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Soilder, Adept, and Infiltrator build ideas


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#1
I Tsunayoshi I

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Just wiped my saves clean and planning on running through a few more times with different classes.

Soldier is pretty obvious in the armor department, HK + Recon Hood/Delumcore Overlay for pure damage output. Planing on A. Rush abuse. Debating on if I wanna run with just A. Rush, C. Shot, Frags, and AP Ammo for main powers or use a different bonus power to keep things covered.

Adept is a bit more trick due to armor being mostly late game in support. Blood Dragon Armor seems obvious to cover until enough Serrice and Rosenkov pieces are available to build for a suitable mix of Power Damage and Cooldown boosts. Power build doesnt seem as hard to work out. Throw, Warp, Pull, and Singularity for explosions gallore.

Infiltrator is the only class that would be new for me. Not really sure about where to go with armor of choice, thinking HK  for obvious damage overkill. Not completely sure on powers either.

Would like ideas for the builds on all three classes.

#2
I Tsunayoshi I

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No suggestions?

#3
RedCaesar97

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For a Soldier, I recommend running around with the Claymore. See the link for build suggestions.
Otherwise, stick with the Viper, Paladin/Carnifex, or Saber, and use Disruptor Ammo + Concussive Shot only and tech burst everything. Use Squad Cryo Ammo for your squad.

I am short on time (and nowhere near the game) so of the top of my head for Infiltrator, I would probably run something like (assuming level 60):
6 - Disruptor Ammo: Damage, Headshot, Damage
6 - Cryo Ammo: Squadm Bonus, Headshot, Freeze Chance
6 - Incinerate: Damage, Burning Damage, Armor Damage
6 - Tactical Cloak: Damage, *forget possible evolutions*, One Free Power
6 - Sabotage: Damage, Recharge, Tech Vulnerability
4 - Sticky Grenades, I never use grenades anyway so this is a point dump at the end of the game
6 - Passive: Damage, Weight capacity, damage
6 - Fitness, I like all Health, Shield Recharge, Health
6 - Energy Drain (bonus power): Damage, *forget possible evolutions*, damage/shield damage

Activating Tactical Cloak with rank 4 Damage evolution will increase the damage of you tech powers. So you can cloak for damage boost > cast power. Or you can use Cloak to run around and sneak up on enemies to kill them. I prefer the Claymore but that is my favorite weapon.

Decoy is apparently good on an Infiltrator as well (rank 6 One Power evolution helps), and Proximity Mine is also good. Sniper-focused Infiltrators will like Defense Drone.

For the Adept, focus on damage and biotic detonation bonuses.

#4
I Tsunayoshi I

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I do have the N7 Weapon Pack + Firepower, so I do have better guns for Soldier than the ones suggested.

#5
RedCaesar97

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Sora Kitano wrote...

I do have the N7 Weapon Pack + Firepower, so I do have better guns for Soldier than the ones suggested.

It is not necessarily about "better guns". Viper, Paladin, Carnifex, and Saber with Disruptor Ammo will prime enemies for tech bursts with every single shot, regardless of defenses. I have no idea abou the N7 weapons (do not have them in SP).

Of the firepower pack, I know the Punisher requires several shots before Disruptor Ammo will prime. No idea about the other weapons.

I believe the Scorpion and Falcon with Disruptor Ammo can also set off tech bursts on their own when the ammo explodes.

#6
I Tsunayoshi I

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RedCaesar97 wrote...

Sora Kitano wrote...

I do have the N7 Weapon Pack + Firepower, so I do have better guns for Soldier than the ones suggested.

It is not necessarily about "better guns". Viper, Paladin, Carnifex, and Saber with Disruptor Ammo will prime enemies for tech bursts with every single shot, regardless of defenses. I have no idea abou the N7 weapons (do not have them in SP).

Of the firepower pack, I know the Punisher requires several shots before Disruptor Ammo will prime. No idea about the other weapons.

I believe the Scorpion and Falcon with Disruptor Ammo can also set off tech bursts on their own when the ammo explodes.


GPSMG is another option I'm considering for when I run Infiltrator. That with any ammo power, I think, should work for spreading effects around for bursts when enemies are not getting picked off.

#7
RedCaesar97

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I have not played Adept yet, but here is what I would probably run:

6 - Warp: Detonate, Expose, Pierce
6 - Throw: Radius, Detonate, Double Throw
0 - Shockwave: Point sink... Radius, Detonate, Lifting Shockwave
0 - Singularity: Point sink... Radius, Lift Damage, Expand
6 - Pull: Radius, Expose (Lift Damage is also okay), Double Pull
0 - Cluster Grenade: Point sink, do not care
6 - Biotic Mastery: Damage and Force, Damage and Capacity, Power Mastery
6 - Fitness: Health, Shield Recharge, Health
6 - Stasis (Bonus power): Stasis strength, Recharge Speed, Bubble

Dark Channel would also work well as a bonus power (Damage, Slow, Pierce).

#8
capn233

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The "easiest" way to play Soldier is with Incendiary Ammo fully evolved to Explosive Burst, and add a rapid fire weapon, like Hornet, Hurricane, GPR, Revenant, etc. Tech Burst is workable, but in that case I might use ARush a lot less and spam Concussive Shot as fast as possible. Armor... HK I suppose.

Adept... I don't think power damage bonuses from armor increase Biotic Explosion damage, so it isn't as important. Power Recharge might be nice if you want a little more weapon weight. I only played Adept once, and went Shockwave with Claymore... and no Pull or Throw. I don't recommend that unless you want a challenge, as it isn't nearly as easy as biotic explosion spamming with Javik, Liara and Throw.

Infiltrator, yeah I guess HK armor. We are talking about him here:
http://social.biowar.../index/13611040
I made a long post, so don't want to retype it. :) As for guns, you can get away with Mantis + Predator only for the majority of the game. Black Widow is very powerful. You don't really need a rapid fire weapon, but if you want one think something like Vindicator, Hornet, Hurricane, Harrier.

#9
Doriath

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Adept
warp - damage / expose / pierce
throw - radius / detonate / double throw
shockwave - force & damage / reach / recharge speed
singularity
pull - radius / lift damage / double pull
cluster grenade - force & damage / max grenades / force & damage
biotic mastery - damage & force / damage & capacity / power mastery
fitness - durability / barrier recharge / durability
energy drain - damage / recharge speed / damage


Infiltrator
disruptor ammo - damage / ammo capacity / stun
cryo ammo - squad bonus / headshots / damage combo
incinerate - damage / buring damage / freeze combo
tactical cloak - damage / recharge speed / sniper damage
sticky grenade
sabotage - backfire / recharge speed / tech vulnerability
operational mastery - weapon damage / weight capacity / damage & duration
fitness - durability / shield recharge / durability
energy drain - damage / recharge speed / damage


Soldier
adrenaline rush - damage / duration / power use
concussive shot
frag grenade - damage / max grenades / armor-piercing
incendiary ammo - damage / ammo capacity / explosive burst
disruptor ammo - damage / ammo capacity / stun
cryo ammo - squad bonus / headshots / damage combo
combat mastery - damage / headshots / weight capacity
fitness - durability / shield recharge / durability
reave - radius / recharge speed / damage & duration


head - recon hood
chest - serrice
shoulders - serrice
arms - hahne-kedar
legs - hahne-kedar


20/30 weapon/power damage or full 50 weapon damage are the only armor setups I use if I'm not picking on based on aesthetics. Pure damage increases are too good to pass up and power recharge is the only other armor upgrade I find even remotely useful but only for very specific cases. Besides power recharge time can be reduced down to a reasonable level elsewhere. I use the same armor set up for every class as they are all capable of highly effective weapon and power damage with the right build(s).

Modifié par chrisnabal, 13 août 2012 - 08:14 .


#10
I Tsunayoshi I

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Shockwave and Nades are pretty bad for Adepts.

Soldier's ammo types get outclassed with the use of AP Ammo and having a squad for covering powers, and again, Nades suck. C. Shot is pretty much Throw for Soldiers.

You also completely forgot about the Delumcore Overlay, though its sorta moot unless going into NG+

Modifié par Sora Kitano, 13 août 2012 - 08:11 .


#11
Doriath

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Shockwave is irrelevant, its only there as a point filler. Take singularity if you want, but it likely won't be any more useful. I don't prioritze grenades although there a few instances where I do use them over the course of the game.

I won't take AP ammo. Soldier already has three ammo powers, one that gives squad wide CC and one with high burst damage potential. In general, AP ammo is a faster killer but I'd rather not limit all of my damage output to weapons fire given the power use evolution. I'd rather have adrenaline incendiary fire + reave than adrenaline AP fire + concussive shot or a shield boost. Its not as though incendiary is garbage, and I still have reave to boost damage vs armor & barriers.

Concussive shot has no value for me. I'd rather use adrenaline constantly or reave over it until I get the power use evo. I disagree on frag grenade though. Great for burst damage on a group or single tough enemy. I don't prioritize it but I'll take it over concussive shot.

I guess I did forget the delumcore overlay. I'd have to turn helmets off though, it looks too goofy to me.

Modifié par chrisnabal, 13 août 2012 - 10:33 .


#12
I Tsunayoshi I

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Shockwave is pretty useless. Singularity sets up bombs and even if its grabbing nothing, is bottlenecking battlefields to bring enemies together for AoE Overloads, Dark Channel, Sabotage, etc

A. Rush spam is always good with Soldiers and it doesnt really matter what ammo power you are using when you can kill just about everything in 1-2 casts. AP C. Shot is good for adding control over Guardians and other armored enemies. When it comes down to which does Armor better AP Ammo has it on all the time while Reave has to be on the target to lower resistance, I'd rather have the AP ammo.

As for helmets, just about all of them look goofy, which is why I always have helmets turned off because the only reason I even use them is for their effects.

#13
Doriath

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Sora Kitano wrote...
Shockwave is pretty useless. Singularity sets up bombs and even if its grabbing nothing, is bottlenecking battlefields to bring enemies together for AoE Overloads, Dark Channel, Sabotage, etc


Okay...I've already conceded that. Singularity is no part its superior though. Given the consensus of thought, I don't feel the need to preface build posts with point allocation priority but...my mistake. I'll still roll with shockwave.

Sora Kitano wrote...
A. Rush spam is always good with Soldiers and it doesnt really matter what ammo power you are using when you can kill just about everything in 1-2 casts.


What ammo power you use makes a lot of difference. If I'm using a high RoF rifle, and most of the ARs worth using are just that, EB gives incendiary ammo a huge general purpose advantage over AP ammo.

Sora Kitano wrote... 
AP C. Shot is good for adding control over Guardians and other armored enemies.

 

Guardians are an afterthought for me. Plenty of ways to deal with them...pull, singularity, lift grenade, mail slot headshot, combat drone, EB + AP mod...don't need concussive shot for that or anything else. It has use only to perform half-hearted tech bursts which to me, isn't at all worth the investment.

Sora Kitano wrote... 
When it comes down to which does Armor better AP Ammo has it on all the time while Reave has to be on the target to lower resistance, I'd rather have the AP ammo.


Okay, I trigger adrenaline, throw reave on an armored enemy. It lasts for approx. 5.5 sec. Adrenaline lasts for 7 so for the majority of its duration I get the same armor weakening perecentage, 75% IIRC. For missing about 1.5 sec of the weakening bonus, I also get the DoT from reave in addition to the armor damage bonus & additional armor weakening off of incendiary + EB proc. To me that's superior, but I haven't played the game in months...maybe I got left behind.

In any case, I'm firmly against AP ammo on a Soldier because of added redundancy and the simple fact that, its just not that big of an upgrade given all considered factors. With the strength behind the power use evo, there is in my mind no reason not to pick reave or energy drain...the burst damage potential is way too good to pass up and one of the best things the class has going for it. But, that's just me.

Modifié par chrisnabal, 13 août 2012 - 09:50 .


#14
Guest_Rubios_*

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Sora Kitano wrote...

Shockwave is pretty useless.


Shockwave is by far the best power for BE with +65% damage and AoE detonations, if you are in range and use anything else you are doing it wrong.

PS: This thread is crazy...

Warp without detonation at rank 4?
0 points on the strongest hitting biotic power in the game (cluster grenades)?

Just wow...

Modifié par Rubios, 13 août 2012 - 09:50 .


#15
JaegerBane

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Rubios wrote...

Sora Kitano wrote...

Shockwave is pretty useless.


Shockwave is by far the best power for BE with +65% damage and AoE detonations, if you are in range and use anything else you are doing it wrong.


I wasn't aware certain biotic powers inherently detonated more violently than others - I was under the impression that the only thing that mattered was the ranks of the Primer and Detonator powers and any skill evolutions focused on detonations. IIRC that was the reason why the Warp/Throw combo did such massive amounts of damage, because they could both be specced to maximise detonations.

Come to think of it... I'm sure it says 50% in single player, the 65% I only remember appearing in multiplayer.

As for talk of useless powers, I always prefer Singularity to Pull - even if it misses, it still activates - unlike pull. Though I suppose double Pull covers the miss chance.

0 points on the strongest hitting biotic power in the game (cluster grenades)?


Cluster Grenades seem to be ME3's heavy weapons - massively destructive but everyone hates them for some reason. Hell, I *like* them and I don't even max 'em out... Fitness, Biotic Mastery, my own Biotics and Warp Ammo always gets maxed and the nades make do with whatever's left over.

Modifié par JaegerBane, 13 août 2012 - 09:52 .


#16
Guest_Rubios_*

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JaegerBane wrote...

Come to think of it... I'm sure it says 50% in single player, the 65% I only remember appearing in multiplayer.


I assumed they buffed it to 65% in SP aswell since I don't have any adept in ME3 (with singularity being so underwelming I see no reason to play it), but even if it is 50% being AoE makes it the better choice for close-quarters space magic explosions.

Modifié par Rubios, 13 août 2012 - 09:55 .


#17
Doriath

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JaegerBane wrote...
I wasn't aware certain biotic powers inherently detonated more violently than others - I was under the impression that the only thing that mattered was the ranks of the Primer and Detonator powers and any skill evolutions focused on detonations.


Yeah that was my impression as well. Even with a stronger detonation, warp + throw doesn't cover as much ground as double pull + double throw. I wouldn't use detonations for damage > AoE anyway...not their role if you ask me. I don't bother with in-depth statistic threads though, so who knows...

Modifié par chrisnabal, 13 août 2012 - 10:05 .


#18
JaegerBane

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Rubios wrote...

JaegerBane wrote...

Come to think of it... I'm sure it says 50% in single player, the 65% I only remember appearing in multiplayer.


I assumed they buffed it to 65% in SP aswell since I don't have any adept in ME3 (with singularity being so underwelming I see no reason to play it), but even if it is 50% being AoE makes it the better choice for close-quarters space magic explosions.


I don't see why - if they're both +50% then Throw, with its much longer range and much faster cooldown would be my choice.

To be honest I tend to use Shockwave with Reach and Radius as just something to give me breathing room - I never did take to it as a Detonator in multiplayer on my Adept, and I think that experience bled into single player.

#19
capn233

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Rubios wrote...

Shockwave is by far the best power for BE with +65% damage and AoE detonations, if you are in range and use anything else you are doing it wrong.

This is technically true.  However the difference probably doesn't matter all that much and you have to deal with trying to aim Shockwave correctly.  That's a bit trickier than using Warp or Throw, and not nearly as easy as Reave.

I agree with Red about AP ammo on a Soldier.  Don't use it unless you just want to use it "for the hell of it."  Incendiary Ammo evolved to Explosive Burst is the most powerful ammo power in the game if you put it on a weapon with high rate of fire.  Plus if you don't like that you have Disruptor Ammo as a backup which is of course good for Tech Bursts, decent CC via stuns on near all enemies, and then Cryo which I feel lags a bit but is still good for CC.

If you just want a damage boost to high powered guns you are largely better off with Warp Ammo (like with the Widow, Black Widow, Carnifex, Paladin, etc).  On the lower damage per shot weapons you could theoretically do more damage to armor with AP, but in the end you are better off using Incendiary, or stacking Piercing Mod with Warp Ammo.  AP is really only "best" on low damage per shot SMG's, which don't make a huge amount of sense to use on Soldier... and are better off with Incendiary anyway.

I realize amplification is sort of fun, but I never felt that AP CS was necessary at all for Guardians, but I nearly always have at least one gun with Cover Penetration, or a squad member that can ragdoll them or strip their shield with a power anyway.  Honestly the only amplification that I like out of the ones I have tried is Cryo for an instant quick freeze on an unprotected target.  I still haven't actually personally tested Warp Ammo to see if it does indeed detonate biotics, but if that does as others report that is probably actually the "best" amplified combo.

If we are actually trying to optimize the entirety of the soldier build, then amplified CS is near an after-thought.  I would rather use a good bonus power during ARush as an alternative, like Energy Drain, Carnage (good outright CS replacement on Burninator Soldier), or even Proximity Mine (Damage Taken is nice on big targets).

Frags you can do without, but they can do decent quick burst damage if you are off cooldown and / or if you don't have a direct line of sight to the target.  Also, you can consider investing one point in them then dumping so that you can use the key for Frags for reload canceling (at least on PC, don't know about on XBox).

Despite lamentations about the weakness of the Soldier (which I do agree with, relatively speaking) it is still more than potent enough to beat the game and there is a bit of variety you can try with him.  I have run this class through the game 4.5 times so far, each time was a little different.  Have used Energy Drain, Carnage, Fortification, Proximity Mine, Marksman, Incendiary Grenades, AP ammo all at various points.  Haven't really played mixed Tech or Biotic for any period of time, but Reave and Slam are good biotic choices that move you into the realm of blue-splosion spamming... and are probably the most damage output a soldier can do if you level ARush for Bonus Power and also take a rapid fire weapon with Explosive Burst leveled Incendiary Ammo.

#20
I Tsunayoshi I

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I may give Reave a spin on my Soldier then when I get around to rolling it. Might as well go through the effort of using it after I played through an abomination of a playthrough with Kaidan for it and Barrier.

EDIT: Current Adept build that has been working pretty well for me since starting up.

Warp 6 -  Damage, Lasting Damage, Pierce (Considering getting Detonate even with Warp being my source when Javik is on cooldown
Throw 6 - Force, Detonate, Double Throw (Considering shift to Radius
Singularity 6 - Radius, Lift Damage, Expand
Biotic Mastery -  D&F, D&C, Power Mastery (Considering shift to Combo only if its not shaving .1-.2 seconds off my cooldowns)
Fitness 5 - Durability, Barrier Recharge, Fitness Expert Planned
Warp Ammo 6 - Damage, Ammo, Damage

Level 46 going into Priority: Tuchanka. 

Worth using the free respec so I can shift to full combo?

Modifié par Sora Kitano, 14 août 2012 - 07:07 .


#21
Brakensiek

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 My OP Infiltrator character I took the damage bonus for rank 4 for Tactical Cloak followed by recharge speed and lastly bonus power.  For my bonus power I picked Marksman and picked firing rate for rank 4 then duration and lastly accuracy and firing rate.  

Using a fast firing assault rifle (Cerberus Harrier with ammo and piercing mod being my favorite) you can cloak then use Marksman emptying half to the entire clip before you uncloak.  With a weapon like the Cerberus Harrier the damage is unbelievably ridiculous, capable of destroying an Atlan in second.  For me this is a very fun Infiltrator build and certainly more interesting than just using sniper rifles.  

Also, whenever you cloak and then use marksman you will be able to cloak again within a few seconds allowing you to repeat the process an unlimited number of times.  Pretty much you can be in marksman mode the entire time during a mission.

For armor I went for a mix of weapon damage and power recharge to keep.  Intel I picked weapon damage and power recharge for most of them that allowed it.

#22
RedCaesar97

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Sora Kitano wrote...

I may give Reave a spin on my Soldier then when I get around to rolling it. Might as well go through the effort of using it after I played through an abomination of a playthrough with Kaidan for it and Barrier.

EDIT: Current Adept build that has been working pretty well for me since starting up.

Warp 6 -  Damage, Lasting Damage, Pierce (Considering getting Detonate even with Warp being my source when Javik is on cooldown
Throw 6 - Force, Detonate, Double Throw (Considering shift to Radius
Singularity 6 - Radius, Lift Damage, Expand
Biotic Mastery -  D&F, D&C, Power Mastery (Considering shift to Combo only if its not shaving .1-.2 seconds off my cooldowns)
Fitness 5 - Durability, Barrier Recharge, Fitness Expert Planned
Warp Ammo 6 - Damage, Ammo, Damage

Level 46 going into Priority: Tuchanka. 

Worth using the free respec so I can shift to full combo?


Looks fine to me. I myself would probably switch to full combo, but I have not tried it yet either so you may want to save your game and test it out on a mission to see if you think it is better.

I do wonder why you would use Warp Ammo. I know some people like it and you are obviously getting some use out of it, but I figure Stasis is better for the occasional Phantom unless you are using Liara's stasis. But again, that is just me; I find Warp Ammo pointless in this game.

Modifié par RedCaesar97, 14 août 2012 - 11:17 .


#23
JaegerBane

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RedCaesar97 wrote...
I do wonder why you would use Warp Ammo. I know some people like it and you are obviously getting some use out of it, but I figure Stasis is better for the occasional Phantom unless you are using Liara's stasis. But again, that is just me; I find Warp Ammo pointless in this game.


Sora's build is similar to my preferrred Adept build.

Personally I always take Warp Ammo - it works great if you want a Shooty Adept (which, ok, is by definition sub-optimal, but the Adept is such a powerful class that the difference is academic).

Personally I find Warp/Throw combo deals with Phantoms just fine - one just needs to get them off-balance either by weapons fire, cluster nades or spamming Throw or Shockwave to get them to dodge, as they won't do it twice in quick succession.

Modifié par JaegerBane, 14 août 2012 - 06:29 .


#24
I Tsunayoshi I

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JaegerBane wrote...

RedCaesar97 wrote...
I do wonder why you would use Warp Ammo. I know some people like it and you are obviously getting some use out of it, but I figure Stasis is better for the occasional Phantom unless you are using Liara's stasis. But again, that is just me; I find Warp Ammo pointless in this game.


Sora's build is similar to my preferrred Adept build.

Personally I always take Warp Ammo - it works great if you want a Shooty Adept (which, ok, is by definition sub-optimal, but the Adept is such a powerful class that the difference is academic).

Personally I find Warp/Throw combo deals with Phantoms just fine - one just needs to get them off-balance either by weapons fire, cluster nades or spamming Throw or Shockwave to get them to dodge, as they won't do it twice in quick succession.


Sometimes I wont wait for a cooldown to rip someone open, especially if they are standing in a Singularity with only a single shield bar saving them.

Respec'd into more Detonates and Radius. Passed on Combo Mastery because it only gives a fractional return at best. almost all of my cooldowns, sans Warp, are <2 seconds. Paying heavily into Pull now as a point sink. May test it out once I get Radius, Lift Damage, and Double upgrades.

#25
The Spamming Troll

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chrisnabal wrote...

Adept
warp - damage / expose / pierce
throw - radius / detonate / double throw
shockwave - force & damage / reach / recharge speed
singularity
pull - radius / lift damage / double pull
cluster grenade - force & damage / max grenades / force & damage
biotic mastery - damage & force / damage & capacity / power mastery
fitness - durability / barrier recharge / durability
energy drain - damage / recharge speed / damage
[u]


ouch.

such a shame for singularity.

ive heard dual pull + dual throw can be fun. im just not sure anythings better then your standard warp + throw. its unfortunate for my enjoyment of MP i havent unlocked the fury yet as id like to try dark whatever the hell.

Modifié par The Spamming Troll, 15 août 2012 - 01:27 .