Perfect World Priest Build Guide
Posted on 2008-12-02 by adminNo comments
Perfect World Guide | 373 views read more ...
Posted on 2008-12-02 by adminNo comments
Perfect World Guide | 373 views read more ...
Posted on 2008-12-02 by adminNo comments
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Posted on 2008-11-29 by adminNo comments
Starting Attributes
HP: 85
MP: 35
Melee DMG 5-9
Magic DMG 1-1
Crit% 1%
Attack Rate 0.91
Hit Rate 40
Dodge Rate 40
Travel Speed 4.9
Physical DEF 3
Magic DEF
- Metal 2
- Wood 2
- Water 2
- Fire 2
- Earth 2
Stat Distribution
1 CON = Max HP +17
6 STR = 4 DEF; +4 STR = DEF +1
1 INT = Max MP +7
1 AGI = Accuracy +8, Dodge Rate +8
Level Up Bonus: Max HP +34, Max MP +14
Skills
| Name | Icon | Weapon | Required Skill | Rank | Required Char LVL | Description |
| Humanoid Form | ||||||
| Active (Attack) | ||||||
| Hammer Crash | Axe, Hammer | None | Beginner | None | Does physical damage. | |
| Blood Stun | Axe, Hammer | Hammer Crash | Beginner | 3 | Does physical damage and bleeding to the enemies. | |
| Big Spark | Axe, Hammer | Hammer Crash | Rookie | 13 | Does physical damage to your enemies in a sector-shaped area. | |
| Graviton Hammer | Axe, Hammer | Blood Stun | Rookie | 16 | Increases physical attack power and makes a chance to strike enemies to faint. | |
| Metal Break | Axe, Hammer | Graviton Hammer | Novice | 23 | Does physical damage and reduces the defense of enemies armors. | |
| Flame Storm | Axe, Hammer | Big Spark | Regular | 29 | Does physical damage to enemies straight ahead and causes continous fire damage. | |
| Earthquake | Axe, Hammer | Flame Storm | Senior | 39 | Does physical damage to enemies around, and repeles them. | |
| Beast Rush | Axe, Hammer | Metal Break | Amateur | 49 | Physically damages your enemies far away and reduces their dodge. | |
| End of Days | Axe, Hammer | Earthquake | Middle Class | 59 | Use all your energy to change your life and energy into a huge attack around you. | |
| Active (Buff) | ||||||
| Inspire | Axe, Hammer | Beast Mastery | Novice | 19 | Increases max HP of team mates for 30 minutes | |
| Bloody Soul | Axe, Hammer | Inspire | Regular | 29 | Increases accuracy but decreases max HP for 10 minutes | |
| Power Gear | Axe, Hammer | Bloody Soul | Amateur | 49 | Increases attack power of team mates for 30 minutes | |
| Beast Rave | Axe, Hammer, Barehanded | None | Novice | 19 | After activation, you can change your anger into your energy after you are attacked. | |
| Active (Transformation) | ||||||
| Beast Mode | Axe, Hammer, Barehanded | None | Rookie | 9 | Transform to a white tiger increasing its HP and movement speed but attack power decreases | |
| Passive (Mastery) | ||||||
| Beast Mastery | Axe, Hammer | None | Beginner | 6 | HP recovery speed increases | |
| Swim Mastery | Axe, Hammer, Barehanded | None | Rookie | 9 | Swimming speed increases | |
| Axe Mastery | Axe, Hammer, Barehanded | None | Regular | 29 | Attack power increases when using an axe or hammer | |
| Beast Form | ||||||
| Active (Attack) | ||||||
| Tear Fang | Axe, Hammer, Barehanded | Beast Mode | Rookie | 9 | Does physical damage with a basic physical attack and bleeding, and forces to attack you. | |
| Anger Claw | Axe, Hammer, Barehanded | Tear Fang | Novice | 19 | Swoop your enemies, breaking their current skill, and damaging them physically. | |
| Fang Swallow | Axe, Hammer, Barehanded | Anger Claw | Regular | 29 | Does physical damage and reduces enemies physical defense. | |
| Tidal Wave | Axe, Hammer, Barehanded | Fang Swallow | Senior | 39 | Does physical damage to your target and the enemies around him, and slowes them down. | |
| Bigbang Tail | Axe, Hammer, Barehanded | Tidal Wave | Middle Class | 59 | Does physical damage and bleeding, and you can absorb life values. | |
| Active (Buff) | ||||||
| Poison Fang | Axe, Hammer, Barehanded | Beast Mode | Novice | 26 | Add the wood damage to all the common attacks after a metamorphosis. | |
| Advent Soul | Axe, Hammer, Barehanded | Evolt Level 10 | Middle Class | 59 | Damage from monsters decreases for 20 seconds | |
| Active (Debuff) | ||||||
| Beast Roar | Axe, Hammer, Barehanded | Poison Fang | Regular | 34 | Roar and attract your enemies around to attack you. | |
| Exceed Aura | Axe, Hammer, Barehanded | Beast Roar | Senior | 44 | Physical attack power and movement speed decreases | |
| Passive (Mastery) | ||||||
| Evolt | Axe, Hammer, Barehanded | Beast Mode | Rookie | 13 | Physical defense power increases when in best form | |
Perfect World Guide | 890 views read more ...
Posted on 2008-11-26 by adminNo comments
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Posted on 2008-11-26 by adminNo comments
| Quote: | |
| Damage Type agi STR ARCHER - pump your strength according to the minimum requirement for light armor and rest of stats into agiterity agi archer has extremely high damage hence excelling at backstabbing (pking ppl who are leveling without warning). But due to their lack of hp pool, they are easily taken down which makes them not as useful for guild fight. PROS: High damage, high dodge rate, high hit rate. CONS: Low hp |
| Quote: | |
| Tank Type agi CON ARCHER - pump your strength and agiterity according to the minimum requirement for light armor, rest of points into constitution. agi con archer are perhaps what we can call a werebeast wannabe archer, they work well against wu xia which archer fear most. Though with a lack of damage, the main skill used by archer when killing wu xia are the thunder type skill since they are gold element attack (hence denying wu xia advantage of high physical armor). Those thunder type skill uses fix dmg hence reducing the penalty of low dmg. PROS: High hp pool and higher def compared to agi archer CONS: low dmg, low dodge, low hit rate |
| Quote: | |
| Hybrid Type - Recommended Build agi CON STR ARCHER - pump your strength according to the minimum requirement for light armor, pump your agiterity according to the minimum requirement for bow/crossbow, rest of points into constitution By having a slightly higher con, it solves the problem of survivability issue in Guild Fight. It also makes it easier to survive when doing FB (Instance Dungeon) or normal leveling against magic-type mob due to the higher hp pool (Magic has 100% hit rate, rendering dodge useless). Damage as compared to a agi archer isn't that much of a difference. PROS: rather high dmg, rather high dodge, rather high hit rate, average hp pool, higher def compared to agi archer CONS: same as PROS |
NOTE1: The equipment icon shown at the left side is the equipment you can get at that specific level. I used bow/crossbow/slingshot for weapons and light armor. For helmet, I used the heavy armor type (most of the time i wore helmet which were far lower than my lvl due to insufficient strength). For the misc. items, i used the defense type and for rings i used physical attack type.
Note 2: Most weapons for the 1st 20 levels are not shown since quest weapon are better. (the 3 bow shown are quest bow). Though at certain stage before you got your quest weapon there are weapons available to be bought, I strongly advise you to skip it since it doesn't really slow your leveling speed that much since you will only be using that weapon for like 10 minutes before changing to your quest weapon.
NOTE3: agi that i pumped are higher than the weapon requirement since there are a few sudden jump of agi at certain levels, if u had pumped those points to con at earlier stage instead, u will be lacking in stats point for your agi at those stage.
NOTE4: Armors above level 100 are not shown cause i have no info on them but strength required is taken into account for stats above level 100. This is done by assuming strength requirement for armor is lvl + 4.
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Weapon
Normal Weapon (those bought from npc)
Quest Weapon
Legendary/Ultimate Weapon
There are 3 type of range weapons in PW: Bow, Crossbow and Slingshot
Bow has average minimum dmg and average maximum dmg, average attack speed and average shooting distance (1 metre shorter than crossbow, 1 metre longer than slingshot).
Crossbow has low minimum dmg, high maximum dmg, slow attack speed and far shooting distance.
Slingshot has average minimum dmg, average maximum dmg, fast attack speed, and short shooting distance.
NOTE: attack speed in PW shows the number of attack your character can do in a second, for e.g. an attack speed of 0.62 means 1.61 second cooldown for each interval of attack (1/0.62 = 1.61).
For weapon choice, i used the quest bow for the first 20 levels, and change weapon to whatever range weapon i can get from from level 22 onwards. I only used slingshot up to lvl 58 (which is shown under the stats chart below) since the dps advantage for lvl 68 slingshot when compared to lvl 65 xbow doesn't outweights the penalty of 2 metre shooting range it has. This apply for slingshot beyond that level too.
Of course, archer can also use claw/glove which is the onli weapon with the closest stats as range weapon but I wouldn't recommend using claw simply cause it isn't really important once you hit level 13 and get your falling thunder skill.
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Armor
For chest, leggings, armlet, i chose light armor.
For boots, try to get those that add movement speed.
For helmet, i chose heavy since there are onli 2 type for helmet (magical and heavy).
For cloak, there is only 1 type available.
For the type of stone to slot for armor, i chose hp stone.
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Skills
NOTE1: Name of skill might different for Malaysia English Version.
NOTE2: Those coloured number shown in the black/grey background are the character level required to acquire the skill. None means it is automatically given to you at level 1. For e.g. Aimed Shot, is given to you at level 1 automatically. Aim Shot level can be raised at 5,10,15,20,25,30,35,40 and mastered at 45.
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Skill Description
Aimed Shot - This skill is worthless if you are going to level it. The damage it increase is lower than another skilled acquired at later stage: fatal shot which can be cast even faster than aimed shot. Though at earlier level, it is still useful, but if you had left it at level 1, it will be useful for pvp/pve later on. After casting it, press esc or cast the skill again. This will cancel your skill and cause an attack at a speed of 0.6 seconds (archer normal atk spd is around 1.6 secs). By using an attack like this, player can gain 10 combat points which is important for PvP and sometimes PvE. If u had pumped aimed shot to a higher lvl, the mana cost wouldnt be cheap. at level 1 all this bonus would be granted to you onli at a cost of 10 mana.
Double Shot - Damage increament of this skill is rather low, making it quite a worthless skill at higher level. But at the start of game with no other attack skill, Double Shot is really important. Getting it to level 3 is recommended since at the 4th level of this skill your character would be level 13 and Falling Thunder skill would be available. After changing to god/demon it would be quite a good skill to get since it has 50% chance to increase 20 combat points for god. And 50% chance to increase 30% aspd for 6 seconds, which makes archer shoot at a rate of 1.1 seconds on average per shot (original atk spd is around 1.6 seconds). Demon path would be much better for a agi archer who depends on normal attack. Max it after u hit level 89 and with excess gold/skill points.
Repelling Arrow - This is an extremely important skill for leveling and FB (Instance Dungeon). It has a 100% chance to knockback your target for 12 metre (provided ur skill didn't miss). In FB where monster are mostly packed together, FB can be used to drag 1 unit to you. When Repel Arrow strikes it's target, it pushses them back first then deal the damage. Therefore, the mob would only summon those around it's new position (the knockback-ed position) and attack you. This skill does not work against player. The skill dmg added is quite low and it has no other effect other than increasing the skill dmg when level-ed and also due to the lack of skill points, I recommend leaving it at level 1. Max it when you have excess gold/skill points after level 89.
Binding Arrow - This skill is important for PvP and PvE. It is meant to replace Ice Arrow. This skill cost 100 combat points in addition to it's mana cost. It has 90% chance to hold it's target and 100% when level 10 (need confirmation, this info was taken from the detailed chinese archer guide under my reference). This skill adds around 3.5k damage when maxed which is quite high. Recommended to pump whenever possible.
Fainting Arrow - The only skill that has stun effect for archer (Unless u chose god then binding arrow will have chance to stun it's target). Chance to stun is 45% at level 1 and 90% when max. Total casting time is 2.1 seconds and stun effect is 3 second, therefore not recommended for PvE usage. (quite useful for PvP). Max it after hitting lvl 89 when you have excess gold/skill points.
Fatal Arrow - One of the highest damage skill available to Archer. Total cast time required is 3.6 seconds but adds 5k dmg and 100% physical attack. Good skill for opening shot when leveling. When combo with Fainting arrow in PvP, it is 2 hit ko on most Priest/Fa Shi or Archer (if both skill hit and they are agi Archer). Recommended to pump whenever possible.
Arrow Array - The highest dmg AOE skill available to Archer it has a channeling effect. This skill is similar to an AOE skill fa shi has. This skill uses up 200 combat points and deals 4.5k dmg and 200% physical attack when max. From the chinese guide, they recommend leaving this skill at level 1 for leveling purposes and max it for PvP. I haven't tried this skill myself.
Falling Thunder - This skill does gold element damage (ignores target's physical defense). It does full damage even when in melee range, making it an extremely useful skill. Adds 2.2k dmg when max. Mana cost is rather high for this skill, try not to spam it like crazy when leveling unless money is irrelevant to you. For demon path this skill has 100% hit rate but skill delay increase by 2 seconds. Has 25% chance to increase 20 combat points for god path. Recommended to pump whenever possible.
Shocking Thunder - This skill is similar to falling thunder, even the dmg it adds is the same. Difference is a longer casting time (2.3 secs for this skill and 1.8 secs for Falling Thunder), reduce targets gold defense for 15 seconds (50% reduction when max). Although it reduce gold defense by 50%, this reduction only applies to equipment defense.
For e.g. A warrior has 40% gold dmg reduction, of which 30% comes from equipment and 10% comes from con/int.
| Quote: | |
| When strike by a lvl 10 Shocking Thunder, gold def is reduced by 50%, 30% * 50% = 15% (shocking thunder only reduce gold def from equipment) 15% + 10 % = 25% (15% is from the reduced gold defense and 10% from con/int) Old gold defense = 40%, reduced gold defense = 25%. A gold dmg that deals 2k dmg would deal: 2000 * (100% - 40%) = 1200 dmg to 40% gold defense 2000 * (100% - 25%) = 1500 dmg to 25% gold defense |
| Quote: | |
| For a archer with 500 physical dmg and lvl 10 flaming arrow: 500 * 40% = 200 fire dmg It deals: 200 * 50% = 100 fire dmg against fire mob and 200 * 200* = 400 fire dmg against gold mob |
This chart is for easier reference on what level to learn what skill. It is basically all the skill that are coloured red on the previous chart. Perfect World Guide | 228 views read more ...
Posted on 2008-11-26 by adminNo comments
2)Which skills that I do not have to learn or max out?
The skills that you can left at level 1 (no matter what elements you major in) as below:
Flaming Torch
Roasting Fire Array
Sacrificial Fire Storm
Cold Dew
Frost Enchanted Weapon
Hail Storm (Do you even learn it??)
MoistCuring (dunno about the rest but I leave it at lvl 1 until I reach level 59, then upgrade to level 5 so I can have Wisdom sutra)
Sand Vortex
Distant Shrink (if not into PK and Forest Ruins)
3)Is my build correct? Or what is the best build.
a)Pure Int Build (Nuker Build)
Every 2 level, 9 int, 1 str
Pros - Highest damage Dealer in all skills except Sacrificial Fire Storm. Highest magical defense
Cons - Glass Nuke..meaning very fragile with low hp. Need hp plus equipment and add hp stone.
b)Hybrid Build (Common Build)
Every 2 level, 8 int, 1 str , 1 cons
or 6 int, 1 str, 3 cons
Pros - Hp higher than Nuker. Still need some hp stone added to equipment
Cons - A bit lower deals when compare to Nuker. A bit lower magical defense compare to nuker.
c)Light Armour Build (Balance Armour - Not recommended for newbies)
Every 2 level, 6 int, 2 str, 2 agi.
Pros - Have highest critical rate in all builds. Have higher physical defense compare to robe magi.
Cons - HP same as nuker class. Lower magical defense than hybrid. Deals damage comparable to cons hybrid
d)Heavy Armour Build (Not recommended for newbies)
Every 2 level, 6 int, 3 str, 1 agi
Pros - Highest physical defenses. (Even higher than werebeast and warrrior due to 150% bonus physical defenses by earth barrier). Can tank against low level bosses at higher level.
Cons - Low hp as same case as a nuker. Lowest magical defense (can be compensated with dual armour strategy) Deals Dmg comparable to cons hybrid
e)Cons Build (HP Build - Not recommended for newbies)
Every 2 level, 3-6 int, 4-7 cons, 0-1 str.
(Value depends on player preference to either to use your level weapon or more HP)
Pros - The highest HP in all mage build. Can tank bosses at your level due to high hp. Deals the most damage in Sacrificial Fire Storm.
Cons - Trade off between HP and latest weapon and armours.
Summary (Assume Cons build wearing Robes and prefer more HP)
Damage(general) ---- Nuker > Hybrid // Light// Heavy > Cons
Phy def ---- Heavy > Light > Cons > Nuker // Hybrid
Mag def ---- Nuker > Hybrid > Cons > Light > Heavy
HP ---- Cons > Hybrid > Nuker // Light // Heavy
PK vs melee ---- Heavy > Light > Cons // Nuker // Hybrid
PK vs magic ---- Nuker > Hybrid > Cons > Light > Heavy
4)Is there a guide on each and every mage skill?
Refer to the link below:
http://asiapworld.com/pw/index.php?option=com_content&task=blogcategory&id=19&Itemid=35
and
http://perso.numericable.fr/ecatomb/pw/
5)What elements should I concentrate on?
A general description about each element below;
Fire element - Generally offensive tree.
Moderate damage and moderate casting time.
Water element - Generally support type tree.
Low damage and fast casting time.
Have healing, slowing, mana regen, increase mana capasity and zero casting time skill.
The ultimate on this tree is the most damaging one.
Earth element - Generally stunning type tree.
High damage and long casting time.
Have stunning, crippling, teleportation, confusion (causing people to miss their attack) skill.
Usually a magi will go for two elements tree to max it out before maxing the last elements.
For those who always in party and have tanker, a fire + earth elements would be useful. with tanker to support, mage would need to concentrate only on the offensive and fire moderate casting time and earth high damage works well.
For those who always solo and use kiting a lot, fire + water combo will be nice as fire moderate casting time and water slowing work complementing each others.
6)Which skills I should max out first?
The 3 initial elements skills, Blazing Hierogram, Spring Rush and Rock Fall as these skills used to fill in the gap for your combo attacks while waiting for higher level skills cool down.
Also max out Ice Shield as soon as possible for mana regen and tanking against ice mobs. Earth Shield should have 2nd priority compare to Ice Shield. Fire Shield should have the last priority among the 3 shield.
All 3 shield should be max out as soon as possible.
Generally, others skill need to be max out depends on your prefered elements trees. However, refer to FAQ no 2 for those you dont need to max out.
7)Questions about stars and slots.
Stars means quality of the equipment. The more stars means more quality the equipment is.
Max only 3 stars.
The same weapon with one star will do less damage compare to the same weapon with 3 stars.
The same also applied to armours and accessory.
Slots are upgrade options for you armour and weapon.
Max is 4 slots. For Weapon it is max at 2 slots.
There is no Slot for Ring, Necklace, and Belt Pendant.
You add in soul Stone into the upgrade slots.
Soul stone gives of certain propreties like extra HP, more accuracy, more evasion, more attacks ... etc.
8)How do I create glow in armour and weapon?
Weapon glows at 3 stars (blue glow)
Golden Weapon gives yellow/golden glow
Green Weapon gives Green Glow
Orange Weapon == no idea have not see one yet
Adding soul stone to weapon do not make it glow.
For Armour lvl 5 and above, adding 2 lvl 5 and above soul stone will make it glow accordingly to the colour of the soul stone added. Add soul stone if you have too much cash to spare (one lvl 5 cost 60k!!!, lvl 6 cost 240k!!)
9)Which weapon is the best for mage?
Mage basically have 4 type of weapon per 10 lvl. They are categories into wand, magic sword, flag/staff, and wheel. A quick description as below:
Wand - A consistence attacks type with low gap between min and max damage.
Highest min attacks and lowest max attacks
Magic Sword - A popular choice because looks like real sword.
2nd Highest min attacks and 3rd highest max attacks
Wheel - Another popular choice for those do not like staff/flag weapon.
3rd Highest min attacks and 2nd highest max attacks.
Staff/Flag - The most damaging weapon but also the most unpredictable weapon due to lowest min attacks.
Lowest min attacks and highest max attacks.
Choices for which weapon to use depends on player preference but majority stick to magic sword/wheel combination to to more consistence attacks.
10)How to kite?
For lvl 1 to lvl 3 kite guide.
i)Cast Blazing Hierogram
ii)Repeat step i)
iii)Twice double jump away from mobs
iv)Repeat step ii) to iv) until mobs die
For lvl 3 to lvl 5 kite guide
i)Cast Blazing Hierogram
ii)Cast Spring Gush
iii)double jump once
iv)Repeat step ii) to iv) until mobs die
For lvl 6 to lvl 18 kite guide
i)Cast Rock Fall
ii)Cast Spring Rush
iii)Cast Fire Hierogram (optional)
iv)Double jump twice
v)Repeat step ii) to v) until mobs die
For lvl 19 onwards it really depends on what your heading for your mage elemental preference. For my side, I prefer fire and water elemental combination. So, fire and water combination it will be as below:
lvl 19 to lvl 38 kite guide
i)Cast Divine Pyro Hierogram
ii)Cast Spring Rush
iii)Cast Blazing Hierogram (optional)
iv)Double jump twice
v)Repeat step ii) to v) until mobs die
Starting from lvl 39 onwards, the whole situation changes as Mage learned a knockback skill call Phoenix's Fire Wing. It changes how a kite would do. Now, a mage no longer required to run away from the mobs
For lvl 39 to 48 kite guide
i)Cast Divine Pyro Hierogram
ii)Cast Spring Rush
iii)Cast Blazing Hierogram
iv)Cast Phoenix's Fire Wing
v)Cast Spring Rush (by this time the mobs same level with you should had died)
vi)if the mobs not yet dead- double jump twice away from the mob
vii)Spring Rush
viii)Phoenix Fire Wing
ix)Blazing Hierogram
x)Repeat step vi) to x)
For lvl 49 onwards not sure cause I still lvl 48 mage only.
PS - I only hit those melee mobs because range unit mobs will be able to hit you after you cast only two spells
11)Mage AOE skill
a)Hail Storm (You are not going to use it. Cool Down too long to be effective in Solo)
b)Roasting Fire Array
c)Phoenix Fire Wing
d)Sacrificial Fire Storm
e)Blasting Point (Heaven Faction only - Need to test it out)
f)Pyro Edge Tempest
g)Cryonite Dragon
h)Mountain Press
12)What is chanting time and casting time?
Chanting time is the time taken for the blue bar to fill up.
Casting time is the time taken after the blue bar fill up to the effect of the spell taken place. For example is Rock Fall, the chanting time is 2.0 is the time taken for the blue bar to fill up. The casting time of 1.4 is the time taken for the animation you jump up and throw the rock (meteor??) at the enemy and the rock to reach the enemy.
13)Magic attack calculation/formula
I found this while going into older posting in another forum.
magic atk formula is: (1+int/100)*(lvl+wep matk+ring matk)
Visit the link to the post to give credit to the poster.
http://forum.perfectworld.com.my/viewtopic.php?t=2131
14)How to know whether a mob attack is magical or physical?
The easiest way to know is to see below the mobs when it attacks you, whether underneath the mobs have a circular Aura or not. If there is a circular Aura when it attacks you that means it is a magical attacks. If there is none, then it is physical attacks.
15)What is the use of Elemental Defense or attacks?
This applies only to magical attacks. By looking at the mobs type and it attacks you with magical attacks, you can know you are been attacks by which element.
For example, if a wood type mobs attacks you with magic, it will be wood based magical attacks on you. So, you magical defense against wood will come into the play to determine how much damage reduction you have against the attacks.
However, not all elemental based mobs attacks are magical. There can be an elemental based mobs but its attacks are purely physical. Refer to post 14 for how to know whether it is magical or physical attacks.
The list or elemental strength and weakness as below. Note that ">" means stronger than and "<" means weaker than. The arrangement is "attack element" "> or <" "mob element type"
Fire > Metal > Wood > Earth > Water > Fire
Fire strong against Metal, Metal Strong against Wood ...etc
Fire < Water < Earth < Wood < Metal < Fire
Fire weak against Water, Water weak against Earth ...etcPerfect World Guide | 1,462 views read more ...
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