Teras Kasi Archive

Thread: TKM My findings so far after about 6 Months Weaknessess & Strengths

MackAgp
Wed Dec 15, 2004 4:23 am
#1



*** UPDATED *** = Please read on in the thread before commenting / rating this post.


Well..... I think probably the most usefull thing would be something (a weapon) that was AP2 and some dmg type other than kinetic, as i'm fecked off just being a tank hitting for 100 dmg (if lucky) against high end mobs. Also i don't think anything should have 100% kinetic resists as those mob's become completely out of reach for us, even when grouped, Most other combat classes have a choice of dmg type, we don't .


It's damn annoying when out hunting elders that i just act as a tank trying to geta dizzy/kd to stick (about 1 in 60 million chance to stick i think), and waiting till the ham is down enough for the resists to start dropping, so that i can then actually cause some damage (eg 1, then 2 , then 3 etc as the resists drop).


Again, Krayts , same thing except i can cause a little damage about 100-200 per hit (but against 350k that's a lot of hitting). - I did some krayt hunting a few days ago - okay the loots good, but how boring is it standing there spamming a special for 10 mins


Last Night i found an ancient Bull Rancor spawn, but after taking 3 down, i got bored and moved on, i was standing for ages just hitting them UH3 or UM2 about the same overall dmg result. - I'm buffed they don't touch me, i can heal any states or bleeds, Question is can i be bothered wasting 5mins to get 5000UXP when i can kill a kamurith defiler in a few secs for the same XP - Well no is the answer.


TKM is pretty good against low level mobs, quick kills and move on - But i've found a lot of the high end mobs have 80%+ resists and medium armour - Which imediately makes the TKM useless unless they are prepared to spend 10-15mins (or in the case of NS elders - eternity) to take the mob down, when a swordsman (blast damage on a PH) can hit with AP2 for 2000+dmg and take them out a lot quicker (mins).


Recently I've found that Mob's seem to be able to get a Dizzy / KD to stick a lot more as well


It seems that the kinetic Resist's are way to high on most Mob's.


Let's wait and see what the combat balance is going to bring to the table to redress some of these issues

Message Edited by MackAgp on 12-17-2004 06:17 PM



Ehio The Ex-Purveyor of Quality GDK Scales and all types of loot to the Starsider Community
Vendor Closed due to CU (edit)
Please Leave All Auction Winnings at the Loot-u-Like Vendor

<img src="http://www.eq2fantasy.com/images/smiliesgif/jester.gif">
Ryutek
Wed Dec 15, 2004 9:34 am
#2

Just out of curiosity, what do you hope to accomplish with this post? I'm not trying to sound gruff/mean/silly/however else that may be interpreted, just curious.

Let me elaborate:

You have 92 Skillpoints invested into TKA if you are a Master (which you state, so i say that is a given). That leaves 158 skillpoints unused if you are solely a TKM (which I doubt you have no other skills, but I would say it is possible). Now, this is a profession-based instead of class-based game, so you are now able to choose what else to spend those points on. If you are unable to do damage like a Swordsman, wouldn't it make sense to take up Swordsman to be able to? I mean, realistically, every profession should have strengths and weaknesses that allow you to choose what best suits your individual style, so that would make sense to me.

If we were limited to strictly being one class I could understand the desire to be like everyone else a lot quicker than having the freedom to pick and choose as we do now, but that gets into another topic.

So I return to my question, what does your post, or more to the point rather: what do you, intend to accomplish by listing things you are aggravated with under the guise of a detailed analysis of the profession after six months of play? Normally I wouldn't respond and just see if the thread garners many posts or simply dies off like so many others, but the title of the thread made me look with an expectation. That expectation was a constructive post, and not a rant, so I figured I would simply come in and ask what goal you were reaching for.

I sincerely intend no offense, merely curiosity.




Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
jiro09
Wed Dec 15, 2004 12:38 pm
#3






Ryutek wrote:
Just out of curiosity, what do you hope to accomplish with this post? I'm not trying to sound gruff/mean/silly/however else that may be interpreted, just curious.

Let me elaborate:

You have 92 Skillpoints invested into TKA if you are a Master (which you state, so i say that is a given). That leaves 158 skillpoints unused if you are solely a TKM (which I doubt you have no other skills, but I would say it is possible). Now, this is a profession-based instead of class-based game, so you are now able to choose what else to spend those points on. If you are unable to do damage like a Swordsman, wouldn't it make sense to take up Swordsman to be able to? I mean, realistically, every profession should have strengths and weaknesses that allow you to choose what best suits your individual style, so that would make sense to me.

If we were limited to strictly being one class I could understand the desire to be like everyone else a lot quicker than having the freedom to pick and choose as we do now, but that gets into another topic.

So I return to my question, what does your post, or more to the point rather: what do you, intend to accomplish by listing things you are aggravated with under the guise of a detailed analysis of the profession after six months of play? Normally I wouldn't respond and just see if the thread garners many posts or simply dies off like so many others, but the title of the thread made me look with an expectation. That expectation was a constructive post, and not a rant, so I figured I would simply come in and ask what goal you were reaching for.

I sincerely intend no offense, merely curiosity.






here here....



what Ryutek (/bow4) states is very true.


you get somthing else to comliment your toon. if you are a crafting type that is taking up TKA to give a little combat, then i can understand where you observations are coming from. TKA does have its strengths and weaknesses. it is fairly balanced in that respect. that is what makes it so cool. every profession is like this (some worse than others). our only options are to add skills to compliment or (if skillpoints are scarce) group with those that have the skills we don't.





Caymus Shaden

"think of how stupid the average person is... then realize that half of em' are stupider than that" --george carlin
MackAgp
Wed Dec 15, 2004 12:44 pm
#4

It wasn't intended as a rant - even if now i read back on it, that it does maybe sound that way.


The other 158 points are invested into Master Doc, and scout (for harvesting etc) - and one FS box i shouldn't have bothered training - but was niave in that.


So my template is MD/TKM/Scout 0-0-1-0 or summit close.


Don't get me wrong, I love the TKM profession, i just feel it's a little lop sided when it comes to High end stuff - Great Tank, but not so much use solo unless you have hours to spend on single targets.


What i was listing was how I felt about the profession in the grand scheme of things - I have 3 alt's (M Arch+MSW+merc, MCH+MPistols, MBrawl + MSwords + some fencer + medic) yet i tend to play the TKM/DOC most as it's best for out in the field (able to buff, heal state etc) , so i guess as the subject says, this is my findings after 6 months as a tkm. I could pick up swords/fencer etc and become a defence stacker but that's not my choosen route (although i have that on 1 alt), I don't PvP since i find it a waste of time and effort (maybe i'm not that good at it) and prefer to go out for PvE.


For example, GDK's on Lok - well i can stand there and take everything it throws at me for the duration whilst somebody stands behind me, unbuffed and unarmoured and kill's it. Okay i get full wounds in every bar but a little mediation sorts that out - it takes the kill time down to about 3 mins and bingo we have scales (as per signature!!). I Like a challenge and as a TKM i feel some of the high end stuff is not available in the current scope to me, but it is to most other combat classes - I prefer to be master of 2 elite's more than a stacker of 'the best uber pwning template'


I love the fact that most middle/low mobs i can slaughter without even thinking about it, and most of the time i don't need to mind buff as i've got 1300 mind (with brandy =2100). I can go out on lok in general around mount chalot (or whatever it's called) and kill every NPC out there (i much prefer NPC's to MOB's as the loot is dare i say 'better').


I guess in a way i was commenting on the pure TKM skills as they are the only combat skills this char has, and how i feel in general. It's great in a group to act as a tank and take all the hits (but my 60%kin,10k ham,light armour pet can do that as well ), but when it comes to the more challenging soloing of stuff it's not that useful.


I was hoping that other people would post and give constructive critisim or advice as to what i should do better to improve my TKM enjoyment, but it would seem that stacking with other combat templates would be the best way forward (not really what i wanted to do) should i want to become a more successfull combateer - would i stack with swords and just use the TKM defences (thus negating TKM as a profession - since not using any attacks) ?


I hope this clarifies a little, but feel free to ask anything more you wish


Oh and it's not a rant, just the way it feels




Ehio The Ex-Purveyor of Quality GDK Scales and all types of loot to the Starsider Community
Vendor Closed due to CU (edit)
Please Leave All Auction Winnings at the Loot-u-Like Vendor

<img src="http://www.eq2fantasy.com/images/smiliesgif/jester.gif">
Ryutek
Wed Dec 15, 2004 2:32 pm
#5



MackAgp wrote:

Like your disclaimer btw ! lol

Sorry if i sounded so negative in my 1st post, but i was writing it whilst at work.

As you say, we should be able to at least be able to pick a fight with an NS elder (even if it will take some time), but as you can see from my template on this char i'm talking about, TKM is the only combat skills he has. Which alone make him great for a lot of things ( I know that lol) it just seems a shame some things are out of my reach (don't get me wrong i don't expect to be able to solo the DWB) lol

Thanks for your reply Ryutek, I may consider changing my template slightly - not sure in which way yet, as i am between a rock and a hard place with MD needing Master medic (i think there are few left that need a master of a novice for a master of an elite)

Again, sorry for being vague 1st time round, but it's nice to get constructive posts that don't flame straight away for an opinion but ask for a reason as to why first. (not everybody can express what they mean first time lol)





No worries at all. Your post made me curious

The nice thing about keeping your Doc/TKM template, however, is that you can pretty much tank indefinitely due to great heals and healing states if you need to. I guarantee you'll end up missing that (well, and self-buff ability), but that is definitely a route to take.

Feel free to contribute any time. The Community here is, normally, quite capable of being constructive. Yet another reason I'm proud to be a TK



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Felix07
Wed Dec 15, 2004 2:33 pm
#6

Ahhhhhhhhhhhhhhhhhhhhhhh.....



A breath of fresh air in the forums. A well thought out discussion.


There is hope for us all.


I enjoyed hearing both sides as I have a new toon that I am starting up the TK tree & am glad to see some of the pros & cons & how to counter them.


Thanks to ALL that posted.



Daxter Sask ???
Holdein Sast Soon to expire
New Republic Order
=(HK)= Industries Theed Tradeing Post -3923 4027

Ryutek
Thu Dec 16, 2004 1:03 am
#7


**DISCLAIMER**

Everything I provide here is strictly my observation and view as a Player. I do not have any way of knowing if my assumptions/opinions are correct with regards to the SOE Development Team, so please do not think I am speaking for them.

**DISCLAIMER**


Assumptions:

While I agree the issue of 100% resists is one that needs to be addressed, I really think that sorts out most of the issue. Honestly a complete resistance to a damage type, at least to me, represents a design flaw. It should never have been that way, and unfortunately was.

Other than that, however, I think the goal may have been for TKs to be more defensive in comparison to other professions. After all, we do fight unarmed in a world where weapons rule. This would be the second assumption I work from here.

Response:

I'm glad it was not intended as a rant, and your second post here definitely clarifies what you were meaning, which makes it easier for me to respond

The TK Profession, though lacking in offensive power against some mobs, is highly effective in general. I would love to be able to damage SBDs and Nightsister Elders, and I think we should be able to. The ability to heavily damage them, however, I feel should not necessarily be given to us. Part of the difficulty in a Profession-Based game is deciding what to pursue and achieving those results through skillpoint expenditure. The mindset in MMOs, however, is to have a class that you dedicate to without the thought of "dabbling" in other professions. This is where we are in the unique position of being able to play the profession we truly enjoy, and enhance our offensive or defensive capabilities with another profession we like.

Realistically, as long as 100% resists are in the game you will still have grievances such as those listed in your post. no Combat Profession should be unable to damage an opponent at all. In addition, no single Combat Profession should be able to do all of the damage to an opponent either. This is where I hope the Combat Upgrade succeeds and brings a fun, dynamic system into the game. (And no, I won't give any details at this time).

The problems you are facing are those that everyone has struggled with, and those are the problems we hope to see erased in the imminent year. Unfortunately, the only advice I can give at this time is to try changing your template slightly for more offensive capabilities, or to simply not take on the high level content without a group and enjoy the social interaction it provides.

By the way, very nice followup post



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
MackAgp
Thu Dec 16, 2004 1:30 am
#8






Ryutek wrote:



**DISCLAIMER**

Everything I provide here is strictly my observation and view as a Player. I do not have any way of knowing if my assumptions/opinions are correct with regards to the SOE Development Team, so please do not think I am speaking for them.

**DISCLAIMER**




Assumptions:

While I agree the issue of 100% resists is one that needs to be addressed, I really think that sorts out most of the issue. Honestly a complete resistance to a damage type, at least to me, represents a design flaw. It should never have been that way, and unfortunately was.

Other than that, however, I think the goal may have been for TKs to be more defensive in comparison to other professions. After all, we do fight unarmed in a world where weapons rule. This would be the second assumption I work from here.

Response:

I'm glad it was not intended as a rant, and your second post here definitely clarifies what you were meaning, which makes it easier for me to respond

The TK Profession, though lacking in offensive power against some mobs, is highly effective in general. I would love to be able to damage SBDs and Nightsister Elders, and I think we should be able to. The ability to heavily damage them, however, I feel should not necessarily be given to us. Part of the difficulty in a Profession-Based game is deciding what to pursue and achieving those results through skillpoint expenditure. The mindset in MMOs, however, is to have a class that you dedicate to without the thought of "dabbling" in other professions. This is where we are in the unique position of being able to play the profession we truly enjoy, and enhance our offensive or defensive capabilities with another profession we like.

Realistically, as long as 100% resists are in the game you will still have grievances such as those listed in your post. no Combat Profession should be unable to damage an opponent at all. In addition, no single Combat Profession should be able to do all of the damage to an opponent either. This is where I hope the Combat Upgrade succeeds and brings a fun, dynamic system into the game. (And no, I won't give any details at this time).

The problems you are facing are those that everyone has struggled with, and those are the problems we hope to see erased in the imminent year. Unfortunately, the only advice I can give at this time is to try changing your template slightly for more offensive capabilities, or to simply not take on the high level content without a group and enjoy the social interaction it provides.

By the way, very nice followup post




Like your disclaimer btw ! lol


Sorry if i sounded so negative in my 1st post, but i was writing it whilst at work.


As you say, we should be able to at least be able to pick a fight with an NS elder (even if it will take some time), but as you can see from my template on this char i'm talking about, TKM is the only combat skills he has. Which alone make him great for a lot of things ( I know that lol) it just seems a shame some things are out of my reach (don't get me wrong i don't expect to be able to solo the DWB) lol


Thanks for your reply Ryutek, I may consider changing my template slightly - not sure in which way yet, as i am between a rock and a hard place with MD needing Master medic (i think there are few left that need a master of a novice for a master of an elite)


Again, sorry for being vague 1st time round, but it's nice to get constructive posts that don't flame straight away for an opinion but ask for a reason as to why first. (not everybody can express what they mean first time lol)







Ehio The Ex-Purveyor of Quality GDK Scales and all types of loot to the Starsider Community
Vendor Closed due to CU (edit)
Please Leave All Auction Winnings at the Loot-u-Like Vendor

<img src="http://www.eq2fantasy.com/images/smiliesgif/jester.gif">
MackAgp
Fri Dec 17, 2004 11:13 am
#9

Ryutek - Having thought about it a bit - How would you rate the following template then


Master TKA

Master Swords

Brawler 4-4-4-0

Fencer 0-3-0-0

Marksman 0-4-0-0

Pistoleer 0-0-4-0


Which gives (thanks to kodan's char calc)


Carbine Accuracy +10
Carbine Speed +5
Combat Equilibrium +55
Counterattack +110
Defense Vs. Blind +60
Defense Vs. Dizzy +65
Defense Vs. Intimidate +20
Defense Vs. Knockdown +115
Defense Vs. Posture Change (Down) +80
Defense Vs. Stun +105
Defensive Acuity +96
Dodge +25
Meditate +100
Melee Defense +97
One-handed Center Of Being Duration +24
One-handed Melee Center Of Being Efficacy +90
One-handed Melee Toughness +24
One-handed Weapon Accuracy +70
One-handed Weapon Speed +60
Pistol Accuracy +55
Pistol Speed +30
Polearm Accuracy +10
Polearm Center Of Being Duration +5
Polearm Center Of Being Efficacy +10
Polearm Speed +5
Ranged Defense +77
Rifle Accuracy +10
Rifle Speed +5
Taunt +10
Two-handed Melee Accuracy +130
Two-handed melee Center of Being +31
Two-handed Melee Center Of Being Efficacy +120
Two-handed Melee Speed +75
Two-handed Melee Toughness +43
Unarmed Accuracy +205
Unarmed Center Of Being Duration +30
Unarmed Center Of Being Efficacy +105
Unarmed Damage +250
Unarmed Speed +115
Unarmed Toughness +57



Or would you recommend trying to factor some medic in there (i find i don't need stims much) (29 points for 0-0-4-0) ?

I've guess this is quite a defence stacking template, So has anybody tried similar ? - will this have a negative effect when the CU appears ?




Ehio The Ex-Purveyor of Quality GDK Scales and all types of loot to the Starsider Community
Vendor Closed due to CU (edit)
Please Leave All Auction Winnings at the Loot-u-Like Vendor

<img src="http://www.eq2fantasy.com/images/smiliesgif/jester.gif">
Tathizar
Fri Dec 17, 2004 11:58 am
#10






MackAgp wrote:

Ryutek - Having thought about it a bit - How would you rate the following template then


Master TKA

Master Swords

Brawler 4-4-4-0

Fencer 0-3-0-0

Marksman 0-4-0-0

Pistoleer 0-0-4-0


Which gives (thanks to kodan's char calc)


Carbine Accuracy +10
Carbine Speed +5
Combat Equilibrium +55
Counterattack +110
Defense Vs. Blind +60
Defense Vs. Dizzy +65
Defense Vs. Intimidate +20
Defense Vs. Knockdown +115
Defense Vs. Posture Change (Down) +80
Defense Vs. Stun +105
Defensive Acuity +96
Dodge +25
Meditate +100
Melee Defense +97
One-handed Center Of Being Duration +24
One-handed Melee Center Of Being Efficacy +90
One-handed Melee Toughness +24
One-handed Weapon Accuracy +70
One-handed Weapon Speed +60
Pistol Accuracy +55
Pistol Speed +30
Polearm Accuracy +10
Polearm Center Of Being Duration +5
Polearm Center Of Being Efficacy +10
Polearm Speed +5
Ranged Defense +77
Rifle Accuracy +10
Rifle Speed +5
Taunt +10
Two-handed Melee Accuracy +130
Two-handed melee Center of Being +31
Two-handed Melee Center Of Being Efficacy +120
Two-handed Melee Speed +75
Two-handed Melee Toughness +43
Unarmed Accuracy +205
Unarmed Center Of Being Duration +30
Unarmed Center Of Being Efficacy +105
Unarmed Damage +250
Unarmed Speed +115
Unarmed Toughness +57



Or would you recommend trying to factor some medic in there (i find i don't need stims much) (29 points for 0-0-4-0) ?

I've guess this is quite a defence stacking template, So has anybody tried similar ? - will this have a negative effect when the CU appears ?







Unless your a speed capped swordsmen with CAs your going to want master brawler, especially with the added toughness it brings. You will NEED medic as well i would drop all that marksmen stuff, way to much skill points. instead something like..



Master TKA

Master Swords

Master Brawler

Fencer 0-4-2-0

novice medic (get some good stim Bs)


Berserk+20
Combat Equilibrium+55

Counterattack+100
Defense Acuity+96

Defense vs Blind+30
Defense vs Dizzy+35

Defense vs Intimidate+30
Defense vs Knockdown+95

Defense vs Posture Change+90
Defense vs Stun+65

Dodge+60
Injury Treatment+5

Injury Treatment Speed+5
Intimidation+20

Medical Foraging+10
Medicine Assembly+10

Medicine Experimentation+10
Medicine Use+5

Meditate+100
Melee Defense+102

Melee Mitigation+3(teras kasi or swords)
One-handed Melee Toughness+29

One-handed Weapon Accuracy+75
One-handed Weapon Center of being duration+31

One-handed weapon Center of being efficacy+100
One-handed Weapon Speed+85

Polearm Accuracy+55
Polearm Center of being duration+17

Polearm Center of being efficacy+45
Polearm Speed+30

Polearm Toughness+13
Ranged Defense+80

Taunt+40
Two-handed Melee Accuracy+135

Two-handed Melee Center of being+36
Two-handed melee Center of being efficacy+120

Two-handed Melee Speed+80
Two-handed Melee Toughness+48

Unarmed Accuracy+210
Unarmed Center of being+10

Unarmed Center of being duration+30
Unarmed Center of being efficacy+90

Unarmed Damage+245
Unarmed Speed+120

Unarmed Toughness+62
Warcry+20

Wound Treatment+5




____________________||[Colonel Cilas Dark Jedi Enforcer]||
||Dark Force Rising||_________________________________||
_____________________________________|Forum slay3r M||



Ryutek
Fri Dec 17, 2004 12:08 pm
#11



MackAgp wrote:
Ryutek - Having thought about it a bit - How would you rate the following template then
Master TKA
Master Swords
Brawler 4-4-4-0
Fencer 0-3-0-0
Marksman 0-4-0-0
Pistoleer 0-0-4-0
*SNIP*
Or would you recommend trying to factor some medic in there (i find i don't need stims much) (29 points for 0-0-4-0) ?
I've guess this is quite a defence stacking template, So has anybody tried similar ? - will this have a negative effect when the CU appears ?



Overall it is a nice template, though you might find you achieve a little better results choosing between Fencer and Pistoleer depending on what defenses are important to you, or on whether you want to use those professions effectively. My view on templates has always been to try something and see how well it works for your playstyle though, so it is tough to call.

Medic is a toss-up. I dropped all Medic skills for a long time, then picked novice back up when I went TKM/Ranger as I now predominantly play unbuffed. I don't recommend or not recommend Medic, as that one definitely comes down to your use

With the CU everything that is known to those in the "Sandbox Tester Group" are under NDA, and the official information known does not say one way or another, so I'm afraid that part of your question cannot be answered at this time




Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Little-Green-Guy
Fri Dec 17, 2004 2:50 pm
#12

WOW....his post seemed and read like as its topic indicated..."TKM - MYFINDINGS.."


He saying.....as TKM currently stands..he is useless against (most)higher end mobs while trying to damage them.


He is saying ....it is 'boring' hitting the same button over and over and over producing the same move.


He is saying...he feels as if TKM is "pretty good" against lower level mobs.



....I would say he got his point across and summed up everything accurately and If somebody was considering going to TKM they now have two like opinions (which neither of are rants).



what was wrong this post?









Mucus' " tHe FiNe aNd gRiNd "
Specialty Resources - Premium Grade Resources - Grind Resources
South Coronet (SoCo) Ship Systems
Both located: 600m South of Coronet (JTL) Shop @ (-266 -5514), (Resources) Shop @ SoroSuub Mega-Mall (-235 -5560),
Uber Ships & Components for Uber Pilots (SoCo) Price List : -Clicky-


Little-Green-Guy
Fri Dec 17, 2004 2:55 pm
#13






Little-Green-Guy wrote:

WOW....his post seemed and read like as its topic indicated..."TKM - MYFINDINGS.."


He saying.....as TKM currently stands..he is useless against (most)higher end mobs while trying to damage them.


He is saying ....it is 'boring' hitting the same button over and over and over producing the same move.


He is saying...he feels as if TKM is "pretty good" against lower level mobs.



....I would say he got his point across and summed up everything accurately and If somebody was considering going to TKM they now have two like opinions (which neither of are rants).



what was wrong this post?










*disclaimer* before i get flamed..i love TKA .. I accompany (my alt)with CM and DOC
and love to (semi) tank while inflicting combat meds on most of the NPC's. Although, I wish CM meds worked on Super Battle Droids. eheh.


I guess you just need to understand the role...I can only assume TKAwas developed andintended to be a 'defensive' proffession.



Mucus' " tHe FiNe aNd gRiNd "
Specialty Resources - Premium Grade Resources - Grind Resources
South Coronet (SoCo) Ship Systems
Both located: 600m South of Coronet (JTL) Shop @ (-266 -5514), (Resources) Shop @ SoroSuub Mega-Mall (-235 -5560),
Uber Ships & Components for Uber Pilots (SoCo) Price List : -Clicky-


Page 1 of 1
Previous Next