage to him to slow him down.
Quinn and Valor Demacia's Wings
Damage:
48 (+ 3 )
Health:
390 (+ 85 )
Mana:
210 (+ 35 )
Movement
Speed: 335
Armor:
13.5 (+ 3.5 )
Magic
Resist: 30 (+ 0 )
Health
Per 5 Sec: 4.5 (+ 0.55 )
Mana
Per 5 Sec: 6.3 (+ 0.4 )
Range:
525
Defense
Rating: 4
Magic
Rating: 2
Difficulty
Rating: 7
Attack
Rating: 9

Tags:
carry,ranged

Tips:
*Valor will prefer to mark enemies you attack.He also will mark minions to help you last hit.*Vault is powerful but must be used with caution,as enemies can attack Quinn when she strikes them.Vault can sometimes be used to cross terrain if your back is to a wall.*Use Tag Team for traveling very long distances quickly,for fleeing from enemies,or for chasing wounded targets.
Opponent
Tips: *After being marked,move away from Quinn so she can't take advantage of it.*Keep tabs on Quinn's position.Tag Team can enable Valor to cross the map very quickly and attack you by surprise.*Valor gains a huge amount of Movement Speed when he's out of combat.Deal damage to him to slow him down.
Taric
Taric the Gem Knight
Damage:
58 (+ 3.5 )
Health:
468 (+ 90 )
Mana:
255 (+ 56 )
Movement
Speed: 340
Armor:
16.5 (+ 3.2 )
Magic
Resist: 30 (+ 1.25 )
Health
Per 5 Sec: 7.1 (+ 0.5 )
Mana
Per 5 Sec: 4.1 (+ 0.4 )
Range:
125
Defense
Rating: 8
Magic
Rating: 5
Difficulty
Rating: 3
Attack
Rating: 4

Tags:
tank,support,melee,recommended

Tips:
*If Taric targets himself with Imbue,he'll be healed for more.As a result,he's very effective at tanking turrets.*Sometimes it's better to not use Shatter and keep the self Armor bonus.
Opponent
Tips: *Taric has very high armor due to his Shatter ability,and therefore casters are able to damage him much easier than physical fighters.*Make note of what summoner spells Taric has.If he has Clarity,it might be futile to harass him with spells early.
Taric the Gem Knight
Damage:
48 (+ 3.5 )
Health:
468 (+ 90 )
Mana:
255 (+ 56 )
Movement
Speed: 340
Armor:
16.5 (+ 3.2 )
Magic
Resist: 30 (+ 1.25 )
Health
Per 5 Sec: 7.1 (+ 0.5 )
Mana
Per 5 Sec: 4.1 (+ 0.4 )
Range:
125
Defense
Rating: 8
Magic
Rating: 5
Difficulty
Rating: 3
Attack
Rating: 4

Tags:
tank,support,melee,recommended

Tips:
*If Taric targets himself with Imbue,he'll be healed for more.As a result,he's very effective at tanking turrets.*Sometimes it's better to not use Shatter and keep the self Armor bonus.
Opponent
Tips: *Taric has very high armor due to his Shatter ability,and therefore casters are able to damage him much easier than physical fighters.*Make note of what summoner spells Taric has.If he has Clarity,it might be futile to harass him with spells early.
Vi
Vi the Piltover Enforcer
Damage:
55 (+ 3.5 )
Health:
440 (+ 85 )
Mana:
220 (+ 45 )
Movement
Speed: 350
Armor:
16 (+ 3.5 )
Magic
Resist: 30 (+ 1.25 )
Health
Per 5 Sec: 7.5 (+ 0.9 )
Mana
Per 5 Sec: 7 (+ 0.65 )
Range:
125
Defense
Rating: 5
Magic
Rating: 3
Difficulty
Rating: 5
Attack
Rating: 8

Tags:
fighter,melee

Tips:
*A fully charged Vault Breaker will deal double damage.It's great for catching and finishing off fleeing enemies.*Excessive Force does full damage to anyone caught in the shockwave.Use it on minions in lane to hit enemies hiding behind them.*Assault and Battery is a powerful initiation tool,just remember not to get too far ahead of the rest of your team.
Opponent
Tips: *A fully charged Vault breaker deals double damage.If you see Vi start to charge you should back off or try to dodge it.*Vi will shred your armor and gain attack speed if she manages to hit you three times in a row.Try not to engage in extended brawls with her.*Vi becomes immune to crowd control while using her ult.Remember to save your stuns for after she's done charging.
Vi the Piltover Enforcer
Damage:
52 (+ 3.5 )
Health:
440 (+ 85 )
Mana:
220 (+ 45 )
Movement
Speed: 350
Armor:
16 (+ 3.5 )
Magic
Resist: 30 (+ 1.25 )
Health
Per 5 Sec: 7.5 (+ 0.9 )
Mana
Per 5 Sec: 7 (+ 0.65 )
Range:
125
Defense
Rating: 5
Magic
Rating: 3
Difficulty
Rating: 5
Attack
Rating: 8

Tags:
fighter,melee

Tips:
*A fully charged Vault Breaker will deal double damage.It's great for catching and finishing off fleeing enemies.*Excessive Force does full damage to anyone caught in the shockwave.Use it on minions in lane to hit enemies hiding behind them.*Assault and Battery is a powerful initiation tool,just remember not to get too far ahead of the rest of your team.
Opponent
Tips: *A fully charged Vault breaker deals double damage.If you see Vi start to charge you should back off or try to dodge it.*Vi will shred your armor and gain attack speed if she manages to hit you three times in a row.Try not to engage in extended brawls with her.*Vi becomes immune to crowd control while using her ult.Remember to save your stuns for after she's done charging.
Other Champion Icon Changes
   
Other Champion Icon Changes
  Zed_Square_0.pn
Other Champion Icon Changes
  Ziggs_Lore

No Lore changes in this Patch.

Abilities

Old (Air Client v3)New (Air Client v4)
Kayle - [Q] - Reckoning
Kayle - [Q] - Reckoning
Blasts a target,dealing 60/110/160/210/260 (+)(+1)magic damage,slowing their Movement Speed by 25/30/35/40/45% for 3/3/3/3/3 seconds,and applying a stack of Holy Fervor.

Cost:
70/75/80/85/90 Mana

Range:
0

Cooldown:
8/8/8/8/8
Kayle - [Q] - Reckoning
Blasts a target,dealing 60/110/160/210/260 (+)(+1)magic damage,slowing their Movement Speed by 35/40/45/50/55% for 3/3/3/3/3 seconds,and applying a stack of Holy Fervor.

Cost:
70/75/80/85/90 Mana

Range:
0

Cooldown:
8/8/8/8/8
Hecarim - [Q] - Rampage
Hecarim - [Q] - Rampage
Hecarim cleaves nearby enemies for 50/85/120/155/190 (+)physical damage.(66/66/66/66/66% damage to minions and monsters)

If
Hecarim damages at least one enemy with this attack he gains a stack of Rampage,reducing the base cooldown of this skill by 1/1/1/1/1 second for a short duration.This effect can stack up to 2/2/2/2/2 times.

Cost:
25/25/25/25/25 Mana

Range:
0

Cooldown:
4/4/4/4/4
Hecarim - [Q] - Rampage
Hecarim cleaves nearby enemies for 60/95/130/165/200 (+)physical damage.(66/66/66/66/66% damage to minions and monsters)

If
Hecarim damages at least one enemy with this attack he gains a stack of Rampage,reducing the base cooldown of this skill by 1/1/1/1/1 second for a short duration.This effect can stack up to 2/2/2/2/2 times.

Cost:
25/25/25/25/25 Mana

Range:
0

Cooldown:
4/4/4/4/4
Hecarim - [W] - Spirit of Dread
Hecarim - [W] - Spirit of Dread
Hecarim deals 80/125/170/215/260 (+0.8)magic damage over 4/4/4/4/4 seconds to all nearby enemies.Hecarim is healed for 10/15/20/25/30% of the damage these enemies take from any source.

Hecarim
cannot heal more than 60/90/120/150/180 health from minions.

Cost:
50/60/70/80/90 Mana

Range:
0

Cooldown:
14/14/14/14/14
Hecarim - [W] - Spirit of Dread
Hecarim deals 80/120/160/200/240 (+0.8)magic damage over 4/4/4/4/4 seconds to all nearby enemies.Hecarim is healed for 20/20/20/20/20% of the damage these enemies take from any source.

Hecarim
cannot heal more than 60/90/120/150/180 health from minions.

Cost:
50/60/70/80/90 Mana

Range:
0

Cooldown:
18/17/16/15/14
Quinn and Valor - [R] - Tag Team
Quinn and Valor - [R] - Tag Team
First Cast: Valor replaces Quinn on the battlefield as a mobile melee attacker for 20/20/20 seconds.Valor gains +80/80/80% Movement Speed,decreased gradually to +20/20/20% when in combat.

Second
Cast: Quinn returns to perform Skystrike,dealing from 130/185/240 (+)to 260/370/480 (+)physical damage to all enemies in a large area,increasing based on how much health they are missing.

If
Skystrike has not been cast before this ability ends,it will be cast automatically.

Cost:
100/100/100 Mana

Range:
700

Cooldown:
140/120/100
Quinn and Valor - [R] - Tag Team
First Cast: Valor replaces Quinn on the battlefield as a mobile melee attacker for 20/20/20 seconds.Valor can move through units and gains +80/80/80% Movement Speed,decreased gradually to +20/20/20% when in combat.

Second
Cast: Quinn returns to perform Skystrike,dealing from 120/170/220 (+)to 240/340/440 (+)physical damage to all enemies in a large area,increasing based on how much health they are missing.

If
Skystrike has not been cast before this ability ends,it will be cast automatically.

Cost:
100/100/100 Mana

Range:
700

Cooldown:
140/120/100
Vi - [W] - Denting Blows
Vi - [W] - Denting Blows
Every 3rd attack on the same target deals an additional 6/7/8/9/10% (+%)of the target's maximum Health as physical damage,reduces its Armor by 20% and grants Vi 30/35/40/45/50% Attack Speed for 4 seconds (max 300 damage vs.minions and monsters).

Cost:


Range:
750

Cooldown:
0/0/0/0/0
Vi - [W] - Denting Blows
Every 3rd attack on the same target deals an additional 4/5.5/7/8.5/10% (+%)of the target's maximum Health as physical damage,reduces its Armor by 20% and grants Vi 30/35/40/45/50% Attack Speed for 4 seconds (max 300 damage vs.minions and monsters).

Cost:


Range:
750

Cooldown:
0/0/0/0/0
Vi - [R] - Assault and Battery
Vi - [R] - Assault and Battery
Targets an enemy champion and chases it down,knocking it up for 1.25 seconds,dealing 200/300/400 (+)physical damage.

While
charging you are immune to crowd control and will knock aside enemies in the way,dealing 75% damage to them.

Cost:
100/125/150 Mana

Range:
0

Cooldown:
130/105/80
Vi - [R] - Assault and Battery
Targets an enemy champion and chases it down,knocking it up for 1.25 seconds,dealing 200/325/450 (+)physical damage.

While
charging you are immune to crowd control and will knock aside enemies in the way,dealing 75% damage to them.

Cost:
100/125/150 Mana

Range:
0

Cooldown:
130/105/80
Taric - [Passive] - Gemcraft
Taric - [Passive] - Gemcraft
Taric loves to socket magical gems into all of his weapons,resulting in his basic attacks replenishing his Mana based on the damage dealt.
Taric - [Passive] - Gemcraft
Taric loves to socket magical gems into all of his weapons,resulting in his basic attacks dealing bonus magic damage based on his maximum Mana.
Taric - [W] - Shatter
Taric - [W] - Shatter
Passive: Taric's gemstones increase his Armor by 10/15/20/25/30.Additionally,nearby allied champions gain Armor (10/10/10/10/10% of Taric's Armor).

Active:
Taric shatters his armor,dealing 60/105/150/195/240 (+)(+0.6)magic damage to nearby enemies and reducing their Armor by 10/15/20/25/30 for 4/4/4/4/4 seconds.Taric loses 10/15/20/25/30 Armor while Shatter is on cooldown.

Cost:
50/60/70/80/90 Mana

Range:
0

Cooldown:
10/10/10/10/10
Taric - [W] - Shatter
Passive: Taric's gemstones increase his Armor by 10/15/20/25/30.Additionally,nearby allied champions gain Armor (10/10/10/10/10% of Taric's Armor).

Active:
Taric shatters his armor,dealing 60/105/150/195/240 (+)(+0.6)magic damage to nearby enemies and reducing their Armor by 10/15/20/25/30 for 4/4/4/4/4 seconds.Taric loses 10/15/20/25/30 Armor while Shatter is on cooldown.

Cost:
50/50/50/50/50 Mana

Range:
0

Cooldown:
10/10/10/10/10
Taric - [E] - Dazzle
Taric - [E] - Dazzle
Taric fires a prismatic sphere at a target enemy,stunning them for 1.5/1.5/1.5/1.5/1.5 seconds and dealing between 40/70/100/130/160 (+0.4)and 80/140/200/260/320 (+)magic damage.Dazzle's damage increases the closer Taric is to the target.

Cost:
95/95/95/95/95 Mana

Range:
0

Cooldown:
14/13/12/11/10
Taric - [E] - Dazzle
Taric fires a prismatic sphere at a target enemy,stunning them for 1.5/1.5/1.5/1.5/1.5 seconds and dealing between 40/70/100/130/160 (+0.4)and 80/140/200/260/320 (+)magic damage.Dazzle's damage increases the closer Taric is to the target.

Cost:
75/75/75/75/75 Mana

Range:
0

Cooldown:
14/13/12/11/10
Garen - [W] - Courage
Garen - [W] - Courage
Passive: Garen's Armor and Magic Resist are increased by 20/20/20/20/20%.

Active:
Garen gains a defensive shield for 2/3/4/5/6 seconds,reducing incoming damage by 30/30/30/30/30% and granting 30% Crowd Control Reduction.

Cost:


Range:
0

Cooldown:
24/23/22/21/20
Garen - [W] - Courage
Passive: Garen's gains an additional 20% value from bonus Armor and Magic Resist.

Active:
Garen gains a defensive shield for 2/3/4/5/6 seconds,reducing incoming damage by 30/30/30/30/30% and granting 30% Crowd Control Reduction.

Cost:


Range:
0

Cooldown:
24/23/22/21/20

Items

Old (Air Client v3)New (Air Client v4)
Bilgewater Cutlass
Bilgewater Cutlass

+40 Attack Damage
+10%
Life Steal

UNIQUE
Active: Deals 100 magic damage and slows the target champion's Movement Speed by 30% for 2 seconds (60 second cooldown).

Cost:
125
Bilgewater Cutlass

+25 Attack Damage
+12%
Life Steal

UNIQUE
Active: Deals 100 magic damage and slows the target champion's Movement Speed by 25% for 2 seconds (60 second cooldown).

Cost:
200
Blade of the Ruined King
Blade of the Ruined King

+40 Attack Damage
+30%
Attack Speed
+10%
Life Steal

UNIQUE
Passive: Basic attacks deal 5% of the target's current Health in bonus physical damage (max 120 vs.minions)and heals for half that amount on hit.
UNIQUE
Active: Deals 150 + 10% of target champion's maximum Health as physical damage,heals for the same amount,and steals 30% of the target's Movement Speed for 2 seconds (60 second cooldown).

Cost:
375
Blade of the Ruined King

+30 Attack Damage
+40%
Attack Speed

UNIQUE
Passive: Basic attacks deal 5% of the target's current Health in bonus physical damage (max 120 vs.minions)and heals you for 30% of your total Attack Damage on hit.
UNIQUE
Active: Deals 100 + 10% of target champion's maximum Health as physical damage,heals for the same amount,and steals 30% of the target's Movement Speed for 4 seconds (60 second cooldown).

Cost:
500
Hextech Gunblade
Hextech Gunblade

+45 Attack Damage
+65
Ability Power
+10%
Life Steal

UNIQUE
Passive: +20% Spell Vamp
UNIQUE
Passive: Basic attacks (on hit)and single-target spells against champions reduce the cooldown of this item by 3 seconds.
UNIQUE
Active: Deals 150 (+40% of Ability Power)magic damage and slows the target champion's Movement Speed by 40% for 2 seconds (60 second cooldown).

(
Spell Vamp: Abilities heal for a percentage of the damage they deal.Area of Effect spells only grant one-third of the healing from Spell Vamp.)

Cost:
275
Hextech Gunblade

+45 Attack Damage
+65
Ability Power
+12%
Life Steal

UNIQUE
Passive: +20% Spell Vamp
UNIQUE
Passive: Basic attacks (on hit)and single-target spells against champions reduce the cooldown of this item by 3 seconds.
UNIQUE
Active: Deals 150 (+40% of Ability Power)magic damage and slows the target champion's Movement Speed by 40% for 2 seconds (60 second cooldown).

(
Spell Vamp: Abilities heal for a percentage of the damage they deal.Area of Effect spells only grant one-third of the healing from Spell Vamp.)

Cost:
800
Spirit of the Elder Lizard
Spirit of the Elder Lizard

+50 Attack Damage
+10%
Cooldown Reduction
+14
Health Regen per 5 seconds
+7
Mana Regen per 5 seconds

UNIQUE
Passive - Butcher: Damage dealt to monsters increased by 25%.
UNIQUE
Passive: Basic attacks and spells that do not inflict damage-over-time deal 15-66 (based on level)bonus true damage over 3 seconds on hit.

(
Unique Passives with the same name do not stack.)

Cost:
725
Spirit of the Elder Lizard

+50 Attack Damage
+10%
Cooldown Reduction
+14
Health Regen per 5 seconds
+7
Mana Regen per 5 seconds

UNIQUE
Passive - Butcher: Damage dealt to monsters increased by 25%.
UNIQUE
Passive: Basic attacks and spells that do not inflict damage-over-time deal 14-50 (based on level)bonus true damage over 3 seconds on hit.

(
Unique Passives with the same name do not stack.)

Cost:
725

Ash

38

Comments

  • #39 InvalidNamePT

    Hi, I'd like to know if Vi is still playable with the nerf or if they were to strong, because a friend of mine said that, pls reply.

    Thank you.

  • #38 gogoshica123

    buff Taric more plz

    like when he isn't instapick in 99% of rankeds

  • #32 rfkannen

    yay a soraka skin :D

  • #28 Taistelumuumio

    First I main Katarina and they nerf her to the ground. Then I pick up Hecarim and now he too gets the nerf bat. Why, Riot, why? ;_;

  • #29 churahm

    So basically you just pick up what's completely dominant at the time being, and complain when it's getting nerfed.

  • #34 Taistelumuumio

    Basically nobody other than XJ9 played Hecarim when I picked him up. Kat was more popular when I started but not overwhelmingly so.

  • #36 Subjugglator

    I don't see how this is a Hecarim Nerf. They increased the damage on his q and gave him better early sustain with his w, in exchange for a slight loss in damage on his w, and a slightly weaker late game. Thing is, Hecarim's main issue was his shaky early game, and this helps that a lot. 

  • #37 stuffedcheesybread

    Quote from Subjugglator »

    I don't see how this is a Hecarim Nerf. They increased the damage on his q and gave him better early sustain with his w, in exchange for a slight loss in damage on his w, and a slightly weaker late game. Thing is, Hecarim's main issue was his shaky early game, and this helps that a lot. 

    The w change means nothing because it still has the same healing cap on minions. If his w healed him for 60% of all damage done at lvl 1 it still would only let him heal 60 health. It does nothing for his early jungle sustain. And it is 60 health total, not per minion.

    Last edited by stuffedcheesybread: 2/17/2013 5:48:21 PM
  • #27 xopietaster

    Bilgewater shit now >_>

     

  • #24 Darkjaceaka

    gj riot lets make everything retardly expensive and nerf every last few good champion in the game.

  • #16 klvkboom

    BotRK changes are confusing me. does riot want this item to be more AD carry oriented? because on the bruisers that could use this item effectively make great use out of it right now. why the changes? ._.

  • #20 SaltyKracka

    It's definitely for autoattackers who want attack speed and tend to stack AD now...so, yeah, ADCs. And maybe Xin and Jax.

    Actually, I expect to see a lot of Jaxs build this if it makes it to live.

     

  • #22 Jolan

    I dunno, I feel like it would be tough to compete with Gunblade on Jax, consider how Gunblade affects most of his magical damage output.

     

  • #30 Shinkada

    I was actually talking today about how the bruiser/diver-obsessed meta could be overcome by AD carries buying BotRK first or second and Frozen Mallet third and it seems like Riot are crafting BotRK to be exactly that, a self peel item, with that doubled movement speed steal time.

    Only problem is they seem to be doing that at the cost of neutering it for everyone else. :| Nobody who likes BotRK top is going to like that ad-for-aspd trade.

  • #13 ohGr

    Was there really a demand for Hecarim nerfs? I mean, honestly, was this neccesary? His early game already sucks, giving us 10 more base dmg on Q (which still has the retarded minion reduction, so it's 6 base) in exchange for flatlining W's heal potential while raising it's CD and lower it's base? Add to the fact you are kicking Spirit of the Lizard Elder down a notch, when Hecarim was one of like three people that could use it effectively.

    And yet Lee Sin still walks around like a fucking force of nature and Vi barely got nerfed. I am confused.

  • #25 blackraven1425

    For Hec, flattening his heal makes him better at early levels. You're getting double the heal for a 28% increased CD, which is a massive tradeoff IN FAVOR of the heal. The base doesn't affect him until later either, but by that point, 20 damage doesn't even matter.

    You're clearly mixing up "buff his early game and barely touch his lategame" with "nerf", and it shows to anyone who considers the numbers themselves.

  • #26 Hrinruk

    I do not see this "buff his early game". Yes you have 6 more dmg on Q and sadly thats all. The buff to low level W heal will not do you any good since the healing cap is still there and in most cases you hit that cap even with 10%. 60 cap with 10% means you have to deal 600 dmg to hit it and if you are not doing it then you are doing it wrong.Not to mention completly unjustifeid CD nerf. I even call it a early game nerf.

    And from lvl 10 and onward its getting even worse. At lvl 13 you just lost 33% of W usefulness and thats a huge nerf bat. Entire Hecarim tankyness comes from W and they are just slashing it by 33%.

  • #31 stuffedcheesybread

    Quote from blackraven1425 »

    For Hec, flattening his heal makes him better at early levels. You're getting double the heal for a 28% increased CD, which is a massive tradeoff IN FAVOR of the heal. The base doesn't affect him until later either, but by that point, 20 damage doesn't even matter.

    You're clearly mixing up "buff his early game and barely touch his lategame" with "nerf", and it shows to anyone who considers the numbers themselves.

    Problem is they didnt remove the healing cap on minions or increase it. So his added healing at early ranks still doesnt do shit for his jungle.

  • #10 SaltyKracka

    Dat gunblade nerf. Also, dat Garen nerf.

    Good to see they're smoothing out Hec's game, though.

  • #14 ohGr

    Smoothing out how? By making his first clear even shittier?

    Spirit of Dread CD went up, base dmgs went down, and still has the lifesteal caps. So you can use it less than you used to. In return we get 10 more base Q dmg, which is only 6 dmg to minions. Which is still pointless because the smaller creeps were already dying fast, and it's the big minions we wanted to duke it out with faster.

    Along with hamstringing Spirit of the Lizard Elder, his single best dmg item. Yeah, "smoothing out."

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